Manual Revision History Revision A‐01/20/11‐Release to Production Revision B‐0420/2012‐ • Page 7‐Added ball count in ball box to parts list • Page 13‐Updated ‘Ball Lift Operation’ description • Page 9‐Add ’9 balls per side’ to Assembly Instructions • Page 28‐Add ‘Wrong number of balls’ to troubleshooting guide 3 ...
2‐Game Setup Unloading Machine *Notes: • The following instructions must be duplicated for each cabinet side. • ‘A’ side cabinet contains circuit boards in the lower cabinet while ‘A’ side cabinet contains no circuit boards in the lower cabinet. 1. Carefully remove packing material and unload machine from pallet 2. Remove parts from top of machine a. Remove 8 Hex Bolts that attach parts to the Corner Extrusions (2 in each corner). b. Carefully remove parts from the top. The Lower Cabinet Top (lower yellow part that holds the upper end of the front door hinge tube) remains in place i. There are (7) parts that should be removed from the top. The Upper Cabinet Top (purple/white), Upper Cabinet Base (yellow), (2) Upper Cabinet Top Panels (clear plexiglass), (2) Top Mirror Sides, and a Top Mirror Front 3. Remove (2) upper side glass pieces by sliding up and out 4. Open upper front door to access parts for assembly 5. Remove (10) screws from Capture Plate to access Extruded Corners and remove corners by sliding out the front 6. Remove (5) containment hooks holding flat parts and assemblies in place. a. *Tip: These may be difficult to access. You can turn them 90 degrees to free the parts and remove them later. ...
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7. Remove flat parts and assemblies (Upper cabinet back assembly, upper cabinet front window, (2) upper cabinet side windows) 8. Remove packing support ribs. 9. Remove Console a. Open lower front door and slide console out of the front of the cabinet b. Remove (2) screws attaching the Console to the Cash Box Top 10. Remove (3) boxes from inside of lower B side cabinet. There is a box containing the ‘Game Balls’, one containing the ‘Lift Belts’, and one containing the hardware 11. Remove coin chute a. Open lower front door of the ‘A’ side cabinet b. Remove screws attaching coin chutes to inside right side of cabinet c. Remove coin chutes 12. Remove the Marquee Assembly from bottom of cabinet a. Open the two Rear Access Doors b. Remove the screw that attaches Marqee to the inside of the cabinet i. After removing, replace screw in Marquee for later use c.
Parts for One Side Top Assembly ① Upper Cabinet Front Window ② Upper Cabinet Side Window (2) ③Upper Cabinet Front Ball Lift ④ Upper Cabinet Top ⑤ Upper Cabinet Base ⑥ Marquee ⑦ Upper Cabinet Back Assembly ⑧ Coin Chute ⑨ Top Mirror Side(2) ⑩ Top Mirror Front ⑪ Upper Cabinet Top Panels 2x ⑫ Extruded Corners (4) ⑬ Console ⑭ Ball Box • Play balls (18 balls total) ⑮Lift Belt Box • (2) Lift Belts ⑯Hardware Box • (2) Screw Kits • (12) Mirror Brackets • Power Cord • Ticket Dispenser Oil • Cable Clamps Assembly 1. Attach ‘Extruded Corners’ to ‘Upper Cabinet Base’ a. Use(12) ¼‐20x1” flat head screws to attach the ‘Upper Cabinet Base’ to the (4) extruded corners b. Be sure to pay attention to the position of each Extruded Corner as they all have a specific position. The ‘Upper Cabinet Left Front ...
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5. Slide the ‘Upper Cabinet Front Window’ (contains one drilled hole) into the two Front Extruded Corners 6. Attach ‘Upper Cabinet Top’ to the Extruded Corners‐*Tip: This step will be easier if masking tape is used to attach the side glass pieces to the Extruded Corners so that they stay together during assembly a. Set ‘Upper Cabinet Top’ onto the Extruded Corners so that the Side and Front Windows fit into the slot cuts. Position the Top so that the large harness connectors are located at Tape Corners for Easier Assembly the front right corner b. Use(8) ¼‐20 x 2” long Phillips Truss Head screws from the screw bag to attach ‘Upper Cabinet Top’ to the Extruded Corners c. Attach Upper Harnesses to Extruded Corner Harnesses by running the connectors on the Upper Harness through the holes in the corners of the ‘Upper Cabinet Top’ and plugging in. d. Connect Solenoid to Upper harness by running the connector through the hole in the ‘Upper Cabinet Top’ to the Solenoid Harness e. Connect Upper Harness to the Upper Lights 7. Install Mirrors a. Peel protective film or paper from the mirrors b. Attach (2) ‘Mirror Brackets’ to each of the (3) mirrors using #8 x 3/4” sheet metal screws i. Attach the ‘Mirror Brackets’ to the mirrored side of the ...
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8. Install Marquee a. Mount Marquee using (2) #10‐32 x 3” machine screws. b. Connect harness to marquee. c. Remove bag containing Nut and Screw Cap. d. Fasten Nut onto Upper Screw on Marquee. e. Snap Screw Cap over Upper Screw head. 9. Install (2) Top Glass a. Remove protective film and drop into place 10. Install (2) Upper Side Glass a. Slide Upper Side Glass pieces into place b. Attach side glass with (6) #8 x ¾” sheet metal screws per side 11. Mount Top Assembly a. With one person at each corner of the Top Assembly, lift the Top Assembly and set it on top of the Base Assembly. b. Install (4) ¼‐20 x 1‐1/2” screws and ¼‐20 Lock Nuts to secure Top ...
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c. Connect harness at front left inside of machine 12. Install Lift Belt a. Remove Upper Left Rear Cabinet Cover by removing mounting screws b. Remove Lower Belt Cover by removing mounting screws c. Hang Lift Belt on Upper Pulley and feed belt down into lower cabinet d. Stretch Lift Belt over Lower Pulley e. Attach Drive Belt between motor and Lower Belt Pulley ‘Snap’ belt into channels in Belt Guides i. Verify that the Lift Belt runs freely by pulling down on the view of inside lower cabinet right side of the belt g. Reattach Lower Belt Cover using the screws removed when it was taken down h. Attach Upper Belt Cover Using (4) #6 x ¾” sheet metal screws ...
14. Attach harness connecting left and right sides of cabinet by running the ‘A’ side harness through a hole in the right rear bottom and up into the left rear bottom of the ‘B’ side cabinet. 15. Connect Power Cord and turn the machine on. 16. Load balls into the wheel holes. Be sure that there are 9 balls per side in the machine (no more, no less) for proper operation Payout and Adjustments view through rear access door *Note: Standard machine assumes 1 cent ticket value. Custom wheel values may be necessary if running anything different. We recommend running the machine at the default factory settings as a starting point. The cost per play should be four coins at about a quarter value per coin. Adjust as necessary per your location. Here is how to configure the game for different credit values: 25 cent play • Jackpot Increment‐1 • Jackpot Start Value‐100 • Monster Jackpot Increment‐1 • Monster Jackpot Start 1000 50 cent play • Jackpot Increment‐2 • Jackpot Start Value‐200 • Monster Jackpot Increment‐2 • Monster Jackpot Start 2000 One Dollar Play •...
Run the game for two weeks to properly average a payout percentage before adjusting anything as the machine may show false payout spikes due to jackpot hot or dry runs over short periods. To increase the payout, increase the ‘Jackpot Increment’ setting described in the ‘Programming’ section. Each increment up will increase the payout by about 4% at $0.25 per play, 2% at $0.50 per play, or 1% at $1.00 per play. Further adjustment can be made by increasing the ‘Jackpot Start Value’, ‘Monster Jackpot Increment’, or ‘Monster Jackpot Start’ values. To decrease the payout, decrease the ‘Jackpot Start’ setting described in the ‘Programming’ section. Though not recommended unless absolutely necessary, further adjustment can be made by decreasing the ‘Jackpot Start Value’ or ‘Monster Jackpot Start’ values. 3‐Game Play Sequence/Behavior Power‐Up Initialization Sequence a. Wheel begins spinning, displays and LED’s light up, and ball lift may run to fill the ball trough if it needs a ball or balls. Attraction Mode: a. Various lights and sounds are triggered at a programmable frequency III. Adding Money: a. “Coin‐in” or “bill‐in” sound is heard on speaker. b. When enough money is added to buy credit(s), the current credits value will be shown on the Jackpot display, and the game will enter Play‐Mode Play Mode: a. Play sounds start b. Play button flashes Player Hits Button: a. Ball drops onto playfield b. Ball Lift begins to run to replenish played ball c. Ball lift stops when played balls are replenished in the ball trough Scoring/Payout a. Ball drops into hole on wheel or into Monster Jackpot hole b. Light and Sound celebration if Jackpot is hit or standard win sound when other value is hit ...
4‐ TECHNICAL OPERATION Wheel Location and Ball Scoring The playfield wheel1 is driven by a stepper motor2 using a friction drive. There is a tab3 positioned explicitly at the edge of the wheel as a home position. The tab travels through an opto sensor4 mounted to the playfield underneath the wheel once per wheel revolution equating the motor step count to the wheel position. There is an opto sensor pair5 (transmit & receive) underneath the playfield6 to sense when a ball has fallen through the wheel. These sensors have a short harness connecting to sensor circuit boards7 located on the top side of the playfield so that the sensor status can be viewed. Since the computer knows where the pin in the wheel is relative to each hole position and it knows how many motor steps from home to each hole, we know exactly which hole the ball fell through allowing a payout accurately corresponding to the hole position. Ball Lift Operation A stepper motor1 is connected to the ball lift via a urethane round belt2. There is an opto pair3 (transmitter & receiver) located in the ball trough4 used to sense the loading of a ball. After each play, when a single ball rolls down the trough and past the opto, the ball lift will stop. The ball lift will run after each ball is dropped replenishing the ball in the trough. Ball Drop Operation There is a solenoid1 located above the ball trough2. The solenoid plunger3 directly contacts the first staged ball containing it in the trough. When credits are available and the play button is pressed, the solenoid is activated pulling the plunger up and away from the ball allowing it to roll out of the trough, down the ball chute, and into play on the wheel. The plunger returns just after the first ball is cleared in time to block the next staged ball and keep it from dropping until the play button is pressed again. 13 ...
Inter‐Board Communication The Circuit Boards communicate with each other using a 485 differential wire‐pair network, using the SNAP software protocol layer. ‐ On this machine, this wire pair has colors Blue and Gray. ‐ The Main CPU Board acts as the master, initiating commands and receiving responses from the slave boards. ‐ Like‐boards differentiate from each other by means of an ID‐ Switch setting. See the following pages to find each board’s ID‐Switch location and setting. ‐ The following board(s) are NOT connected to the 485 network: > The Power distribution board. > The Opto Sensors. ‐Note that the 485 network wire‐pair chain jumps from board to board: > In some places the chaining is done by double‐crimps at the connector (these are usually 2‐pin connectors) >In other places, PCB traces on the board itself carry the chain from a pair of connector pins to the next (usually a four‐pin connector); thus, disconnecting such a board’s 485 might actually disconnect the rest of the 485 chain. Keep this in mind when troubleshooting or replacing parts. ‐485 Communication network chain: Main CPU Ticket dispenser connector Quad Stepper IO‐Expander‐1 Sound Board ...
Main Electronic Components Circuit Board Locations The view inside the game with the lower door open. Electronics and Descriptions Main CPU Board Part# PCB10002 Location: Inside lower cabinet ID‐Switch setting: None, this is the master board. J2: LOGIC J3: LOGIC OUTPUTS INPUTS J1: DC POWER, 5V This board is the main controller of the game. It decides all the game actions and commands the other boards to act according to U4: Game Program Flash ROM the game scheme. Communication to the other boards is performed via a 485 differential wire‐pair (Gray and blue wires). LCD Display Control 485 Communication The ‘Programming Mode’ game‐settings information is also saved ...
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Main ROM program Version Updates: INPUTS Power Distribution Board Part# PCB17001 Input Voltage LEDs (must be On) Location: : Inside lower cabinet ID‐Switch setting: None, board has no computer. Poly Switch Fuses (1A) Circuit overload LEDs Distributes DC power from the power‐supply to the different devices, through a Poly‐Switch (thermal, resettable fuse) for each voltage circuit. Not that for convenience, the ‘Programming Options’ Buttons are also located on OUTPUTS this board, although they’re not power related. Power is distributed in the following manner (worst case estimations): Board/Device Estimated consumption Fuse circuit (see board) ‐Quad Stepper Board (main CPU) + 4 Motors (24V, 3A) (*24A*) ‐Sound Board (on Top Panel) ...
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IO‐Expander 2 Part# PCB14008 Location: Inside lower cabinet ID‐Switch setting: 0000 (off‐off‐off‐off) NA Hard Coded for RGB LEDs Handles the RGB LED Chase Lighting IO‐Expander 3 Part# PCB14008 Location: Inside Player 1 Marquee ID‐Switch setting: 0000 (off‐off‐off‐off) Handles the LED’s in the player 1 Marquee. IO‐Expander 4 Part# PCB14008 Location: Inside Player 2 Marquee ID‐Switch setting: 1000 (on‐off‐off‐off) Handles the LED’s in the player 2 Marquee. Sound Board SD-CARD Part# PCB041 ID-Switch Location: : Inside lower cabinet 485 Communication ID‐Switch setting: 0000 (off‐off‐off‐off) RCA AUDIO OUTPUT Handles background and event sounds. Sound files are stored on the plug‐in SD‐card memory board. Power, 12V ...
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Large 5‐Digit Display Part# PCB033 Location: (2) Inside play area mounted to back panels & (1) Inside Each Monster Jackpot display assembly Qty: 3 (1 for Jackpots Player 1 and Player 2 & 1 for Monster Jackpot) ID‐Switch settings: Jackpot/Credits Display Player 1: 000000 Jackpot/Credits Display Player 2: 010000 Monster Jackpot Display Player 1: 001000 Monster Jackpot Display Player 2: 101000 The ID‐Switch is located on the back of the Display and is labeled as “S1”. Large 2‐Digit Display Part# PCB034 Location: (2) Inside play area mounted to back Qty:2 (1 each for Bonus Balls Player 1 and Player 2) ID‐Switch settings: Bonus Balls Display Player 1: 100000 Bonus Balls Display Player 2: 110000 The ID‐Switch is located on the back of the Display and is labeled as “S1”. 18 ...
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Ticket Dispensers (Intelli‐Triple Series) Part# Location: Ticket Side‐Doors Qty: x2 (1 for each player side) IMPORTANT NOTE: These ticket dispensers for Monster Drop X‐Treme DO NOT use the standard “Run” and “Notch” lines to communicate with the main CPU Board; instead, they do it through the 485 comm. network. Because of this, you must be sure these devices have code version TDT 7 or higher (see sticker on PC‐Board). They also need to have the proper ID switch settings, as follows. ID‐Switch settings: Player 1: 000000 Player2: 100000 The Circuit‐board and ID‐Switch within are part of the Ticket Dispenser device, on the underside. For more information, see Benchmark’s Ticket Dispenser manual. 485 Communication ID‐Switch Opto Single Receiver Board (Onboard Receiver) Part #: PCB021 Location: Ball Trough Qty: 4 (1 for each playfield and ball drop assembly) This board mounts to the ball trough. It senses the third staged ball in the ball trough. 19 ...
Opto Single Transmitter Board (Onboard Transmitter) Part #: PCB020 Location: Ball Trough Qty: 4 (1 for each playfield and ball drop assembly) This board mounts to the ball trough. It senses the third staged ball in the ball trough. 4‐ PROGRAMMING OPTIONS Programming the Monster Drop X‐Treme Game Entering Programming Mode To enter program mode, press the Center Button located on the Power Distribution Board, located inside the left door on the left side of the cabinet. “MONSTER DROP X‐Treme V.X.X – PROGRAM MODE” will appear on the LCD Display located inside the cabinet next to the Power Distribution Board. If there are tickets owed that have not been paid for Game 1 or Game 2, then they will be displayed at this time with the option to clear them. To clear the tickets, depress the Center Button again. If you wish to proceed without clearing the tickets, then depress either the Front or Back Button. If there are no tickets to be cleared or you have opted not to clear them, then “ENTER PROGRAM MODE?” will be displayed. Depressing the Center Button again will enter the Program Mode. Depressing either the Front or Back Button will revert the game back to Run Mode. If Programming Mode is selected, then “ENTER PASSCODE” will be displayed with the first digit highlighted with a flashing cursor. “ENTER PASSCODE” To be able to change programming parameters or reset the counters, a 4‐digit passcode must be entered. The default passcode is 0000. To enter the passcode, depress the Center Button to change the digit from 0 to 9, then press the Front Button to move to the next digit. If you have moved to a new digit and wish to move back to a previous digit, depress 20 ...
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the Back Button. After all digits have been entered correctly and the last digit is highlighted, depressing the Front Button will display the Programming Main Menu. General Programming Procedure Once a valid passcode has been entered and the Main Menu is displayed, the Front/Back Buttons scroll Forward/Backward through the programming options. If you wish to change an option, depressing the Center Button enters the highlighted option. The current setting for that option is then displayed. Once an option is entered, the Front/Back Buttons Increase/Decrease the option value, and depressing the Center Button saves the new value and exits back to the Main Menu. If the Front/Back Button is held and depressed when changing an option, the value will continue to Increase/Decrease. Description of Programming Options 1 CHANGE PASSCODE Entering a new passcode is accomplished in the same way as entering the passcode, as previously explained. IMPORTANT!!! ONCE THE PASSCODE IS CHANGED, THE DEFAULT OF 0000 WILL NO LONGER WORK! BE SURE TO SAVE THE PASSCODE IN A SAFE PLACE! 2 SET CONTRAST This option sets the contrast for the LCD Display. Depress and hold either the Front or Back Buttons to Increase/Decrease the contrast. Depressing the Center Button returns to the Main Menu. 3 PLAY VOLUME This option sets the speaker volume during game play. When this option is entered, the game’s background music will play continuously. Depressing the Front/Back Buttons will Increase/Decrease the volume. Depressing the Center Button returns to the Main Menu. 4 ATTRACT VOLUME This option sets the speaker volume during Attraction Mode. When this option is entered, the game’s background music will play continuously. Depressing the Front/Back Buttons will Increase/Decrease the volume. Depressing the Center Button returns to the Main Menu. 5 JACKPOT VOLUME This option sets the speaker volume during a Jackpot Event. When this option is entered, the game’s background music will play continuously. Depressing the Front/Back Buttons will Increase/Decrease the volume. Depressing the Center Button returns to the Main Menu. ...
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6 ATTRA. FREQUENCY This option sets the frequency at which the attraction mode occurs. The settings are from OFF to every 30 minutes, in 1‐minute increments. Depressing the Front/Back Buttons will Increase/Decrease the setting. Depressing the Center Button returns to the Main Menu. 7 GAME PRICE This option sets the number of coins required for a credit. The settings are from 1 to 8 coins per credit. Depressing the Front/Back Buttons will Increase/Decrease the setting. Depressing the Center Button returns to the Main Menu. 8 WHEEL TYPE This selects one of the existing payout options. PLEASE NOTE: Changing this from STANDARD requires a new wheel decal! Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 9 WHEEL SPEED This changes the wheel speed from 0 (slowest) to 4 (fastest). Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 10 JACKPOT INCREMENT ...
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14 MONSTER JP INC. Every time a credit is added to either game, the Monster Jackpot value is incremented by this amount. The setting is from an increment of 1 to 50. Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 15 MONSTER JP START After a Monster Jackpot is won, this is the new starting jackpot value. The values are from 500 to 99999 in increments of 50. Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 16 MONSTER JP MAX This sets the maximum allowable Monster Jackpot Value. The values are from 500 to 99999 in increments of 50. Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 17 DISPLAY TICKETS If this option is ON, then the tickets owed are displayed on the jackpot display, and the display is updated as the tickets are dispensed. If there are no tickets owed, then the Jackpot Value is displayed. Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 18 MERCY TICKET The setting for this option are from OFF to 5 tickets. If the setting is OFF, then no tickets are dispensed if the ADD BONUS hole is hit. Depressing the Front/Back Buttons will change the setting. Depressing the Center Button returns to the Main Menu. 19 RESET TOTAL COINS The TOTAL COINS IN counter can be reset here. Depressing the Front or Back Button will reset the count to 0. Depressing the Center Button returns to the Main Menu. 20 RESET TOTAL TKTS The TOTAL TICKETS OUT counter can be reset here. Depressing the Front or Back Button will reset the count to 0. Depressing the Center Button returns to the Main Menu. X LEAVE PROGRAM MODE Depressing the Center Button returns to Run Mode DEFAULT SETTINGS PASSCODE ...
COINS PER CREDIT 1 Coin WHEEL TYPE STANDARD WHEEL SPEED 4 JACKPOT INCREMENT 1 Point JACKPOT START VALUE 400 JACKPOT MAX VALUE 999 JACKPOT TYPE SEPARATE MONSTER JACKPOT INC. 1 MONSTER JACKPOT START 2000 MONSTER JACKPOT MAX 99999 DISPLAY TICKETS OWED ON MERCY TICKET OFF 6‐ ALTERNATIVE TICKETING AND CARD‐SWIPE SYSTEM ...
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CONFIGURATION 2 NORMAL CARD SWIPE SET‐UP, 1 SWIPE GIVES 1 CREDIT: (THIS IS INDEPENDENT OF TICKET DISPENSER BRAND INSTALLED). The card swipe system needs to access the “Credits” signal line to the main CPU board, In order to trigger game‐play. In some installations, the card swipe system is also used for basic accounting purposes, having the device count the “Notch” signal pulses produced by the Ticket Dispenser as it awards tickets. In that case you also need to tap into this “Notch” line. These two lines are available on pins at the door‐hinge connector on each of the 2 player positions. Wires need to be run from the card swipe system to the corresponding mating connector on the door side. (The complete pin‐outs and wire colors for each connector are listed on page 28) Station 1: Credits, pin 5 (Gray/yellow) Station 2: Credits, pin 5 (Gray/yellow) Make sure to configure your card‐swipe system to provide 1‐pulse only for each swipe, with the following constraints: ‐Minimum pulse duration: 40mS ‐Minimum dead‐time before next pulse: 40mS Also make sure the Monster Drop X‐Treme Programming‐Mode option “Coins per Credit” is set to 1. ...
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DOOR‐HINGE CONNECTOR PIN‐OUTS: CONFIGURATION 3 CARD SWIPE SYSTEMS, ELECTRONIC‐TICKET SCHEME: (NO TICKET DISPENSER INSTALLED) (USES BENCHMARK GAMES’ EMULATOR BOARD AS INTERFACE) In most card swipe systems running E‐ticket configurations (i.e. Sacoa, etc), the device requires to be fed the standard Ticket “Run” signal in order for it to log the tickets being paid to the player. As it logs, the card swipe system will put out the standard “Notch” signal pulse for each ticket awarded, in order to behave and be compatible as a regular Ticket Dispenser. As explained for Configuration 1, the Monster Drop X‐Treme machine runs tickets via a 485 network, thus the ticket emulator board is needed for this setup as well, in order to produce the “RUN” signal required by the card‐swipe. Note that the Ticket emulator board also Does require to see the “Notch” signal coming back for it to know that the customer is getting paid; otherwise it will report an “Out of Tickets” condition to the main CPU and the game will throw an E‐3 Error. 26 ...
CARD SWIPE SYSTEM E-TICKETS CONFIGURATION MODE Ticket Emulator board TICKET “NOTCH” SIGNAL power & 485 Comm. TICKET “RUN” SIGNAL 7‐ ERROR CODES AND TROUBLESHOOTING GUIDE ERROR CODES, QUICK SUMMARY Shown on the corresponding player 5‐Digit Display overhead. Note: Errors are more clearly spelled out on the LCD display on the Control Panel. ERROR CODES The following error codes are displayed on the Jackpot Display for each game if an error occurs. In addition a description of the errors will be displayed on the LCD display inside the left cabinet. E‐1: HOME ZERO ERROR This error occurs when the Wheel Home Sensor is continually grounded, indicating a ground in the harness or a defective Wheel Home Sensor. E‐2: HOME MAX ERROR This error occurs when the Wheel Home Sensor never indicates that the home position on the wheel has been reached within a specified interval. This indicates either a break in the harness, a defective sensor, that the wheel is slipping excessively or not turning, or that the pin on the ...
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E‐3: TICKET ERROR This error occurs when the ticket dispenser is either jammed or out of tickets. E‐4: TICKET DISPENSER COMM. ERROR This error occurs when communications cannot be established with the ticket dispenser. Troubleshooting Guide Symptom‐Description of Proper Operation Possible Causes‐Action Balls Don’t drop when ‘Drop Ball’ button is Switch Problem • pressed, but Light in button is flashing and Switch in ‘Drop Ball’ switch housing is loose‐secure credits are available‐ switch in housing When button is pressed, ground is switched to Solenoid problem • the ‘Drop Ball’ input on the Main CPU. The CPU Solenoid is stuck or not working‐Fix binding plunger or then switches the output for the solenoid to replace solenoid • ground activating the solenoid. When the 12V power or ground to solenoid is not working or solenoid activates, the plunger is pulled up and not connected‐fix voltage problem in harness, power out of the way of the ball. supply, or power distribution board Ball Lift doesn’t run and ball trough is empty‐ Main CPU sees a low on the input. •...
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The monster drop chaos game I have the blower does push the call up through the chute can the pressure be increased??