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Innovative Concepts In Entertainment Ice Ball Owners Service English
Innovative Concepts In Entertainment Ice Ball Owners Service English
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OWNERS AND SERVICE MANUAL INNOVATIVE CONCEPTS IN ENTERTAINMENT INC. 10123 MAIN STREET, CLARENCE, NY 14031 SERVICE: 1–716–759–0360 FAX: 1–716–759–0884 E–MAIL: [email protected] WEBSITE: icegame.com
2 INTRODUCTION · GAME FEATURES · GAME PLAY ASSEMBLY · BEFORE YOU BEGIN · TOOLS NEEDED · INSTALLATION · SETTING A.C. LINE VOLTAGES · A.C. LINE VOLTAGE ADJUSTMENTS SET–UP / TESTING · SAFETY PRECAUTIONS · PROGRAMMING YOUR GAME · OPTION MODES · TESTING QUICK TROUBLESHOOTING · PROBLEMS AND SOLUTIONS REPAIR · OPERATIONAL BACKGROUND · MECHANICAL REPAIR · ELECTRICAL / ELECTRONIC REPAIR · MAINTENANCE PARTS LISTINGS SCHEMATICS WARRANTY INFORMATION TABLE OF CONTENTS
3 INTRODUCTION Another important feature of our game is the operator selectable “Balls per game”. This feature allows the operator to control how many balls the game will normally deliver. This amount is adjustable from 1 to 20 balls per game. It is however important to note that THE BALLS PER GAME IS NOT RELATED TO HOW MANY BALLS ARE IN THE GAME. The quantity of balls in the game is only for reference based on the normal 9 balls given in the traditional game. The game will work with 1 to 15 balls in the game, yet deliver the proper amount programmed into the game every time. (It is a good idea however to have at least 3 balls in the game to avoid slow play) All programming is accomplished from the Main P.C. Board which is conveniently located at the front end of the cabinet. This make servicing and adjusting as easy as turning a key. GAME PLAY Game play begins when a player has inserted enough money into the game to create 1 “Credit”. At this point, the “Start” button begins to flash. When the start button is pressed, the balls release from the game and the game begins. The player throws balls at the target pockets and is awarded the points indicated on those pockets. The player continues to throw balls until they are all used up. If the player breaks a predetermined score during game play, he may be entitled to get “Free Balls”. At the end of the game, the game will dispense tickets based on score. (If the game is so equipped) If the player gets a “New High Score” or “Extended Play” the rotating Beacon light will turn on. The Beacon light will also turn on if the player has won the ticket jackpot from the Optional Jackpot Marquee. GAME FEATURES Thank you for your purchase of the new ICE BALL Alley Roller game from I.C.E. Through extensive testing and consultation with game operators, we have developed a game with all of the features and serviceability you’ve been asking for. We have gone to great lengths to manufacture an Alley Roller game that is far easier to service and operate than anything before it. The features we have added, truly bring this game up to date. The game starts off with unparalleled ease of assembly. The game goes together in just a few minutes. The game cabinetry is a unique plywood construction with a special overlay for a superior finish. A special lacquer finish is applied over the wood for a beautiful rich, deep look. All of the cabinet panels interlock together, are reinforced with cleats and are glued together to produce a cabinet that can handle all of the abuse you can give it. Loading tickets is a snap, with our easy pull out drawer. This new feature drastically reduces the time needed to load tickets, as well as making it much to service ticket jams or the dispenser. Long life fluorescent lighting is used throughout the game to lower maintenance and create a bright playfield area. Even the ball return area is back lit to add to the appearance and serviceability of the game. Reliability is the name of the game with our new ball release assembly. With a specially engineered solenoid and double linkages, this mechanism has been tested to last for years. Best of all, the entire assembly simply lifts out of the cabinet with no tools needed! The best state of the art sound on sound audio is used to create an exciting atmosphere for the game player. Even our background theme is synchronized so all games play the theme at the same time, even when only one game is being played. ICE BALL allows the operator to give the players extra balls when a certain point threshold is reached. In addition, double scores can be awarded if desired. This extends the total points possible and adds a great deal to player appeal. These features also add excitement when used in conjunction with the optional Jackpot Marquee.
4 ASSEMBLY BEFORE YOU BEGIN WARNING: WHEN INSTALLING THIS GAME, A 3 PRONG GROUNDED A.C. RECEPTACLE MUST BE USED. FAILURE TO DO SO COULD RESULT IN SERIOUS INJURY TO YOURSELF OR OTHERS. FAILURE TO USE A GROUNDED RECEPTACLE COULD ALSO CAUSE IMPROPER GAME OPERATION, OR DAMAGE TO THE ELECTRONICS DO NOT DEFEAT OR REMOVE THE GROUNDING PRONG ON THE POWER CORD FOR THE SAME REASONS AS GIVEN ABOVE. USING AN IMPROPERLY GROUNDED GAME COULD VOID YOUR WARRANTY. HAVE A QUALIFIED ELECTRICIAN CHECK YOUR A.C. RECEPTACLE TO BE SURE THE GROUND IS FUNCTIONING PROPERLY. TOOLS NEEDED Large Allen Key (Supplied) Phillips head screwdriver INSTALLATION Remove the banding from the pallet. NOTE: BE SURE TO STAND TO THE SIDE WHEN CUTTING THE BANDS, AS THEY ARE UNDER PRESSURE, AND COULD SPRING OUT CAUSING INJURY. Lift out all cage parts as well as any other parts shipped along with the game. Remove the 2 game halves from the pallet. Set the rear of the game into the approximate location of where it will be located. If assembling more than 1 game, you must leave space to run the power cords and linking phone cord. Set the front cabinet into position in front of the rear cabinet. Open the coin and ticket doors and slide the left side cover forward enough to connect the harnessing from the rear cabinet to the front cabinet.Slide the front cabinet into position. Insert the large Allen key into the holes on the sides of the front cabinet and rotate the Allen key 180° to lock the cabinet halves together. Slide the right hand cover from the game. Remove the packing material from around the ball release assembly. NOTE: KEEP THE PACKING MATERIAL FOR THE BALL RELEASE ASSEMBLY BEHIND THE GAME IN CASE YOU DECIDE TO MOVE YOUR GAME LATER. Open the parts box containing the balls and install them into the ball return release. (There should be 9 balls supplied with the game) Slide the right hand cover back onto the game. Open the electronics access door. (Door in between the ticket and coin drawers) On each Main P.C. Board are 2 modular phone jacks. Connect a phone line from game to game, plugging 1 end into each game. Feed the phone lines through a wiring hole located in the rear of the electronic enclosure. It does not matter which jack you plug the phone line into on the board as long as the phone lines are connected from game to game. If you are installing a Jackpot Marquee, it can be connected to any open phone jack on any game. Connect the long Computer style power cord to the Power Module. The power module is located inside the Electronics access door, to the lower right. Connect the other end to a grounded A.C. outlet.* * Be sure before plugging the game in that it is wired for the proper A.C. voltage. One way to check is by looking at the game’s serial number tag. It will indicate the rated voltage on it. If you are still unsure about what the game’s voltage is set for, please refer to the “Setting A.C. line voltages” section in this manual.
5 SETTING A.C. LINE VOLTAGES The game comes with 4 available line voltage settings as described below. These settings should be used to provide A.C. power in the correct range to the game without over or under powering it. POWER RANGE VOLTAGE SETTING 90–110 V.A.C. 110 110–130 V.A.C. 120 200–220 V.A.C. 220 220–240 V.A.C. 240 The game uses a POWER MODULE to handle all of the A.C. power distribution chores of the game. It incorporates an On–Off switch, primary A.C. game fusing, and power switching capabilities. This allows the game to be used with a wide variety of A.C. voltages by re–strapping the main transformer. A.C. LINE VOLTAGE ADJUSTMENT To adjust the game for a different A.C. voltage: •Unplug the game from the outlet. •Disconnect the power cord from the power module. •Using a small flat blade screwdriver, pry the fuse holder from the power module. •Notice a small window on the fuse holder with an arrow that points to the voltage the game is presently set at. •Using a small flat blade screwdriver, lift the retaining tab that holds the voltage selector in the fuse holder. •Rotate the voltage selector until the voltage you want is displayed in the voltage select window. •Push the voltage selector back into the fuse holder until it snaps into place. NOTE: Do not force the selector into the fuse holder. If it does not go in easily, it is not being installed correctly. ASSEMBLY •Snap the fuse holder assembly back into the power module. •Plug the power cord back into the receptacle in the power module, and into the wall outlet. NOTE: WHEN CHANGING VOLTAGES FROM THE 110–120 TO 220–240 RANGE, LOWER THE MAIN FUSE AMPERAGE VALUE BY ½. WHEN CHANGING FROM THE 220–240 TO 110–120 VOLT RANGE, DOUBLE THE MAIN FUSE AMPERAGE VALUE.
6 SET–UP / GAME TESTING SAFETY PRECAUTIONS IMPORTANT: FAILURE TO FOLLOW THESE DIRECTIONS COULD CAUSE SERIOUS DAMAGE TO YOU OR YOUR GAME. WARNING: WHEN INSTALLING THIS GAME, A 3 PRONG GROUNDED A.C. RECEPTICLE MUST BE USED. FAILURE TO DO SO COULD RESULT IN SERIOUS INJURY TO YOURSELF OR OTHERS. FAILURE TO USE A GROUNDED RECEPTICLE COULD ALSO CAUSE IMPROPER GAME OPERATION, OR DAMAGE TO THE ELECTRONICS DO NOT DEFEAT OR REMOVE THE GROUNDING PRONG ON THE POWER CORD FOR THE SAME REASONS AS GIVEN ABOVE. USING AN IMPROPERLY GROUNDED GAME COULD VOID YOUR WARRANTY. HAVE A QUALIFIED ELECTRICIAN CHECK YOU’RE A.C. RECEPTICLE TO BE SURE THE GROUND IS FUNCTIONING PROPERLY. REPLACE ALL INCANDESCENT BULBS WITH PROPER ICE SUPPLIED BULBS ONLY PROGRAMMING YOUR GAME This section will give you a detailed explanation of the functions and operating characteristics of each of the programming buttons. PLEASE READ THIS SECTION CAREFULLY TO AVOID PROBLEMS WITH YOUR GAME. NOTE: THE PROGRAMMING AND TEST BUTTONS ARE LOCATED ALONG THE FRONT EDGE OF THE MAIN P.C. BOARD WHICH IS LOCATED BEHIND THE ELECTRONICS ACCESS DOOR. THIS DOOR IS BETWEEN THE TICKET AND COIN DRAWERS AT THE FRONT OF THE GAME. PROGRAMMING BUTTON (PGM / SW1) This button is used to enter and exit the programming mode. Use this button to change game settings or to remotely change settings on the optional Jackpot Marquee. Press this button once to enter programming mode. When in this mode, the game displays will display information pertinent to game programming. Press this button once again to exit programming mode. Once in this mode, you can push SW2, SW3 or SW4 to make adjustments to the game. SELECT BUTTON (SEL / SW2) This button is used to advance through all of the various programming option modes. Each push of this button will move you to the next programmable option. The option number is displayed in the “Balls Left” display. STEP UP BUTTON (UP / SW3) This button is used to change the VALUE of a particular option mode. The operation mode values are displayed on the “Score” display. Each push of this button changes to the next HIGHER available value for that mode. STEP DOWN BUTTON (DOWN / SW4) This button is used to change the VALUE of a particular option mode. Each push of this button changes to the next LOWER available value for that mode.
7 SET–UP / GAME TESTING TEST BUTTON (TEST / SW5) This button is used for factory burn–in of the game electronics. It is also very helpful to be sure all game functions work correctly. When in this mode, the following things will happen: Game release solenoid will cycle on and off Displays will count down displaying similar numbers. (Ex.: all 9’s or 8’s) Beacon light will cycle on and off. Closing any score (playfield) switch by throwing a ball will create an audible sound. Pushing the start button, coin switch or low ticket micro switch will create an audible sound. Game theme song will constantly play. To exit the test mode, press the programming button. AUDIO TEST BUTTON (AUDIO TEST / SW6) Pressing this button will cause the game’s theme song to play. This is used to prove that the audio microprocessor is talking to the logic microprocessor properly. This is a useful Main P.C. Board troubleshooting procedure. OPTIONS MODES Please the setting information carefully BEFORE making any adjustments. Failure to set options properly can yield unexpected results. PLEASE NOTE: THE VALUES PRE–SET AT THE FACTORY HAVE BEEN FOUND TO WORK BEST FOR MOST LOCATIONS. MODE 00 (VOLUME) This option is used to change the relative sound volume of the game. “1” is the lowest the game can be set to play at while “4” is the loudest. Each time the button is pushed, a sound is played to make it easier to determine where the volume level should be set. The factory default for this option mode is “3”. MODE 01 (COINS PER CREDIT) COIN INPUT #1 This mode determines how many coins are needed to create 1 credit for coin input #1. (This is also the only coin input normally adjusted for most usage) This value can be adjusted from 0–8. Setting a “1” would indicate 1 coin is needed to obtain 1 credit. A “2” would indicate 2 coins are needed to obtain 1 credit. Setting a “0” sets the game to the “FREE PLAY” mode. The factory default for this setting is “1”. MODES 02–03–04 (COINS PER CREDIT) COIN INPUTS 2–3–4 These coin input functions in an identical fashion to that of MODE 01. These options are generally used in markets that require the use of electronic multi–mechs. Consult our service department if you have any questions regarding the use of electronic multi–mechs. MODE 05 (MULTI–CREDITS) This mode can be used to create multiple credits for each coin inserted. For example: setting a “2” would give you 2 credits for each coin inserted. The range for this option is 0–9. Setting a “0” turns this option off. The default for this option is “0”.
8 SET–UP / GAME TESTING MODE 06 (CREDIT BONUS) This option is used to create “Bonus Credits”. The way this option works is as follows: if a “3” is set, for every 3 coins put in AT THE SAME TIME, 1 extra credit would be given. The range for this option is 0–9. Setting a “0” turns this option off. The default value for this option is ”0”. MODE 07 (BALLS PER GAME) This option determines the STANDARD amount of balls dispensed per game. This amount DOES NOT include any other balls that may be dispensed by other option settings. NOTE: THE NUMBER SET WILL DETERMINE HOW MANY BALLS ARE DISPENSED PER GAME. THE NUMBER IS NOT DETERMINED BY THE BALLS KEPT IN THE GAME. THE NUMBER OF BALLS IN THE GAME IS BASICALLY USED AS A BALL SUPPLY. THIS AMOUNT SHOULD NOT BE ALLOWED TO GO BELOW THREE (3) OR ABOVE FIFTEEN (15). The range for this option is 0–20. The default value for this option is “9”. (The traditional balls per game value for alley roller games). POINT SETTING INFORMATION IN SOME OF THE MODES BELOW, POINT VALUE WILL BE DISCUSSED. THIS GAME HAS THE ABILITY TO BE SET FOR 3 DIFFERENT POINT LEVELS. (DISCUSSED IN DETAIL IN MODE 21.) WHENEVER POINT VALUES ARE DISCUSSED, THE SIGNIFICANT (FRONT END NUMBERS) ARE DISCUSSED. THE TRAILING “00’S” ARE NOT IMPORTANT. EXAMPLE: SETTING A “30” WOULD BE GOOD FOR 300 OR 3,000 POINTS. SETTING A 300 WOULD BE GOOD FOR 3,000 OR 30,000 POINTS. CALL OUR SERVICE DEPARTMENT AT: 1–716–759–0360 MODE 08 (EXTENDED PLAY POINTS) When this mode is selected, the game will dispense additional balls when a pre–determined score is reached. THE GAME COMES STOCK SET TO DELIVER POINTS BASED ON 1,000 POINT INCREMENTS. Therefore setting a 300 in this mode would give an extended play point value of 3,000. The range for this option is 0–9999. The default value for this option is 300. MODE 09 (EXTENDED PLAY BALLS) This mode determines how many “Extended Play” balls will be dispensed when the extended play points value (see mode 08) has been reached. The range for this option is 0–20 balls. Setting a “0” will turn this option off, even if mode 08 is active. The default for this option is “3”. MODE 10 (DOUBLE POINTS) This game has an option that will have the game double the point value of 1 of the balls thrown during game play. The time that the double point throw shows up varies from game to game, but always shows up once during the game. Setting a “1” turns this option on. Setting a “0” turns this option off. The default for this mode is “1”. MODE 11 (ATTRACT MODE) This mode will play the game’s “Attract” mode when selected. The attract mode consists of the game’s theme song being played, along with the beacon light turning on. The values for this mode (in minutes) is 0–30. Setting a “0” turns the attract mode off. The default value for this mode is “3”.
9 SET–UP / GAME TESTING MODE 12 (POINTS PER TICKET) This option adjusts the points needed to dispense a ticket. Setting a value of 30 will dispense 1 ticket for every 3,000 points scored. The range for this option is 0–9999. The default value for this mode is “30”. (ticket for every 3,000 points) MODE 13 (MINIMUM TICKETS) This mode sets the minimum amount of tickets that can be dispensed in a game. This would be the equivalent of a “just for playing” option. This amount set IS NOT in addition to other tickets won. If the amount of tickets normally won exceeds the minimum amount set, that number is the number awarded. The range for this option is 0–10. Setting a “0” turns this option off. The default value for this mode is “4”. MODE 14 (TICKET CAP) This mode determines the maximum amount of tickets that can be given in a game REGARDLESS of points made. NOTE: THIS MAXIMUM WILL NOT AFFECT THE TICKETS DISPENSED FOR WINNING THE TICKET JACKPOT FROM THE OPTIONAL “JACKPOT MARQUEE”. ANY JACKPOT TICKET CAP WILL BE HANDLED BY THE JACKPOT MARQUEE. The range for this option is 0–50. Setting a “0” turns the option off. The default setting is “0”. MODE 15 (TICKET THRESHOLD) With this option enabled, it will not be possible to win any tickets until a pre–determined threshold value has been reached. Once this threshold has been crossed, tickets will then be dispensed. MODE 16 (DEFAULT HIGH SCORE) This mode sets the INITIAL high score. This value is the value displayed when the game is first powered up.* * This value will not be seen if mode 22 has been programmed to keep the previous high score. The values for this mode are 0–9999. The default value for this mode is 200. (20,000 points) MODE 17 (EXTRA BALLS FOR HIGH SCORE) This mode determines how many free balls will be dispensed for breaking the high score. The values for this mode are 0–10. Setting a value of “0” turns this mode off. The default for this mode is “1”. MODE 18 (AUTO ADVANCE BALL) This mode is needed for 2 reasons. First, if someone starts a game but does not throw the balls or walks away, there has to be a way to end the game. Second, if a ball is thrown into another game by mistake, the game would never end unless the game had a way to count down a ball. This mode eliminates both of the above problems by automatically counting down by 1 ball every XXX seconds. XXX being the value programmed into this mode. The number chosen will be the amount of seconds between the counting down of each ball. The values for this mode are 0–60. Setting a “0” turns this feature off. (Not normally advisable) The default value for this mode is “20”.
10 SET–UP / GAME TESTING MODE 19 (THEME PLAY ON) This mode allows the game’s theme song to be eliminated during game play. Setting a “1” plays the theme during game play. Setting a “0” turns the theme song off. It is advisable to leave the song play during the game, as it adds excitement to the game and speeds up game play. NOTE: THE GAME’S THEME SONG IS SYNCHRONIZED ON ALL GAMES. WHEN 1 GAME IS STARTED, THE THEME PLAYS ON ALL GAMES. THIS PREVENTS SONGS PLAYING AT DIFFERENT TIMES AND THE DISTRACTING NOISES ASSOCIATED WITH THAT CONDITION. THIS SYNCHRONIZATION DOES NOT AFFECT GAME PLAY IN ANY WAY AND IS A BENEFICIAL DESIGN CONSIDERATION. MODE 20 (STATION I.D.) For the games to synchronize their sound properly or to run the optional “Jackpot Marquee” properly, the games must have different identification numbers. Each game must be set to a different I.D. the numbers available are from 00–13. It doesn’t matter which numbers you pick or if the numbers are sequential or not, so long as each number is different. IMPORTANT: IF THE STATION I.D.’S ARE NOT SET PROPERLY, THE GAME WILL WORK STRANGELY, CAUSING MANY UNEXPECTED PROBLEMS. MODE 21 (MODE) This mode sets the score values for various point configurations. The game comes with the following score values: 1000 2000 3000 4000 5000If you wish, you can set values in the 100’s range (100, 200, etc.) or in the 10’s range (10, 20, etc.). If you wish to lower the value, use the following guide. Set a “0” for point values in the 1,000’s Set a “1” for point values in the 100’s Set a “2” for point values in the 10’s MODE 22 (NO KEEP HIGH SCORE) This mode will reset the high score to the value set in option mode 16 at power up when enabled. Setting a “0” will keep the high score indicated at power down. Setting a “1’ will reset the value to that in option mode 16. MODE 23 (FACTORY DEFAULTS) When this mode is selected, the game will revert to all factory default settings. SET “1”, THEN EXIT PROGRAMMING MODE TO RESET ALL VALUES TO FACTORY DEFAULT. The default for this mode is “0”. TESTING After the game is installed and set up, it is a good idea to play a few games, to be sure everything is working properly. Play a few games paying special attention to the following areas: Balls per game Tickets dispensed Beacon light working Proper scoring Proper jackpot (If using Marquee) IF YOU HAVE ANY QUESTIONS REGARDING THESE SETTINGS, PLEASE CALL OUR