Download OWNERS AND SERVICE MANUAL
Transcript
’F TM OWNERS AND SERVICE MANUAL F I R S T REVlSlON COPYRIGHT 1995 INNOVATIVE CONCEPTS IN ENTERTAINMENT INC. LICENSED FROM G.L. TECHNOLOGY INTRODUCTION GAME FEATURES FULL COURT FEVER”’ 1s d revoluticna~ concept I” Corn OFrated baskedxll games. You wil see that this game mc!udes many featwes vhtch make it the obwous chofce for your locaoon. FULL COURT FEVER P’JY. FEVER ,ncorporates d basket that iootcs horn side 10 sldc and moves back and forth. Depending on whtch game has b e e n chosen. the baskecwdl move to variaus OlFiERENT postoons ss ‘he grne progresses. This movement adds many shooting angles to challenge the player. The mechamsm that operates dw unique capao!l~Cy is very reliable and sample I” design. steel gears make he drive mechanism almost immune to rueag and d built in htgh tech mulo-plate clutch aosotbs any stresses that can be generated by even the most deliberate abuse. The chaws also incorporates ivgh strength roller wheels, ehminating any mz,!ntenance on the drive surfaces of the game. 0G1er !han mutme cleaning thlr makes the game torally maintenance free. Cut CONTROL PANEL Amactive L.E.O. displays xe used to display ail scoring rnd v!al infonnason such as time. credits. and hjgh score. ihc contml panel is laid out in a convenwnt use, mendly fashion. making it easy for players to opente. TAMPER PROTECTION. FEVER has excepoonsl tamper cirwtry Integrated to the mlm P.C. Board. If the game 4s over. and someone attempts to open the ball gate. an dlarm wll sound for ten seconds. If someone scores a basket when tic game II not in play, the oasket WIII Tim amund. to prevent fonder lstcmpu at game play. If my fwther bsket, d~c made due to mtent~onal vandrlism, the game will then sound dn alarm. Thhls feature can not be defeated by game players, ss the game is supponed bj .s hea? duty rechatgeablc bancy with e butit m recharging circuit. Even If the game is unplugged. t h e ant,-tamper cwcwtry wll contfnue to h.incoon. AI I” operator you cd” of coune turn this opoon off, disabling the alarm through programmmg mode. by HEAW DUTY CONSTRUCTION II Incorpomted throughout the game by “smg only heavy g’ge metals and be assembled and dtsasscmoled many t!mts wthout any harm to the game. You wll ~oorec~ate this feature If you move your games oirco. plast~u. The game cm HIGH TECH CAME ELECTRONICS. Solid sr~tc l !e~trontCs arc used throughout the game. ‘MATE-LOCK’ Connectors dm used tntoughour the g a m e for Chew rugged relidbliity ss well II makmg it wtuaily lmposstble to connec: harnessing the wrong way. Heavy duty optical scnfon ate used throughour Digital sound efieco xc used for optimum dependabllity. Over twen~, sound effect are incorporated lnlo the round effect cwcu~tw The g a m e electromcs have been hfghly mtegr;ted mto the Mdln PC. Board assembly, making II edsv to reprv games. The game hss d h,ll feature r;lf test system IO make trouble shootmg easfel Oi’llONS A Octet aispnser and/or s dollar bkll vslidatot, can be ordered wth your game. GAME PLAY ,..$.r,.cil; -. ASSEMBLY BEFORE YOU BEGIN WARNING: WHEN INSTALLING THIS CAME, A THREE PRONG GROUNDED A.C. RECEPTACLE MUST BE USED. FAILURE TO 00 THIS COULD RESULT IN SERIOUS IN/UPY TO YOURSELF OR OTHERS. FAILURE TO USE A GROUNDED RECEPTACLE COULD ALSO CAUSE IMPROPER CAME OPERATION. OR ~AMACE THE ELECTRONICS. DO NOT OEFEAT THE GROUND PRONG ON THE P O W ER CORD FOR THE SAME REASONS A S GIVEN ABOVE. USING AN IMPROPERLY GROUNDED OUTLET COULD VOID YOUR WARRANTV. TOOLS NEEDED: Before you start you wli w.snt the following stems: .7/16’ Combination Wrench .7/16’ Deep Well Socket Ratchet Side Cutters . Adjustable Phers . . FULL COURT FEVER”’ is an l lec:mmechan,cal coin operated dm”seme”t game designed to be piayed by one to four playen. It you plan on movmg our game oiten. or ,would like to speed up asrem I: ly, I cordless Ratchet IS d good Idea. There xc three different games that cdn be played on the game.... “our game ,equ,ns d MINIMUM CEILING HEIGHT of 96” (8 feet). Check clearance before proceeding. QUICK SHOT is the last word when it comes :o exciung ‘Full Court’ basketball acuon. In this exrmng game. tke basket and backboard move to diffznnt pos~oons every three seconds. This means the player gcrr ihc fniing of shoatmg the bail fmm all over the basketball coun. 8ut you better shoot quxk. ‘cause that balker could move any second. in facr !he ability for the basket to move :o all there different poslnons is so unique. #t’s covered by United States Patents! RUN . N -SHOOT us as exciong .ss QUICK SHOT with one bug dihmncc! The basket does not move until lou make the shot. Th!s cleatos e totally different feel to the game player. SET-UP 1. To begm, remove the game tram the shlpping co”ti,“ers. 2. Locate the mna:n framewo.+ of the game and lay il t o n 10 wie. 3. Locate the two “U” shaped legs, and insen them mto the bottom of the frame. At the front of the tnme. use the set ot holes closet to the bottom ot the iegs. At the leer of the frame. use the holes fwther from the bottom of the legs. Secure with ( 4 ) l/4-20 I 2 l/2” bolu, (8) flatwashers. a n d (4) nylock nuts. HOT SHOT 4s I game simtlar to the traditional baske!bail games already on the market. However. we have maoe thus an even more excmng game The net remams staoona~ II the plaver shoot, over and over. Two poa”ll are awarded fdr each basket scored. When 10 sKo”ds rema,” I” me game. the hoop moves back mto ‘Three Potnt Range”. and awards t”e player 3 potnts for alI baskets scored. 4. Stand the hame up. and move into its permanent locabon. It II s good Idea to carry the frame rather than shoe it. LINKING ,s a popular optlo” I” locaoons **hew more than 1 game IS to be used. The games s,e ‘Imked* to add direct head to head .mon bewean the gnme players. This opoon is built into each ms,n p.:. board. and IS dS e a s y ss connecong a pnone iine and settmg d number in the programmIng mode. 5. Move the cabinet to the hont of the fmme , bolt it to the frame by mstalling the mountmg and into bolts thmugh the back of tJ?ke front the rear of the cabmet. Secure with (‘9) l/4.20 I 3 l/2’ bolts, and (2) Rat washers. NOTICE: IT WOULD BE A COO0 IDEA TO GET HELP WHEN LIFTING THE CAME TO THE UPRIGHT POSITION. THREE PEOPLE RECOMMENDED. THIS WILL HELP KEEP THE CAME FROM SLIDING WHEN LIFTED. and I I 6.bentLocate the harness that is tie-wrapped up II the of the frame. Cut the tie-wrap, and feed the harness down through the frame, and into the ooemna in the w.sr of the cabmet. Connect the hsrnesito the connector located mside the c.sbinet. Secure the harness to the bottom of the frame with s tie-wrap through the t\e down block provided. 7. Assemble the mesh framework, using the wo lzlrge frame sides, and the three connecting pipes supplied. Assemble, using (6) 114-20 x 2’ full thread boltr, and (6) Rat washers. a) Feed the pipes through the be wraps that .sce connec:ed to the mesh. 11) Separate the 2 hames until the popes go between them. c) Star( the bolts by hand, then secure wth I wrench. NOTE: DO NOT OVER fIGHTEN THE BOLTS IN THE mm. OR THE INSERTS C O U L D 3f D A M A G E D . BE CAREFUL NOT T O C R OS S THROB T H E BOLTS INTO THE PIPES. 8. Install the rebound guard using (2) 1/4-20x 1 3/4* bolti. (4) Rat washers. and (2) nylock nuts. NOTE: WHEN INSTALLING FOR A 9 FT. CAME, USE THE. BOTTOM SEl OF HOLES ON THE FRONT OF THE. MESH FRAME, THE MIDDLE SET GF HOLES FOR A 8 l/2 FT. CAME, AN0 THE UPPER SET OF HOLES FOR AN 8 FT. CAME. (WHEN SETTING UP AN 8 FT. CAME, YOU MAY WISH TO OMITTHE REBOUND GUARD.) 9. l,nstdll the Mesh Frame io the game. It can be adjusted to three heIghti: 9’. 3.5’. and 8 FT. Please install to the highest possible height. b sliding the frame mside the game to c,ne oftb l 3 sea of mounting holes. and secure wth (4) l/4-20 I : l/2” silver allen head bolts, .and(4) Rat washers. j nstall 10. Install the backboard post and backboard to the turntable at thus bme. a) Feed the gray cable located I” the turntable through the backboard post. b) Install (2) l/4-20 i 2 l/2’ bolts. (4) flat washers. and (2) nylock nuts to secure the tube to the turntable. The bola llre installed in a c~osctoss fashion. c) Install the backboard to tic backboard tube. feeding the gray cable through the backboard p’pe.1 CUSTOMIZING YOUR GAME ASSEMBLY d) When ~nstelling the backboard, install d l/4’ bolt temporarrky throu h the backboard pope to the back L ard tube to hold it in olace. the grey cable to the blue cable, makmg sure the tonneclOrs dre snapped m t!ghr. Push any excess wring beck into the backboard p’pe. e) Connect NOTE: FOR THE 9 FI. HEIGHT, LUVE A 9 INCH SP4CE BFWEEN THE TOP OF THE BACKBOARD AN0 THE UESH. FOR THE 8 112 FT. HEIGHT, LEAVE A 3 INCH SPACE, AND FOR THE 8 iT. HEIGHT, LEAVE NO SPACE. 1 1. Adlust the backboard hebght AS NOTED ABOVE. This will ellow the proper arc for the ball when I[ II shot. Secure the backboard wth (2) 114.20~2 1 IZ” baia,(4) Ha! washers. and (2) nylock nuts. 12. Put the basketballs into thr ame BE SURE 4 THIS COULD T H E Y ARE NOT O V E R INFM ED. CAUSE THE BALL GATE TO OSCILLATE EXCESSIVELY 13. Plug the game I”. and follow the game set up procedures listed in this manual. 14. Open the control panel on the game by removing the 3 dllen head bolts and washen that secure the panel to the frame. Tilt the panel forwards, and connect the battery harness to the f&n Board. The battery connector will be the only one loose I” the cabmet. Re-iarten the control panel. IS. Test the game completely after set-up. and cd,, our sewice department If you have any problems, questIons, or comments. LINKING For IinkIng hook up imtruct~ons, see optlo? ~19 under ‘Customizing’. THANK YOU FOR YOlJR PURCHASE OF THE FULL C OU R T FEvERrU BA S K E T BA L L G A M E CUSTOMIZING YOUR GAME This section will discuss clrees such as wning up credits. time pr amc, awards, etc. The section below wll show 4 ow to enter into the game programming mode and how edjust many of the game’s operatmg par&neters. 4. To change tie shown v&c to 1 lower number, press the mtddlc ‘Flayer Select’ button. Below, 111 the game options are shown. along with the “bjode” number. to ENTERING SET-UP MODE must enter set-up mode to adjust all of the qamt features. This can be accomplished in the following manner.. YOU I, Open the game’s coin door. This is the upper door located in the center of the lower cabineL 2. Locate the Counter / Programming button. It II located on e bracket that is attached to the <ash boa enclosure. The Counter / Programming button mstructlon decal us located on the Cdsh box enclosure. This ~111 gweyou a bnef description of the features oudined below, as well as how to “se t h e m . 3. Press the Counter I’ Pmgramming button. 4. if you wish to only mad the ‘Counter”, look at the ‘player’ displays to get the latest counter mformauon. The drsplay should k mad from the top left (player tl) position. Once you we done reaoing the counter, press the Counter / Programming button once again to return to game Play. CHANCING CAME SETTINGS When you push the Counter / pmgnmming button. you will nobce that along wtli the counter numbers shown i? the ‘player #* Iwtionr, there is e Ul shown in the ‘credits / time left” display. This is the counter‘s ‘mode’ number. Each programmable ‘mode’ on the game has cl number associated wth 11. c 3. To qhange the shown value to * higher number, press the top ‘tame Select’ bum% 1, To advance thmugh to the different modes, press the *start” button. Each push ol the button will advance au to the next mod& Whenewr ou ere done wt .z any programming changer. pus r, the Counter / Programming button to return to normal gaame play. 2. The current value for each mode will be shown in the ‘player 114’ Iwtion. I MODE #I COUNTER The counter is used :a keep I running total of emes olaved on the machine since it wycls first built. 9. his ;o;nter is not re-sembie unless power is removed from the battery back-up on the P.C. Board (small round battery). is removed from the P.C. Board, all ‘ustom game settmgs will have to be MODE #2 COiN MECHANISM #I Thus e jusu how many coins c)re required to receive 1 on the game ON THE LEFT HAN5 COIN 1 cred’t MECHANISM. Set this number to rcflec: how mrxny coins you wish. Example: 2 Quarters per credit. Enter the number 2. MODE #> COIN MECHANISM #2 This adjusts the amount of coins needed to receive 1 credit on tie grmc ON THE RIGHT HAND COIN MECHANISM. This mechamrm II set diffwendy, so it can be used for hactionrl credits. For normal use. set 1 ‘1 * for this mode. If you wish to use this for coins with 1 different value than that of coin mech Xl. coptact our sewice deprtment for setup infomwtion for your particular application. FREE PLAY You Cain set your u~‘~c up for fme play by adjusting the coins per cre3It br coin 1 to ‘0’ CUSTOMIZING YOUR GAME MODE #4 CREDITS PER BILL Tha opdon controls how many credlct RCCIYC for each b,ll msrned. Semng th!s number to ‘0’ w!ll turn off the dirpnscr. M O D E #lO JUST FOR PLAYING you will GAME -CUSTOMIZING YOUR .,. . 3. If the game II powered down during a game. (Someone t mg IO keep the ball gas open). The ball gate wtl7 also automabcally dose at thn rime. 4. If the bail gate is open when the game is enables the alarm. A powered up. A semng of ’ rettmg of ‘0’ turns the alarm mode off. 1’ This feature is valuable in 2 respeclc...... MODE #S CURRENT CREDITS Thns displays the credits currently in the game. YOU can manually remove or add credits to the game by changmg the value o! this number. MODE lf6 TIME PER CREDIT adjusts, in seconds. how long each game will 1.s~ The ame can be adjusted from 70. 45 seconds. 9he recommended [~me br all games is 40 seconds This MODE #7 GAME 1 POINTS PER AWARD aU$o licken are glvcn rwey for the This how ma ‘Quack Shot’ game.riyhe number displayed is how many panu must be secured for MCH ticket or card awerued. Sctung thu number to ‘0’ w!ll turn off the dispenser. MODE #8 GAME 2 POINTS PER AWARD Thor adjusts how many ticketi are given away for the *Run -n _ Shoot’ game. The number displayed is how many @no must be scored for EACH txkct or card awarded. Setang this number to ‘0’ will [Urn off the dispenser. MODE #9 GAME 3 POINTS PER AWARD The adjusts how many tIcketi are g!ven awry for the ‘Hot Shot’ game. The number displayed is how many pomts must be scored for WCH ticket or card awarded. 1. This can be ret to any value desired. so that if a player, speaally a young ch,ld can nor get the mintmum pcmtl rquired to cam awards through the above setings. awards can sU.11 k dispensed. l 2. Thu seamg can gdve a predecermmed amount of tickets or cards per game. RECAROLESS of pamts scored, I ! the ‘poina per award’ a n d ‘ w i n n e r ” settings are set m ‘0’. MODE #ll WINNER AWARDS This setting is used by itself if you want the WINNER ONLY to get awards I” a multiple player game. Tire number of awards dispensed 1s detcmr~ned by tie number selected. A semn ot “0’ will turn of! Uvs 8 option. Tne winner awer I are m addltlon to any other awards being dispepsed. MODE kl2 AWARD THRESHOLD This mode is used 10 ret the mmtmum * of pointi needed to get any awirdr whatsoever. Set the number to match the score you wash to achieve before awards are dispnsed. Settmg thas number !o ‘0’ turns me ootion off. MODE #13 AUDIBLE ALARM MODE ON/OFF Thts feature is a great deterrent to Ompermg. The alarm w,ll sound under the followmg condluonr: I. If the bail gate II forced open when a game II nor in progress, or wedged open by bottles. cue sticks. etc. 2. If the game IS over, or turned off, and 4 or more bells are thrown through me hooo. the game WI/I consider this a tamper condltion. This prevents olaven f7om cononumo to olav. even If thev cut tne be& mesh and remov; rh; bills i” an an;mpr to play for free. MODE #18 CAME #3 FREE GAME THRESHOLD u s e !hlS MODE #14 AlTRACT MODE ON/OFFi-lX’E rening to contrai me of acvact mode “lp.e you would Ilke. Semng a’1 ’ gaves you a[tract mode sound only. Semng a’2’ gives you movement of the basket only. Senmg 3 ‘3’ gaveryou sound AN0 movement of the bask=!. Srmng a-0’ turns the enrac: mode off. MODE #15 AlTRACT 1 NTERVAL Thas dete-m,nes the length of tame between arvect modes. Change ,DIS number 10 change Ihe amount of ame I” MINUTES be-con attract modes. Semrg tits nlrmber to ‘0’ turns :hrs oooon off MODE #i 6 GAME #l FREE GAME THRESHOLD This oouon allows you IO selcc: a POINT THRESHOLD. where d f?ee game WI/I be awarded for the game of QUICK SHOT. Once thu threshold is reached. a FREE CAME wll be awardea :o the slayer. playmg the game at that tjme. The tiee game IS awarded ~mmedlareiy atier completion of :he pad game where the tnreshold had been broke”. Senlng the vaiue of t,vs op”on to ‘0’. rums t h e ootlon off Any other value se6 that as the rhresnaid value. We iecsmmend 40 ?OlNT; as a good rraning point ‘or :he QUiCK StiOT game. MODE #17 GAME X2 FREE GAME THRESHOLD This ootto” comrols Ihe :REE CAME rea,ng <or R U N - N - S H O O T . Re’e, :o ootlon ~16 for ceta,ii This option controls the FREE CAME seting for HGT SHOT Refer to optan e16 for decals. MODE #19 LINKING STATION I.D.‘S NOTE: FAILURE TO OBSERVE THE INSTRUCTIONS LKTED BELOW WILL RESULT IN IMPROPER 0 ELATION OF ANY GAMES WHICH HAVE BEEN LI KED TOCSHEA. Edal h linked game must be :onnected wkth a common modular prone line. Use no longer than a cord to link ihe gamer together. I Zft. Connect the games together by snappmg a phone line into a iacx al the Deck of the mam ox. board on the hnr game. Connect the cord to the rack on th back of me p-c. board on the second gbme. ‘(JI en more than 2 games 6re linked. connec: a second ?hone cqrd to the back of the iame game. and run It ‘C me game next to IC and so on. Wnen the imklrg opPon II used, each game must have iu own un~oue ‘I.D. Number’ so the games car) properly link ano ‘JIk !o each other. Enter mode 19 on a11 games, :hen ret a nurr~oer that 13 different for ex” g a m e The lumwcs usea ma be 0 th:ii 13. TM numbers : 4 and ; 5 are rese?,ed or r the iackpot marquis (sold 3s a reoarate optzon) ObTrr/e Liar game I.D.‘s on all games are dlfferenr, than exmt orogrammmg mode on all games at the *aTle rime. MODE #20 CREDIT DISCOUNTING ihi!, mode enables :he game to g,ve the players an ex:?a game whe” mumole tolls arc,nsened. The numoer snown wail be now many cans must be \nse,ned for an extra game. &mole: remng e 6 would mean that for evev 6 cams msened. an extra game would be given. Semng a “0‘ turns tnu mode off. The oefauit ~ai,,e *or t.n,s mode )I ‘0”. CUSTOMIZING YOUR GAME MODE #21 1 GAME TYPE ONLY Thus mode allows the operator 10 ret the game to play vpe of game only. Either quack rhog run-n-rhool 01 hot ,hot. Th,l opoon should only be uwd for SP~CI~I prpc~c~. do ihere is “0 way t.3 graphically ellmmate the other game opoorrr irom The Control panei. ““k,, a SpeCldl pane, 4, purchased from I.C.E. Th#x mode could be uufu if nmnmg tournamenrr where the iame game must be played. 1 iowever. It is easy and adwabie to test your game aker mxallat~on. Aker the game is ret up and all opttons have been ret up correctly, periorm the foilow~ng tests: 1. Test for proper acceptance of money 2. Test for proper dispensing of bckeu. if you hare set that opuon. 5. Be sure to check your clectmmc game counter. dnd wnte down any inio you may wlrh to rKord. 6. When terong [Inked gamer. be lure all of the game rcores show up properly. bj The face panel push buttons should light If they are workmg correctt,. C) M~vc the coin mech. micm switch wire$. An audible sound will be heard ii they a~ work:lng COneCtly. d) Shoot 1 ball into the basket. If the sensor is worklog correctly. an audible sound will be heard. e) Notzce that *here are 2 recs of numbers mat appear on me S~~ntt~r. If ma encoder ~anlon IIC wofkmg pmperly, a ICC of numoelf Wlil scroll up 01 down when the basket mover. CHECK W/ VOLTMETER CHECK W/ VOLTMETER CLEAN CHASSIS CLEAN BALL BEARINGS TIGHTEN MESH REPAIR OR REPCACE OECX REPCACE STOP BQACKET CAME DOES NOT TAKE OR A00 MONEY CORRECTLY BAO MAIN P.C. BOARD BAO MICRO SWITCH OR O.B.V. BAO WIRING TO SWITCH OR O.B.V. CAME PROGRAMMING SET WRCNC REPLACE MAIN P.C. BOARD REPLACE SWITCH OR O.B.V. CHECK WI VOLTMETER RE.SET CAME PROGRAMMING CAME DOES NOT OISPENSE TICKETS CORRECTLY BAD TICKET DISPENSER BAO WIRING TO OISPENSER OUT OF TICKETS TICKET SENSOR IS OlRPl OISPENSER IAMMEO CAME PROCR4MMINC SET WRONG BAO MAIN P.C. BOAR0 NO OR LOW CAME SOUNO VOLUM E TURNED DOWN OEFECTIVE VOLUME POT BAD SPEAKER BAD WIRING TO MAIN P.C. BOARD BAD MAIN P.C. BOARD BALLS SC NOT DISPENSE QUICKLY ENOUGH, OR IAM IN THE CAME CAME HAS EITHER TOO MAN” OR iO0 FEW BALLS ALARM GOES OFF FREQUENTLY BALL GATE UNNOT CLOSE BALL SENSOR WORKING INCORRECTLY BAO MAIN P.C. BOARD BALLS lAMME IN GATE OISP~LAV L.E.D.‘S 00 NOT WORK PROPERLY BAD MAIN 0.C. BOARD BAD FUSE ON MAIN P.C.BCARO REPUCE P.C. BOARD CHECK ALL FUSES CAME WILL NOT RETAIN CilSTOM PROGRAM SETTINGS BAO MAIN P.C. BOARD BAO OR WEAK MEMORY SATTERY REPCACE P.C. BOARD REPILACE JAlXRY ON MAIN PC. BOARC LINKED GAMES TO NOT SCORING OR WORKING CORRECTLY. CAME l.O.‘S SET THt SA*ME CHANCE ALL GAMES TO DIFFERENT I.D. NUMBERS To aill the self test mod.?. pror the “Counter, programming’ button msadc the coin door. NOTE: WHEN SElTINC UP MULTIPLE GAMES IN THE SAME LOCATION, IT’S A GOOD IDEA TO TURN THE AlTRACT MODE OFF ON ALL BUT 1 CAME. SOLUTION BAD WIRING TO MOfOR BAD WIRING TO ENCODER CHASSIS BEARING SURFACE OIRN TURNTABLE BALL BEARINGS OIAN TURNTABLE CmlNt STUCK ON MESH SCRATCHED OR 0AO ENCODE9 DECAL TURNTABLE STOP BRACKET MISSING Perform the followirg tcsu when iq thds mode: a) Push the face pane, push buttons t0 check for thev proper operarron. An audible sound WI/I be heard if worilng properly. PROBABLE CAUSE BASKET DOES NOT MOVE FROM SIOE TO SIOE CORRECTLY (CONTINUED) sconng Setring a ‘3’ turns rhls optton off. The default for thlf mode II ‘0’ Th,s allows you to enter tht BURN-IN, SELF TEST MODE whxh can be very handy in problem diagnorou. To enter this mode. press and hold the CAME SELECT and START burron at the same Dmc WHEN IN MCOE #,. PROBLEM 3. Test fw proper game play. including proper 4. Test for proper retenuon of game memory. when the game power if shut off, and turned back on. BURN-IN SELF TEST MODE QUICK TROUBLE St-iOOTING GAME TESTI NG Ser a ‘1 ’ to play qwk shot only. Set d ‘2’ 10 p!ay run-n-r~oot only. Set a ‘3’ play hot shot only. to MAINTENANCE &TROUBLE SHOOTING TURN UP VOLUME REPCACE POT REPLACE SPEAKER CHECK W/ VOLTMETER REPLACE MAIN P.C. BOAR0 CAME IS OESICNEO TO WCRK WITIf 7 BALLS. (SEE BALL GATE) (SEE BALL SENSORS) REPMACE MAIN P.C. BOARD TOO MANY BALLS IN CAME ._ _. ._. -_____-- ___._... --- MAINTENANCE & TROUBLE SHOOTING QUICK TROUBLE SHOOTING PROBLEM SOLUTION PROBABLE CAUSE INSPECT MAlN FUSES CHECK POWER CORD CHECK SREAKER BOX QEPuCE CORO REPLACE BULB CHECK W/ VOLTMETEQ NO SPOTLIGHT 840 FUSE AT POWER UOOULE CAME UNPLUGGED TRIPPED CIRCUIT BREAKER DAMAGED POWER COQO BURNED OUT EUL8 GAME WIRING 3AO yRLL;$EE WILL NOT OPEN C 5~0 OR LOOSE tAICQ0 SWITCH 6.40 FUSE ON MAIN P.C. BOARD BALI WlRlNC TO SWITCH OR MOTOR BAD MAIN P.C. BOAR0 BAD GEAR BOX BALL GATE STOP SET IMPROPERLY CHECK OR RE.TIGHTEN CHECK ALL FUSES ,CHECK WI VOLTMETiR REPAIR OR REPLACE P.C. BOARD REPLACE GEAR BOX RE-ADIUST TILL CAM TOUCHES MICRO SWITCH PUSH EUnONS 00 NOT UCHT OR WORK PROPERLY BAO BULB IN BUTTON BAD M:CRO SWITCH IN BUTON MO WIRING TO UAIN P.C. BOAR0 BLOWN FUSE ON MAIN P:C. BOAR0 BAD MAIN P.C. BOARD BUllON STUCK SHUT CHANCE LIGHT BULB REPLACE MICRO SWITCH CHECK VI/ VOLTMETER CHECK ALL FUSES REPLACE MAIN P.C. BOAR0 REMOVE AN0 CLEAN BUllON BALLS 00 NOT SCORE CORRECTLY BAO I.R. TRANSMl7ER BAD I.R. RECEIVER TRANS. 8 REC. NOT LINED UP TP.ANS OR REC. HARDWARE LOOSE TRANS. OR REC. DlRiY BAD HARNESSING OR WIRING BAD MAIN P.C. BOARD BAO BATTERY REPLACE TQANSMlTriR REPLACE RECEIVER CHECK ALLICNMENT TIGHTEN HARDWARE SNUGLY CLEAN (USE NO SOLVENTS) CHECK W/ VOLTMETER REPLACE MAIN P.C. BOARD CHECK CHARGING CIRCUIT OR REPLACE EATERY BASKET DOES NOT MOVE FOQWAQO OR BACKWARD CORRECTLY BAD MAIN P.C. BOARD BAO WIRING T3 MOTOR BAD WIRING TO ENCOOEQ SOAR0 YO ENCODER P.C. BOAQC BAO ENCOOER ALLlCNMENTTr3 RAIL RAIL OECAL SCRATCHED OR BAO ENCODER SPACING INCORRECT BAO LINEAR MOTOR WIRING BINDING ON FRAMEWORK CHASSIS BINOINC ON MESH OR ROPE CHASSIS WHEELS BINDING CHASSIS WHEELS HAVE FLAT SPOT CAMEASSEMBLEO,IMPQOPERLY REPLACE MAIN P.C. SOAR0 CHECK WI VOLTMETER CHECK WI VOLTMETER REPLACE ENCOOER P.C. BOARD ADlUST ALLICNMENT REPAIR OR REP LACE DECAL CHECK SPACING BENJEEN LEDS REPLACE MOTOR CHECK FOR BINDING CHECK FOR BINOINC CHECK WHEEL ROTATION REPLACE CHASSIS WHEELS CHECK FOR RUBBING ON FRAME OR CABINET BAD MAIN P.C. BOAR0 BAO ROTARY MOTOR BAD ROTARY ENCOOER P.C. BOARD BAO CLUTCH REPLACE MAIN P.C. BOARD REPLACE MOTOR REPLACE ENCOOEQ P.C. 3OAQC REPLACE CLUTCH _- _-___. . .~ BASKET OOES NOi MOVE FROM SIDE TO SIDE CORRECTLY _..__ _ _ _ I _- ____~_. ..-_- -. I- MAINTENANCE &TFtOUBLE SHOOTING OPERATIONAL BACKGROUND followng will outhne the basic opr*t!ng nr~ncipal, of the FULL COURT FEVER’” ba,hetball same. The The positioning system of the FULL COURT FEVER”’ barkerball game I , operated by gear moton that control both the lmear and rotary action of the game, and an opbcal rrackmg system to contml the aci~al pormonmg of the basket assembly. The linear (back and forth) motor, is a 60 R.P.M motor wch heavy duty gearing incorporared into the gear baa itself. The motor is a 6-24 volt OS. motor. operated at 12 volts D.C. Thl, ear motor is attached to the side of the chassis met 4 amsm, and it, output gear mate, with a rack gear attached to ooe of the ride rails. When the motoris acttvated. rhl, move, the barker mechanism bac4 and forul. The <otar/ (side to side) ear motor is also a 6-24 volt O.C. rnotol, operatei at 12 volt, O.C. T?ll, motor at 15 R.P.M.. a, this motor is connected straight up through the chassis and into tne turntable a,sembly:Smce the gea; motor turn, slowly, and is connected directly, mi, could cause a high amount of swe,, from the constant changing of direcnon. a, well a, someone mraring the turntable by hand. operates To cwnte~ the stress level, imposed on the rotary gear motor. we have mcorporated a heavy duty. compac: hlction clutch assembly to counter ANY stresses or shocks the gear motor might mew. This clutch I, rated to last over 20 million revolution,. Because of its design. the clutch actually geb stronger after this “me. As the average game played wll turn the clutch less than revolution. It is eary to see why the clutch will last a long ome. I The actual pos8uoning of the turntable and chassis is controlled by 2 ldentlcal optical encoder P.C. Boards located on and I” the chassis. These OptIcal encoder, Iwk at decals. one of which I, located on one of the gwde rati,. and the other, on the bottom of the rummble. These decal, have a series of bar,, or black and refiecove ,!lver stripe, on them. When the gear motor, move the basket mwhamsm back and forth, the sensor see the bars go by them. A, tie bar, go by. they reflect light to rhe renron. creatmg puire, that the m,croproce,,or on the ma,” P.C. Board counts. The game proqrammmg COY”= the pulse,. and conven, :he,e mto numoer, wklch are used to powdon the chaws and turn the motor, on 01 off. When the game I, fint powered up. there is no way for the renron to know where the cha,,G or tumtaole I, positioned. For this reason them are black ama, at the IimlU of travel on both the linear and rorav decal,. When :ha game is firs1 powered up, the gear motor, wll N” unul the chartl, and turntable move toa position the black area,. Tht, leb the ‘hommq” po,lt!on for both posibonmg. The game then where the sensor, see microprocessor get a linear and rotary ‘know,’ where It I, . l’he game incorporate, a thmugh beam infra-red opucal decec”on system for coun”nq balls chat q o through the hoop. The system use, pulse technology to rcfect ANY light that doe, not conform to the requ~remena ret forth by Be •~~CVO~IC, conralned wthln the rensoon. Thl, eliminates annoylnq problem, that can sometime, affect optical senrmg system,. l’he ball gate use, micm witches to determme p&tiomnq of the gate, which arc activated by the crm on the ball gate ,haf?_ All of the gear motnn UK a combination of hardware and software control to protect against c,vcr current damage. When an over curreni condibon is detected, the motor, will shutoff zlutomatically. The game m!croproce,,or will then decide whether or not the motor should be turned on. tt will also determine at that t!mc which way the motor should run. MECHANICAL REPAIR MPORTANT: USE ONLY I.C.E. REPLACEMENT PARTS YO’JRCAME. USING N0N.I.C.E. APPROVED PARTS COUL’J VOID YOUq WARRANTY. AN~ COULO CAUSE SERIOUS DAMAGE TO THE CAME, OR INIURY TO OTHERS. JN H E N SERVICING IF YOU HAVE ANY QUESTIONS RECAROINC REPAiR AFTER READING THIS SECTION, CALL OUR SERVICE 0EPARTMENT BEFORE PROCEEDING AT 1-800-342-3433 WARNING: OBSERVE ALL SAFEP/ IPRECAUTIONS WHEN WORKING ON THE COLOR MONITOR. DISCHARGE CURRENT IFROM T H E M O N I T O R I N A C C O R D A N C E W I T H IPROCEDURES WHICii C A N B E F O U N D I N T H E MONITOR SERVICE MANUAL. WHEN WORKING ON THE MOVING BASKET DEVICE OR BALL GATE MECHANISM, IT IS EXTREMELY IMPORTANTTO REMOVE BATTERY POWER FROM THE GAME. AS WELL .A5 A.C. POWER. THE BAi7ERY POWER CAN BE R EM O V ED EITHER BY D I S C O N N E C T I N G 1 LEAD FROM THE BATTERY. OR REMOVING THE 2 PIN MATE.N-LOCK C O N N E C T O R F R O M THE MAIN P.C. BOARD. MAINTENANCE &TROUBLE SHOOTING BALL GATE SERVICE. ’ . Remove both ba,rery and A.C. power . Remove the 4 balu that hold the ball deflector to the udes of the frame. . Remove the w,o bolt, that hold the ball gate bearmg in place. (HINT: d long exrC~lOn 0” d nrchel ian be helptut for IhI, OperatlOn.) . Pull the ball gate from the end by the beanng toward, you ( the rear of the game ). . The gear rrotoc can now be pulled away from the rerammg bracker . ~ntd the c~~trnl panel from the front of rhe game to gain acce,, to the Main P.C.8. . Unplug the mateaiock connector from the Ma,” P.C.B., cut any tie-‘-rap,. and remove the ball gate assembly. . Remove the 2 allen head set xrewr, to remove the ball gate ho”? the gear mcror. and star washer, to remove the micro switcn mounting bracket from tie gear motor. SERVICING FOR : ROTARY&LINEAR GEAR MOTORS FRICTION CLUTCH ROTARY. LINEAR SENSORS (ENCODERS) I I REPLACEMENT BULB: IS0 WAn INDOOR SPOTLIGHT . Remove both battery and A.C. power. . The turntable whnch ruppons the basket be removed to gajn access to the moron. must gear HOOP SENSOR REPLACEMENT . Turn off all AS. power to the game. and unplug the oartey back-up circuq. (disconnect the 2 pm mate-lock connezor horn the P.C. Board.) IMPORTANT: USE THE EXACT SAME SPACER ARRANGEMENT WHEN REPLACING THE ENCOOER SENSORS. FAILURETO MAINTAIN PROPER SPACING COULD RESULT IN TPE INAElllM OF THE SENSORS TO RMO THE ENCODER OECALS. Srandmq I” the ball return way, unscrew the 410 ,ciew, fiat hold, the ,en,ot(,) ,o the sensor rmg. c&It me UC wrap mat guide, the vwre at tie top of the oackboard tube. a) Remove the round olasoc cover. Disconnect the hame,, at the opening in the center of tie turntable. (3. Pin Connector,.: I NOTE: NOTICE THE WAY THE O-RINGS ARE USE0 ON THE SENSOS b BE SURE TO RE-USE THEM WHEN RE-INSiAllINC THE SENSORS, b) Carefully remove the 3 alien bolts that hold the amtable to the chassis. 00 not lose the bolt_, into the turnfable coyer. Cur the :le ‘wrap, that hold the 2 sensor wire, together. . Remove and replace the sensor(s) . Run the sensor harnersmg through tie . Remove the 4 screws . NOTF.: When removing wire, from the micro swtche, or motor, it is VERY important to make sure all wire, are returned to tfwr proper tcrmmals. Failure to do :hi, will result I” imprcp,er operation of the ball ate. d”d Co”lo damage the T.z c wwe, are color coded, be ee,y to document where each wre so 1t4! goes. backboard mounong brackcu. c) Lift the turntable carefully hum the chassis, be>ng careful not to damage ihe optr_al sensor, or the wmng that come, through the center of the turntable. . Make ,ure there I, an even amount of ,,ack commg from both sensor wre,. Tie wnp the wwe, together tmmedlately behmd the sensor n”g. . Make sure there is enough slack I” me wire,, so the sensor nng and “et CS” rwmg freely. game. IMPORTANT: Mark the position of the mr_ro switch mountmg bracket so the switch actuators 4 line up Correctly with me cam on the ball gate when the unit is re-assembled. “se thread locking compound on the allen head ret screw, ahen rc.a,,emoling the ball gate to the gee! RE test tor proper operation Temooranly shut off AS. Power. rw~nnect 8anev, and turn A.C. Power back on. GUIDE RAIL CLEANING The, bearing design of this game make, it unrreccruy to perform regular mamtenance on the ratI 1. however the surface, of the guide rail, should be ~cpt clean and free of dirt and dust from tie basketball,. Clean the nil, penodically, using alcohol or a slmdar cleaner. ROLLER WHEEL CLEANING Ociarionally, you will need to c!edn the roller wh.eei, on the turntable. or the turntable may not rotate or go back and forth p’operly. * Remove the rumtable a, described m tBe seaon for ser-wcmg ROTARY AN0 LINEAR CMRMOTORS. ‘. Remove the turntable horn the same. and cover the rotary decal wlh a p&e of plastic and some tape. . Spray WO 40 or a similar cleaner into the bearing, unbl the lubncant corna out of the bearing, totally clean. Route the bearing, a, spray the lubncanc 1you . * Oil the bearing, MECHANICAL MAINTENANCE LIGHT BULB REPLACEMENT IMPORTANT: FOLLOW THE SUGGESTED MAINTENANCE TO ENSURE THE BEST OPERATION POSSIBLE FOR YOUR GAME. PLEASE PAY SPECIAL AlTENTlON TO THE SECTION REGARDING RAILADIUSTMENT. THIS WILL HELP EXTEND THE SERVICE LIFE OF THE MOTORS AND ELECTRONIC COMPONENTS. WARNINGTURN OFF CAME POWER BEFORE REPLACING THE LIGHT BULB. . Replace the bulb by remowng the screw, that sectIre the Control panel to the game. Carefully remove the control panel. and set 11 on the front of the game. Reolace the light bulb. and install the control panel 10 Ihe game. with 35 weight motor oil. . Clean the top of the chaws, unol all built up drt I , removed. . R+-arrcmole. . Stuff excess wmng anto the backboard tube, and secure cablmg to the tube w,th a heavy duy t,e wrap. . When wvicing the clutch, it is not necessary to remove the motor from the chassis. Loosen the 2 allen head ret screw, and pull up on the clutch. uurg a twsting motion, to remove the clut:h. “Of*,. Assemble m reverse order of di,a,scmblY. Qhten all hardware securely. . - MAINTENANCE & TROUBLE SHOOTING and test for proper operanon. GENERAL CLEANING C!c.rn the suhccs of the ;ab,net and decal, wth e commercial cleaner such a, 409 or Fanrasuc. 00 NOT use cleaner, such a, Wildcat pmball cleaner or alcohol, it can take the finlrh off of the decal,. Use PLEDGE”’ on all plasoc and pamted surface,. Tha product work, e;pecially well on clear plart~cs. Plerlse note that other spray pollshe, do not work d, well. BASKETBALLS The basketballs should be checked ever/ week for mflaoon. A bqcle ore puma and mflatmg needle can be purchased at any rpomng goods store. and mo,t large d,,count store,. prwcr Keepm3 ihe ball, properiy ,nflated w/I make ,t more difficult to pull them past the bail gate. it 41 also create more rcalisoc basketball ecuon when mtcractmg wth the hoop -1 MAINTENANCE & TROUBLE SHOOTING Any 7’ basketball wll wo?k wth th,s game. N OTE: 00 NOT OvERINFlATE THE SASKETSALLS. THl5 CAN CAUSE JAMACE TO THE CAME AND WILL SHORTEN THE LIFE OF THE BALLS. RAIL ADJUSTMENT Rani ad~urrneor 8s im*oNnl !O 97Sure the PrOper optrarion at me chaws. IMPORTANT: IF THE RAILS 4RE NOT AOIUSTEO PROPE;I?Y. T HE CAME ELECTRONICS WILL NOT ALLOW THE CHASSIS TO MOVE. Se sure :i-at an avenge 3116’ soacjng 8s malnucned beween the lined, optical encoder P.C. Soard wnsofi and the gwde r.11. The encoder xensoix on be seen on the r,de of rlw chdss~s opposite the gear motor berneen the rati and me chaws. You ,.,,,I roxe 3 small tnan uiar dewces comfng through J hole ,n the s,de o 4 the chars% There dre the encode’ sensors. io adjuri dirconnect the gamer’ A.C. and Battery power. Push the ch.ssas t,, the hont of the game. Loosen the gwde ia,;, as nrcesrarf to dchwve 13116’ rpac~ng between the r.,l 2nd the front of the ser,sor. Use the rpxer gage provided. lt 1s 3116’ IhIck. Tighter ‘Ae raii(rj. AVOiO GAklACINC THE L:Nti\R ENCODER DECAL LOCATED ON THE ~NSIOE OF THE CUIOE RAIL.. Re-connec: 4.C. and 5attet-y power test for proper o!xrat,on. to the game. and MAINTENANCE & TFQJBLE SHOOTING The 5 mos iR0f.i THE SOlTOM OF THE TRANSFORMER UP are ds follows: 240 210 115 90 0 V.A.C. VA.C. V.A.C. V.A.C. V.A.C. These numbers arc also indicated on the transforme, #tIeif. The 4.C. w!?t that II on one of :he above taps. II ihe oriy wire you should move. Please use I blank MAIN P.C. BOARD iMPORTANT: BEFORE REMOVING Ti(E MAIN P.C. BOARD OR CliANClNC THE MEMCRY BATTERY, CO INTO THE OPTIONS MODE. AN0 RECORO YOUR COUNTER AND CAME 5mlNt5. SO THEY CAN SE RE.ENTERED A FTER SERVICING HAS SEEN c0hrP~ETE0. The Mann P.C. Board is located on the back of the Control P3nel. Remove the 3 bolts mat hold the panel to the q%ne. and flip the cowol panel out. Remove all AS. power before rcmowng the Mam P.C. Board. fb:Jdlnect ail Mate-lock connectors from the P.C.. Remove the IIX rclammg fasteners, and remove the PC. Board. lnstdll in the reverse order If lnrtalling a new memory battery or new P.C. Board, after instailat~on. reset all c”~tom game programrmng into system memory. BALL SENSORS The Dali sensors we I through beam Inha-red pa,,. To test. walk into the game. and pilss I ball :“rough the hooo when d game of ‘HOT SHOT’ ,I bcmg played. (Choose HOT SHOT because the basket w,ll only move once dunng the course of the game., NOTE: 00 NOT USE YOUR HAND TO TEST THE SENSOR, AS THE INFPA.RED SEAM CAN USUALLY SEE THROUCw 4 HAND. AN0 WILL NOi GIVE YOU AN ACCUpATE Xi;. When you pars the ball through the hoop, you should hear the swsh round fmm the game. If you hear the sound, the sensors TIC good, If you do not hear the sound, check the transmttw sensor with an I.R. Oerector card (Radio Shack pan no. 276Q99). The Vlnsrmtte? is the ~mt wth the lit 1.e.d. in tt If you do not see any reflected I.R. light, do 1 voltage check to be wre the senson are reccivm power. If the rcnson are not rccewng power, PI the power problem and proceed. If you see reflected I.R. light pcrtorm * conrmuity (check to make sure the rtgnal from the I.R. wcewer is gcttmg back [o the mam P.C. Soard. If you have no RflCCted light when it has been wrabhshed that there II p&w. you have 1 defcctwe TRANSMIlTER. If you have reflected light_ and have csrablirhed that l wmnq between the wcc,vw and Mwn P.C. roard II good, there 1s a htgh probabllq that the veceww II bad. Ii Thee is one final check you can make be sure the problem is not m the Maw P.C. Board. use 1 wwe jumper CI paper clip and lump bcween pms I2 B-14 on the PS Connector of the MaKI P.C. Board. lfyou do th!s when 1 grme II in progress. a ‘swish’ und should be hzlrd each time you OMENTARILY jump fhosc terminal% If the round is !?card. and the wing to the sensor II good. and the tnnsmltteI works correctly, then the receiver II defimtely bad. If you need to replace either of the %c”sols. refer to the ‘Hoop Sensor Replacement’ section 4” the. mechdmcal rcpa,r dred for d,rections on how to R@Ce the X”SOtS. ROTARY / LINEAR SENSORS The Rotary / Linear sensors can bc checked l ar~iy. F’ut the game into the opttons mode (as described . wrlier in tits manual). and enter the ‘Burn In Self Test’ mode. You will nooct 2 seu of numbers on the digItal readouti. These numbers should change when the basket changes posmon. You WIII “owe a correl.t,o~~ bewee” the number, and which 1x1s II nnowng (roq 01 Imear). If e!ther set of numbers do root move when the oasket moves this ~111 prove there II d problem wth one of the sensors. Th,s should however oe obwour as to whtch sensor II bad howevw. because rhaf prrt,cular ax,, should ~10s be workmg correctly. Example: If the numben wc not mowng for the i~nedl dwe. the 1i”e.r dnvc Itself should also be’ 3) not mowng correctly or b) not .movmg bt all. If not mowng St dil. see If !ne numben change If you move the cnass~s or tlJmOble by hand (YOU could have 3 bad gear fl?OtOr). OPTIONAL ACCESSORIES MAINTENANCE &TROUBLE SHOOTING ELECTRONIC AND ELECTRICAL REPAIR The following secoo” w,ll descnbe npdlr procedures and trouble chooung hlnrc for tie game eIecvo”ics. Please read the sectlo” ‘Operational Bdchground’ I ” the begInning of M~~“tc”a”ce and Trouble Shooting to good understanding of the games bas,c operrong parxnettrs. get a WARNING: EXERCISE CAUTION WHENEVER WORKING WITH ELECTRONICS, THEY CAN BE VERY SUSCEFTI8LE TO OAMAGE FROM SHORT CIRCUITING, OR PHYSICAL ABUSE. A L W A Y S UNPLUG THE CAME WHEN WORKING ON HIGH VOLTAGE ARMS OF THE CAME. SUCH AS THE TRANSFORMER OR MONITOR. USE EXTREME CAUTION WHEN USING VOLT METERS TO 00 CIRCUIT CHECKS IF Tf C A M E P O W E R HAS BEEN LEFT ON. ALWAYS REMOVE THE BAlTERY BACK-UP POWES WHEN WORKING ON THE CAME. THIS IS NECESSARY, AS SOME CIRCUITS ARE CONSTANTLY UNDER POWER FROM THE BAlTERY. WHEN USING A VOLT MEFEQ, BE SURE IT IS SETTO THE CORRECT VOLTAGE OR RESISTANCE RANGE. BEFORE USING. ‘THIS CAN PREVENT P3SSI-ACE TO THE P.C. BOARD OR MISDIAGNOSIS. ALWAYS REMOVE POWER TO THE CAME WHEN PLUCCINC OP UNPLUGGING P.C. BOARDS. IT IS NECESSARY TO USE I.C.E. REPLACEMENT PARTS TO CONTlNUE’.4ARRANl-f COVERAGE. USE OF NON-I.C.E. APPROVED PARTS WILL NOT ONLY VOIO YOUR WARRANPI, BUT COULO CAUSE SERIOUS HARM TO THE CAME, OR CAUSE SERIOUS BODILY INJURY. IF YOU HAVE ANY QUESTIONS REGARDING REPAIR AFTER QEAOINC THIS SECTION. CALL OUR SERVICE DEPARTMENT AT 1-800-342-3433 BEFORE PROCEEDING. FUSES Fuses TIC the first thong thhat should be checked when the g4mc l ,ther appears not to r*ork, 01 to urorkjncorrectly. There are 5 fuses 8” the game. 2 of tnem act located in the enclosum where the electronics arc located. where the power cord enten the game. To check o, se~xe tie fuses, FIRST REMOVE THE POWER CORO. FAILURE TO REMOVE THE POWER CORD COULD RESULT IN SERIOUS INjURY OR OEATh. Then. using 1 small Hat blade scrrwdrlvcr. pry the fuse ‘horn he fuse holder. Pull the fuse from the fuse block, and test ‘he fuses. Be sure to replace the hrses with rhc same type and value. There are I fuses located CT. the maa” PC. Board. These pmtcct the low voltage s,des of the game. the 5 volt and 12 volt s,des, A.C. & O.C. ac sure game power is off when chccklng or replactng these fuses. Replace the Ma,” PC. bard fuses w,tf? the orqnal type and value. USE SLO-EL0 MOQ l-YPE fuses only. Other types of slo-blo fuses m&y cause strange problems with the game. TRANSFORMER YOU MUST REMOVE ALL A.C. POWER FROM THE CAME WHEN SERVICING THIS COMPONENT. IT IS A COO0 IDEA TO ACTdALLY REMOVE THE POWER CORD FROM THE ‘WALL OR FLOOR OUTLET WHEN CHANCING THE TRANSFORMER. CAREFULLY document where each color wire goes, BEFORE rcmovtng any wftes. Remove the 4 screws ‘Slat hold the transformer to the game frame. Replace and reconnect the transformer. TAKE ANY FAST-0~s THAT WERE 0~ THE 0~0 TRANSFORMER TO COVER THE UNUSEO A.C. TERMINALS OFF. AN0 TRANSFER THEM TO THE NEW TRANSFORMER. THIS IS tiECE5SARY. AS ThE L64OS ON THE TRANSFORMER HAVE POWER ON THEM. OVERVIEW IF YOU 00 NOT FIND ANSWERS TO YOUR QUESTION5 IN THIS SECTION, R&FER TO THE ACCOMPANYING MANUAL FOR YOUR PARTICULAR PRODUCT. FOR CALL OUR SERVICE DEPARTMENT AT 1-716-813-0441 TICKET DISPENSER Refer to (he suppIled se~lce manual for all l”1oimatIo”. otne- ml” software rett1ngs. The ticket d,spenrer comes pre-set from the facto? to dispense 1 IICLCI for evev 5 pofnts scored. I” ado,tlon to thas, 11 the game player did not xort enough po~ntr to get 1 acker. the game I( preset to give the piayer 1 xket “iust for playing’ These setungs can be adlusted by changing the t,cket opt,ons 3” the ‘GAME OPTIONS’ mode. If you cnange the ~erno7 banev or ma,” P.C. Board, you may have to reset the values for these oot~om. You cd” dlsoense d dIMrent amount of tlckeu for each game by adjusting the “CAME Xx POINTS PER AWARD’ s.?tt,“g. For instance. s,nce it II easjer to score plav~nq “HOT SHOT’ than it II playing “QUICK &ciT*, you may wish to give out less ttckets oer po,“t on ‘HOT SHOT’ than on *QUICK SHOT’. &le 1 ticket pet 5 pomtr on ‘QUICK SHOT’. and t,cket per 8 po,“ts on ‘HOT SHOT’ I You c:a” ako set the game up so that the winner of MUL.llPLE player ames ONLY, wins bckell. or that d certa~‘” amount o ?pomu must be scored BEFORE ANY tlcketc will be dispensed. This is the threshold optlo”. BILL VALIDATOR Refer to the suppIled manual for all lnfotmatio” other than software settmgs. The valcdator normally requtres no adfustmeno other than check,“g to see that the proper voltage II present. This validator runs on 12 volt O.C. power. with .s mfnimum of 11.5 volts O.C. The vaildator will not work correctly with voltages below that spec~hed. The vlidator may work strangely, or not dt all If it is grounded improperly. The “!t 1 should be cleaned pct,odlcally to ensure proper operat~o”. Blow out as much din as posslb!e. the” use & cotton swab (a-up) to get I”M the front opemng to remove any remanning dart or debris. Clean the stacker belb with d rubbei rquvenator. Clean any other din from the umtwlth isopropyl .ICOhOl. T h e ame comes fmm the factory pre-set at 2 credtu per b’ ,/I. You ca” change this by entenng the “CAME OPTIONS” screen. ( see CAME OPTIONS sett ngs sectlo” for more Informaoon.) CHANCING A.C. VOLTAGES When you mce~ve your game from the factoy, II should already be set to the pmoer AS. volrage. If for some reason however, it needs to be set to I different A.C. voltage. follow these dirtcbons. Unplug the game fro*m the A.C. oudet The A.C. input taps for the transformer are located on the kont Iek hand stde of ihe transformer, as viewed horn the openung of the access door. The A.C. ups can be funner tdenufleo by the fact that there TIC 5 tdps I ” I row. (The only place on the transformer where there are 5 taps I” I row.) .Thc bonom Up 6s the 0 volt Pp. One side of the A.:. line should always be lek attached to thns lCl”7,“dl PACE 23 ABOUT LINKING With LINKING !t will be porrlble for your customers to eqoy eratmg Head to Hea compet~uon when two O, more FULL COUR T FEVER’” gamer are connected together. In tact you can lhnk as many as tourteen FULL COURT FeveP gamer together. PARTS LISTINGS MECHANICAL PARTS llmm IIF UF7003 “F7WS BF7ca tww7 w7001) IF7009 Ewocd 187007 7031 7032 7033 7035 7037 7039 7OAl lF9001 C a m e ‘lnk!ng $5 accomphrhed through the ‘Link’ button located I” the upper left hand comer of the control panel. When enough money is rnrerted (“to the game to cresre one I, mo<e credits, the ‘Link” button wall begm to Rash. If a player on another game pushes the\r ‘Lmt’ button. the gamer are now Ihnked together. Once rhe gamer are IInked together. they become 1 player only games. When any at the players on any ot the linked gamer push rhe game select button, the g>me select L.E.D. wtli change O” .,I of the gamer. When any of I”? players push the “Start’ button, the game begmr. Wher the game 1s over, the top tour players are ranked on the display. The game spotlight wil tlarh for the WI”“~?. TICKET SETTINGS Ticket rettnngs will work in the ,ame fashion as a regular FULL COU4T FRENZY llrU game. Be sure all of the gamer linked together are ret E X A C T L Y ther rame. Uwng different rettmgr could yield unexpected results. NOTE: WHEN LIKKINC 1 OR MORE GAMES TOGETHER, IT IS ADVISABLE TO TURN THE AlTRACT MODE OFF ON P.LL BUT 1 GAME. THIS WILL ELIMINATE STRANGE SOUNDS FROM MORE THAN 1 AlTRACT MODE PLAYING, BUT NOT AT THE SAME TJME. GRAPHICS AND DECALS ELECTRICAL AND ELECTRONIC PARTS 12u SJ F 7805 w + Cl 1 1Olif s 7 3 1 7 c2 .lUF 7L1LS 1’) ‘0 lJ5 w intLS 111 3,q US 79LSlll *,6 US 7 k ensineer I B-92 I WlJ 4 I .C .E. Inc. REV 1 BC(SKETBl3LL lia?E POSITION ENCODER SCHEMTIC sue gle id AF scale 1 win9 no. ’ . RI Isheet I of 1