Capcom Breakshot Operator's Manual

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MC.
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ELECTRICAL INPUT
RATINGS
I00
to 11 5V
200
to 230V AC
GAME
AC
5aoHZ
W6OHZ
SPECIFICATIONS
DESCRIPTION
8
AMPS
4
AMPS
CIRCUK Slow-Blo fuses, Vari~tor Surge Protection, IEC-Type Grounded Receptacle
PROTECTION
SHIPPING CARTON Height:
INFORMATION
Weight
PRODUCT FCC,
APPROVALS
CE
Marking
55-1/2"(1.41
240
Pounds (1
Part
15, Class A Digital Deice
M)
Width:
08.6Kg)
30-1/2"(0.77M)
Depth:
30-1/2"(~.77M)
AUDIO SYSTEM MPEG Digital 1 Channel Mono Output (Left, Center, Right) Rated at 10Watts RMS
*
Two
4"
2-way
One
8"
DISPLAY COIN DOOR OPERATOR
128
X
32
Character
Standard:
2
Coin Acceptors Optional: Additional
Audio: Volume
ADJUSTABLES Visual: Standard or
Coinage:
Play
Game
U.
Mode:
Play Replay Percentage, Match Credits, Game
Password Protection: 3 Levels of
SPECIAL SOFTWARE 475 Individual Audits *1 1 Self-Test
FEATURES
%
Internal Diagnostic Levels *Automated
Speakers tor Mid & High
Bass
Speaker
for Low Frequencies
Frequencies
Dot Matrix
2
Coin
Acceptor or
Control
S.
Standard; Custom Configuration for Foreign Currencies
Free
Custom
Play,
Tournament,
fw
Sound
Display
Effects,
Messages
and
Game
Background Sounds, Attract Sounds
Diffiiutty Level
Restart
Security
Modes
.Adjustable
Software
Flipper Strength
Troubleshooting
Bill
I
Acceptor
CABINET
DIMENSIONS
NOTE:
DIMENSIONS
DO
NOT INCLUDE
CABINET PROTRUSIONS,
THE
BALL
SHOOTER, COlN
FLIPPER
BUTTONS,
OR
LATCH.
h
SUCH
AS
DOOR,
BACKBOX
L
-@COIN-OP,
INC
.
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TABLE OF CONTENTS
DESCRIPTION
PAGE
Installation & Setup
...........................................................................................................................................................
1
Game Rules
.........................................................................................................................................................
5
Menu System
Menu System Description
..................................................................................................................................
18
Audits Data Table
...............................................................................................................................................
21
Game Adjustments
..............................................................................................................................................
24
...............................................................................................................................................
Game Diagnostics
-33
...................................................................................................................................................
Reset Functions 41 Reports
..........................................................................................................................................................
-42
Redemption
......................................................................................................................................................
1
Component Parts Identification & Service Parts Listing
Cabinet & Backbox Parts Identification
..............................................................................................................
54
Power Driver Board
...........................................................................................................................................
-56
Sound Board
.......................................................................................................................................................
-60
CPU Board
.........................................................................................................................................................
-62
Display Power Supply Board
..............................................................................................................................
64
Interface Board
...................................................................................................................................................
-65
Diode Board
........................................................................................................................................................
66
Lamp Boards
.................................................................................................................................................
68
Cabinet,
Backbox, & Playfield Lamps
..........................................................................................................
70
Playfield Rubber Rings
.......................................................................................................................................
72
.........................................................................................................................................
Playfield Ball Guides 73 Play field Posts
....................................................................................................................................................
-74
.............................................................................................................................................
Switches and Optos 78
........................................................................................................................................................
Opto Boards 79 Solenoids and Flashers
........................................................................................................................................
80
Playfield Plastics
.................................................................................................................................................
82
Playfield
-
Mechanisms
.......................................................................................................................................
85
Troubleshooting Guide
Power-up Problems
...........................................................................................................................................
104
Coin Door Problems
............................................................................................................................................
105
Dot Matrix Display Problems
.......................................................................................................................
106
..................................................................................................................................................
Sound Problems
107
Playfield Problems
.
Mechanical
........................................................................................................................
108
Playfield Problems
.
Solenoids
...........................................................................................................................
109
Playfield Problems
.
Switches
.............................................................................................................................
110
....................................................................................................
Illumination Problems - Playfield & Backbox
111
Schematic Diagrams
I
Proprietary and confidential information. not
to
be
disclosed or copied without the express permission of
CAPCOMa COIN.OP . INC
.
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8) Install one hex nut (A) half-way up on each leveler. Then insert levelers into each leg and turn
until they contact the stop nut. Using a second nut
(B), thread onto each leveler from inside the leg and
tighten (see Figure 6).
15) Attach lock washer and flat washer to thumb screw and fasten to cabinet tee nuts (see figure 8). Tighten firmly.
THUMB SCREW
FLAT
WASHER
FIGURE
6:
INSTALLING LEVELER ON LEG
9) Carefully lift the front of the cabinet and place on a sturdy support. Attach the front legs using two acorn-head bolts. Tighten bolts firmly (see Figure 7).
FIGURE
7:
INSTALLING LEGS ON CABINET
10) Carefully lift the rear of the cabinet, place on
a sturdy support, and attach the legs using the supplied bolts. Tighten firmly.
P
1)
At the rear of the cabinet, connect AC line cord to receptacle. Install cover plate, bushing, and screws.
12) Using two or more people lift the game and move to intended play area. Do not slide legs on floor.
13) Insert key into the lock at the top of the
backbox and turn fully clockwise. Lift up on backglass and swing out towards front of game. CAREFULLY remove backglass and set aside.
14) Lift up on latch and open the lamp door. Swing door completely open. Open display panel by pushing latches, located above the speaker enclosures, out towards the sides of
backbox.
FIGURE
8:
INSTALLING BACKBOX LOCKING HARDWARE
16) Check that all fuses, connectors, lamps, and wire harnesses are fully seated. .Tighten any loose fasteners snugly. Do not overtighten.
17) Close and latch both sides of the display panel; then close and latch the lamp door. Re-install the backglass and lock the
backbox.
18) Place a level in position "A" on the playfield glass (see Figure 9). Adjust the rear leg levelers, as required, to obtain zero
degree(OO) balance. Move the
level to position "B" and repeat front
&
rear adjustments until cabinet appears level. Move the level to position "C" and adjust front
andlor rear leg
levelers to obtain a
6-112" incline. Tighten leg leveler
nuts firmly.
0
DEGREES
&4
FIGURE
9:
CABINET LEVELING
Page
2
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
-@COIN-OP, INC.
BREA
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19) Remove the handrail by opening the coin door
and releasing the thumb latch (see Figure 10):
I
FIGURE 10: REMOVING HANDRAIL
I
20) Remove playfield glass by sliding down and out of armor guides. CAREFULLY set glass aside.
24) Re-install the handrail by engaging the thumb latch to the right (see Figure 12).
n
c
TO RIGHT
AND
P606W
FIGURE 12: INSTALLING HANDRAIL
Make sure your game is locked. Press down
A
on the handrail until you hear a click.
21)
Push thumb latch to the right to release playfield. Lift playfield straight-up until it reaches the locked position. Verify that solenoids, connectors, lamps, and harnesses are fully seated. Tighten any loose fasteners snugly. Do not overtighten.
22) Locate plumb bob parts. Install thumbscrew into threaded hole on lead weight. Insert hook wire into tapered end of lead weight. Raise wire
&
weight up into bottom tilt bracket and hang from top bracket. Adjust and tighten screw firmly (see Figure
1 I).
FIGURE 11: PLUMB BOB TILT ASSEMBLY
23) Lower the playfield into the cabinet. Ensure that cables are not pinched when playfield is seated.
25) Connect AC line cord to power outlet. Route cord away from foot traffic. Turn the game power ON (switch is under cabinet near right front leg).
26) Open the coin door. Dot matrix display will show the system menu. Follow directions in this manual for changing factory settings.
27) Refer to the TROUBLESHOOTING GUIDE section of the manual for assistance in locating faults, clearing errors, etc.
28) Upon completion, system menu should report "FOUND:
0 ERRORS, 0 INFO" to indicate the game
is ready for use.
29) Install required number of balls.
30) Close the coin door. Insert currency or tokens as necessary. Press the START button. Game should begin.
31) Clean both sides of playfield glass. Install glass. Install handrail. Ensure that lever snaps in and locks.
32) Open coin door and retrieve currency or tokens. Set custom messages, difficulty, pricing, replays, etc.
33) Reset all counters to zero. Close and lock coin door. Ensure that the
backbox is locked.
Proprietary and confidential information, not
to
be disclosed or copied without the express permission of CAPCOMa COIN-OP, INC.
Page
3
CNB~EJ@COIN-OP,
INC.
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PLAYFIELD
GAME
FEATURES
TOP LANES
INDICATOR LAMPS
TOP LANES
-
STAR BUMPERS-
LEFT SUPER CUE,
CAPTIVE BALL-
LEFT CENTER
STAND-UP
TARGET-
LEFT STAND-UP
TARGET (HIDDEN)
-
:FT DROP TARGETS
-
_EFT RETURN LANE-
LEFT
OUTLANE-
LEFT SLINGSHOT-
RlGHT SUPER CUE RlGHT STAND-UP
TARGET (HIDDEN)
RlGHT DROP TARGE
CENTER POCKETS CENTERPOST
UPPER RlGHT
FLlPP
RlGHT CENTER STAND-UP TARGET
AWARD LIGHTS
BONUS SAUCER NINEBALL GAME
BONUS RACK RlGHT RETURN LAN
RlGHT
OUTLANE
SHOOT AGAIN
,
-.---.,
ITS
'ER
Page
4
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Proorietarv and confidential iniorrnabon. not to
bf
disclosed or cooied without the enoress ~errnission oi CAPCOMO COIS-OP. INC.
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points to the End-of-Ball bonus. Once all the Solids or Stripes balls have been collected, the eight ball is spotted. Making the eight ball shot wins the Eightball game and begins Nineball.
@
@
@
@
@
@
are located above the top lanes. Making the corresponding top lane,
when one of these balls is flashing, collects that ball.
@
and
@
are located at the left center standup target.
0
and
@
are located at the right center
standup target. Hitting these standup targets collects these balls.
@
and
@
are located at the left drop target bank.
and
@
are located at the right drop target bank. Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball, causing the appropriate ball lamp to flash. Hitting the
standup target behind the drop target collects the
indicated ball.
@
The is located at the Bonus Saucer on the right side of the playfield. The eight-ball is qualified
("spotted") after all Solids or Stripes have been collected. Shooting the bonus saucer collects the eightball, winning the Eightball game and begins Nineball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the
bankshot
orbit (see Bankshot Orbit), by shooting the Left and Right Super Cue (orbits) (see Left Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
NINEBALL GAME
The Nineball game is indicated by the Nineball game light flashing. It flashes once for each time the Nineball game has been played during the current coin (including buy-ins).
8
When the Nineball game is started, the
flashes in the bonus rack.
@
through
@
must be
collected, in order, to win the
Nineball game and begin Rotation (if the previous game was Eightball) or Eightball (if the previous game was Rotation). When a ball is collected, it is lit in the bonus rack and the next ball will be spotted (flashing) in the bonus rack. Collecting a ball scores 30,000 points and adds
10,000 points to the End-of-Ball bonus.
During the
Nineball game, both the left and right Super Cues (orbits) are lit. Shooting the left Super Cue lane either directly, or by completing a right Super Cue (which feeds around to the left Super Cue lane), spots a ball. The "Spots Next Ball" light will be flashing in the left Super Cue lane to indicate that the Super Cues are spotting the ball.
Shooting the Captive Ball
standup target spots one ball (see Captive Ball). Balls can also be collected by
repeatedly shooting the
Bankshot orbit (see Bankshot) or by shooting the Center Pockets saucers (see
Center Pockets).
The current
Nineball award is indicated by a flashing SPECIAL, POINTS, or EXTRA BALL light in the
center of the playfield. The first time the
Nineball game is played, EXTRA-BALL and POINTS
alternate. Each sucessive
Nineball game will then alternate between SPECIAL, EXTRA BALL, and
Page
6
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMm COIN-OP, INC.
POINTS (except in cases where the ball has been inactive for more than 7 seconds, the award will remain on POINTS).
ROTATION GAME
The Rotation game is indicated by the Rotation game light flashing. It flashes once for each time the Rotation game has been during the current coin (including buy-ins).
8
When the Rotation game is started, the
flashes in the bonus rack.
0
through
@
must be collected, in order, to win the Rotation game and begin Nineball. When a ball is collected, it is lit in the bonus rack and unlit at the target. The next ball in sequence is then spotted (flashing) at its' target. Collecting a ball scores 30,000 points and adds 10,000 points to the End-of-Ball bonus.
@@@@@@
are located above the Top Lanes. Making the corresponding top lane, when
one of these balls is flashing, collects that ball.
0
and
@
are located at the left center standup target.
@
and
@
are located at the right center
standup target. Hitting these standup targets, when one of these balls is flashing, collects the ball.
@
and
@
are located at the left drop target.
@
and
@
are located at the right drop target.
.
Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball,
causing the appropriate ball lamp to flash. Hitting the
standup target behind the drop target collects the
indicated ball.
@
The
is located at the Bonus Saucer. Shooting the Bonus Saucer, when the eight ball is "spotted"
(flashing), collects the eight ball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the
bankshot
orbit (see Bankshot Orbit), by shooting the Left and Right Super Cue (orbits) (see Left Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
PLAYFIELD FEATURES
LEFT SLINGSHOT
The left slingshot scores 1000 points and 10 points alternately.
LEFT RETURN LANE
The left return lane scores 3000 points. The left return lane also lights the CALL YOUR SHOT feature
at the Bonus Saucer for
6
seconds (see Bonus Saucer).
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
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the shot, collects the ball, and awards 30,000 points plus adds 10,000 points to the End-of-Ball bonus.
LITE SUPER CUE - During the Eightball and Rotation games, hitting the left center standup target will light the right Super Cue (orbit) (see Right Super Cue). When the Lite Super Cue award is available, the Lites Super Cue light will flash.
CAPTIVE BALL
The Captive Ball awards 3000 points, when hit lightly, and 30,000 points when hit hard (the standup target is hit). A hard hit will also advance the game towards an extra ball, depending upon the number of hits required (software adjustable). The number of captive ball hits is indicated by three indicator lights to the right of the captive ball. When all three are lit, the extra ball is qualified and the extra ball indicator light will flash. Hitting the captive ball
standup target one more time will award the extra ball
and reset the captive ball indicator light. The number of captive ball
standup hits for the next extra ball
will then increase by one.
The Extra Ball can also be qualified by making a Super Cue Capcombo. A Super Cue
Capcombo is made by completing a right Super Cue immediately after completing a left Super Cue or vice-versa. Completing a Super Cue
Capcombo qualifies the Extra Ball at the Captive Ball for the duration of the
ball in play (see
Lefi Super Cue and Right Super Cue). When the Super Cue Capcombo extra ball is
qualified, hitting the captive ball
standup target will award the extra ball.
LEFT SUPER CUE
The left Super Cue (orbit) is lit during the Eightball and Rotation games by hitting the right center
standup target (see Right Center Standup Target). Upon completion of a left Super Cue,it remains lit until another target is hit (allowing consecutive left Super Cue shots to be made). Once unlit, the left Super Cue can be re-lit by hitting the right center
standup target.
The Left Super Cue is lit for the entire
Nineball game. The Super Cue light will flash whenever the Left Super Cue is available. A hard shot to the Left Super Cue lane can travel through to the right Super Cue Lane, thus completing the orbit and awarding one of the following:
INCREASE BANKSHOT BONUS - Completing the left Super Cue doubles the current Bankshot Bonus. By immediately shooting the Bankshot lane (see Bankshot), the Bonus can be collected. The Bonus starts at 50,000 and doubles for each left Super Cue completed (up to six times for a maximum of 3,200,000 points). The
Bankshot Bonus resets at the start of each ball
(operator adjustable). SUPER CUE AWARD - Completing the left Super Cue awards a Super Cue value of 30,000
points. This value will increase by 30,000 points for each consecutive left Super Cue completed (without hitting any other targets in-between).
SUPER CUE CAPCOMBO- Completing the left Super Cue immediately after completing a right Super Cue (see Right Super Cue) completes the Super Cue Capcombo. It awards 250,000 points and lights the Extra Ball for the duration of the ball in play.
SPOT BALL(S) - During Eightball, Nineball, and Rotation, completing the left Super Cue spots the next ball. Additionally, during Eightball or Rotation, the next two balls can be spotted if the right Super Cue is lit.
Proprietary and confidential information, not
to
be disclosed or copied without
the
express permission of
CAPCOMB COIN-OP, INC.
Page
9
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UPPER RIGHT FLIPPER
The upper right flipper provides clean shots to the Bankshot lane, the right Drop Target bank, the right Super Cue, and the Star bumpers.
RIGHT CENTER STANDUP TARGET
Hitting the right center standup target (located to the right of the center post) will award 3000 points and one of the following will occur:
\
SPOT
@
-
During an Eightball (Solids) game, the standup target will spot the five ball if it has
not been previously collected. The five ball will also be spotted during the Rotation game if it is
I
the next ball to play. Hitting the target will collect the five ball and award 30,000 points plus
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10,000 points is added to the End-of-Ball bonus.
SPOT
@
-
During an Eightball (Stripes) game, the standup target will spot the thirteen ball if it has not been previously collected. The thirteen ball will also be spotted during the Rotation game if it is the next ball to play. Hitting the target will collect the thirteen ball and award 30,000 points plus 10,000 points are added to the End-of-Ball bonus.
LITE SUPER CUE - During the Eightball and Rotation games, hitting the standup target will light the left Super Cue (see Left Super Cue). When the Lite Super Cue award is available, the Lites Super Cue light will flash.
BONUS SAUCER
The Bonus Saucer is located on the right side of the playfield. The Bonus Saucer is used for a variety of features:
SPOT
@
-
During an Eightball (Stripes or Solids) game, the Bonus Saucer will spot the eight ball if all other game balls have been collected. The eight ball is also spotted during the Rotation game if it is the next ball to play. Making the Bonus Saucer shot collects the eight ball and awards 30,000 points plus 10,000 points is added to the End-of-Ball bonus.
COLLECT BONUS - The Collect Bonus feature is active (flashing) at the start of each ball if the current game in progress has collected at least one ball. Making the Bonus Saucer collects the End-of-Ball bonus without resetting it. The End-of-Ball bonus awards a base value of 10,000 points plus 10,000 points for each ball collected during the current game. These points are then multiplied by the current bonus multiplier (from 1 to
99;
see Top Lanes). The bonus multiplier then resets to one for the start of each ball. Once the bonus has been collected, it is not available again until completion of the current game or at the start of the next ball.
CALL YOUR SHOT - The Call Your Shot feature is qualified (flashing) by the left return lane (see Left Return Lane) for six seconds. It is also qualified during Eightball and Rotation games when the eight ball is spotted at the Bonus Saucer. Completing the Bonus Saucer allows you to choose one of three shots (Left Super Cue, Center Pocket saucers, or Right Super Cue
)
by
Page 12
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Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, IKC.
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NOTE ON MULTI-PLAYER GAMES: Each player must individually qualify the Center Pockets saucer locks. This information is then kept in memory from ball-to-ball and player-to-player.
The first ball to enter the Center Pockets immediately causes the center post to rise and
...
if the ball does not enter any of the three saucers and comes to rest above the center post, the ball
remains captured, the saucers remain unqualified, and a new ball is released to the plunger. if the ball enters any of the three saucers, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and one or both of the outside (left or right) saucers are qualified. The ball is then ejected from the saucer and comes to rest above the center post. A new ball is then served to the plunger.
The second ball is now put into play while the first ball remains captive above the center post. Shooting this ball at at the raised center post can cause the captured ball to enter one of the saucers and award a
Trick
Shot
(
100,000 points). If the captured ball enters the
CENTER SAUCER, one ball is spotted in the current pool game and one or both of the outside saucers are qualified. The ball is then ejected from the saucer and comes to rest above the center post.
LEFT OR RIGHT SAUCER (NOT QUALIFIED), one ball is spotted in the current pool game and one or both of the outside saucers are now qualified. The ball is then ejected from the saucer and comes to rest above the center post.
LEFT OR RIGHT SAUCER (QUALIFIED), one ball is spotted in the current pool game and the ball remains locked in that saucer. The center post is then lowered and a new ball is sent to the plunger. When this next ball enters the Center Pockets, the post will be raised and
...
if the ball does not enter one of the remaining two empty saucers and comes to rest above the
center post, the second ball remains captured, and a third ball is served to the plunger.
if the ball enters the center saucer, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and the empty left or right saucer is now qualified. Both balls are then ejected from the saucers, come to rest above the center post, and a third ball is served to the plunger.
if the ball enters the left or right saucer, and that saucer was not qualified, a
Good Shot
(30,000 points) is awarded, one ball is spotted in the current pool game, and that saucer is
now qualified. Both balls are then ejected from the saucers, come to rest above the center post, and a third ball is served to the plunger.
If the ball enters the left or right saucer, and that saucer is qualified, a
Good Shot
(30,000 points) is awarded and one ball is spotted in the current pool game. The second ball remains locked in that saucer (one ball is now locked in each of the left and right saucers). A third ball is now served to the plunger.
For as long as one or two balls remain captured above the center post, the following can occur:
Page
14
I
Proprietary and confidential information, not
to
be disclosed or copied without the express permission or CAPCOMB COIN-OP, INC.
Shooting the ball-in-play so that it hits the raised center post, causing one of the captured balls to bounce up from the other side of the center post and enter one of the saucers awards a Trick Shot (100,000 points), and spots one ball in the current pool game. If the ball enters a qualified saucer, the ball remains locked. If the ball enters a non-qualified saucer, it becomes qualified and the ball is ejected.
Shooting the ball-in-play so that it hits the raised center post, causing the captured balls to each enter left and right saucers, awards a Combo Shot (250,000 points) and spots two balls in the current pool game. If either ball enters a qualified saucer, that ball will remain locked in the
saucer. If either ball enters a non-qualified saucer, that saucer then becomes qualified and the ball is ejected.
Once both captured balls are locked in the left and right saucers, the center post is lowered and the center saucer is qualified. If the next ball enters the center saucer, Breakshot Frenzy (3-Ball Mayhem) starts and continues until two of the three balls are drained. The following scoring rules apply:
PLAYFIELD SCORES x 3
-
All playfield targets score three times their normal value for as long as three balls remain in play. Once one ball drains, all playfield targets score two times their normal value for as long as two balls remain in play.
BREAKSHOT JACKPOT
-
During Breakshot Frenzy, a Jackpot is available (indicated by the flashing Jackpot light below the center saucer). Shooting the center saucer in the Center Pockets awards the current Jackpot value The Jackpot starts at 200,000 points and increases by 25,000 for each second that Breakshot Frenzy is active
(i-e. two OR three balls in play). If no targets are hit for five seconds, the Jackpot stops increasing until another target is hit. This prevents players from holding the balls on the flippers while the Jackpot keeps growing. After Breakshot Frenzy is over, the Jackpot value is then reset to the base value.
DOUBLE JACKPOT
-
Once a ball makes the center saucer to score a Jackpot, there is a one second delay before the center post rises and the ball is ejected from the center saucer. If a second ball is shot into the Center Pockets area within that one second interval and remains
captured when the post is raised, a Double Jackpot is awarded, worth two times the Jackpot
value.
BONUS RACK
The Bonus Rack is located in the center of the playfield. It consists of fifteen indicator lights arranged like a "rack" of pool balls. Each light represents the status of the current game by indicating which balls have been collected (lit) or not collected (unlit) and, during the Rotation game, indicates which ball is the next ball to play (flashing). A game ball is either lit at the target and unlit in the Bonus Rack (the ball is active, or "spotted"
)
or unlit at the target and lit in the Bonus Rack (the shot has been completed).
SHOOT AGAIN INDICATOR
The shoot again indicator light is located in the center of the playfield below the Bonus Rack. It is
lit
when the current player has earned at least one extra ball and unlit when the extra ball(s) are depleted. The shoot again indicator is also lit when the ball saver is active (see Ball Saver).
I
Proprietary and confidential information, not to
be
disdosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
Paap
15
BALL SAVER
A ball saver is active for an operator adjustable number of seconds at the start of each ball. If the player drains during this time period, the ball is returned to the plunger without ending the current ball in play. The ball saver is active when the Shoot Again indicator light is flashing.
OUTHOLE
The center drain ends the current ball and awards the End-of-Ball bonus. The End-of-Ball bonus awards
a
base value of 10,000 points, plus 10,000 points for each ball spotted during the current pinball game,
multiplied by the current bonus multiplier which starts at one and is increased by the top lanes (see TOP
I
LANES). The bonus multiplier resets to one at the start of each ball.
Yage
16
--
-
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMm COIN-OP, INC.
GNF@BiZaco~~-o~,
INC.
BREA
KSHOT~
NOTES
Getary and confidential information, not to be disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
I
Page
17
@I$W~Z@COIN-OP,
INC.
BREA
KSHOT-lu
MENU SYSTEM
The menu system is started when the coin door is opened. When the coin door is closed, the game will return to the Attract mode. If a game is in progress when the coin door is opened, the game will be
I
restored when the coin door is closed again unless an adjustment (except volume or service credit
I
adjustment) is made or a diagnostic function is performed.
When the coin door is opened, the dot matrix display typically shows the following Main Menu:
The Main Menu displays the number of ERRORS or problems that were found during game play or
while in the Attract Mode. ERRORS are major problems, such as non-operative switches, that should be
repairedlreplaced before game play is resumed. INFO items are minor problems, such as burned-out
lamps, that need
repairlreplacement during the next regular maintenance cycle.
The menu system is controlled by the use of the left
&
right flipper buttons and the Start button.
Pressing these
button(s) will result in the following menu actions:
1)
Right Flipper button
increment, or move to the next field
2)
Left Flipper button
decrement, or move to the previous field
3)
Left & Right Flipper buttons together
cancel, back-up, or restore the original setting
4)
Start button
accept, enter, or keep new setting
If the game has been in operation for some period of time, the operator may notice that the following Reset Replay Menu appears
before
the Main Menu:
The operator can elect to accept the suggested replay score, by pushing the start button, or ignore the change in score by pushing both flipper buttons simultaneously. This action will return the system to the Main Menu. Additional information regarding Replay credits and scores can be found in the
Bl : Standard Adjustments
section of this manual.
Page
18
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
BREA KSHOTw
MENU SYSTEM LAYOUT:
The Menu System consists of the following menus and sub-menus:
I
MAIN MENU
TROUBLESHOOTING
0
D. RESET FUNCTIONS
SET VOLUME
u
t1
COLLECTIONS / REPLAY
162: GAME
D3. CLEAR CREDITS
b
COLLECTIONS
s
1~4. COINAGE
b
PAY / FREE PLAY
pp
L,,,
'
Al. COLLECTION AUDITS
1~1- 01. SWITCH TEST
I
1~1- 02.OPTO TEST
I
IE~.
CUSTOM REPORT
(
(~1- 03. SOLENOID TEST
m
E2. CUSTOM REPORT SETUP
P
+
Cl- 04. LAMP TEST
b
IAC.
AUDIT HISTORY 2
(
IE~.
DEVICE SETUP
h
+
E4. ADJUSTMENTS REPORT
C1- 07. SOUND BOARD MUSIC
4~2. EARNINGS AUDITS
1~3. STANDARD AUDITS
+
C1- 08. SOLENOID VOLTAGETEST
*F.
REDEMPTION
b
-4~5. GAME TlME HISTO.
LF1. ADJUSTMENTS
4
1~1- 10. TOKEN DISPENSER TEST
)
I*F2. PERCENTAGING
A6. SCORE HISTOGRAM 1~1- 11. BURN-IN TEST
b
LF3. AUDITS
A7. BALL
TlME HISTRO.
3. TROUBLESHOOTING
*F5. COUNT TOKENS
*NOTE:
NOT
AVAILABLE
IN
ALL
VERSIONS
OF
SOFTWARE
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
Page
19
BREA
KSHOTm
MAIN MENU FUNCTIONS
TROUBLESHOOTING:
Use this menu to start troubleshooting the game's electrical components. NOTE: Troubleshooting can also be accessed through the DIAGNOSTICS Menu.
SET VOLUME:
Plays a test tune so that the game volume can be adjusted.
COLLECTIONSIREPLAY: Allows the operator to scroll through recent collections audits. The
operator may optionally clear the audits and adjust the replay score to meet the target replay percentage (see Adjustment B 1:04A, "Replay Percentage").
COLLECTIONS:
Same as
COLLECTIONSIREPLAY, except the replay score is not
I
I
adjusted when the collections audits are cleared.
I
I
I
I
ONE SERVICE CREDIT: Issues one service credit to the game.
PAY
/
FREE PLAY:
Set the game mode to Pay-to-Play (disables Adjustment
B
1 : 10, Free
Play) or to continuous Free Play (enables Adjustment
B
1 : 10, Free
Play).
A. AUDITS: Allows the operator to retrieve the games' earnings and performance
information.
B.
ADJUSTMENTS: Operator adjustables are available for STANDARD, GAME, LOCALE,
COINAGE, PASSWORD, and
ERRORSLNFO.
C. DIAGNOSTICS: Use STANDARD TESTS, FEATURE TESTS, and
TROUBLESHOOTING to perform in-depth, automated testing of
electrical and mechanical components.
D.
RESET FUNCTIONS:
Allows the operator to individually clear certain AUDITS and
ADJUSTMENTS data or elect to re-configure the game to the original
factory settings.
E.
REPORTS:
Allows the operator to output AUDIT and ADJUSTMENTS data to
a
serial communications device, such as a printer or laptop computer.
F.
REDEMPTION
Allows the pinball game to be configured as a Redemption game (not available in all versions of software). Tickets or tokens are dispensed when a preset score is achieved by the player.
Page
20
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
BREA KSHOTm
AUDITS DATA TABLE
Page
22
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of
CAPCOMm COIN-OP, INC.
AUDITS DATA TABLE
I
A5s GAME TIME HISTOGRAM
I
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMN COIN-OP, INC.
Page
23
BREA
KSHOTm
B.
ADJUSTMENTS
B1:
STANDARD ADJUSTMENTS
I
Page 24
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
-@COIN-OP, INC.
BREA
KSHOTm
B1:
STANDARD ADJUSTMENTS (CONTINUED)
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMa COIN-OP, INC.
Page
25
DESCRIPTION A TRACKING NUMBER USED TO INDICATE THE PHYSICAL LOCATION OF A GAME. ASSIGN A SECONDARY ID TO A GAME WHERE
MULTIPLE GAMES MAY EXIST IN THE SAME LOCATION. ENABLES
/
DISABLES
FREE PLAY
MODE. ALSO
CONTROLS THE
MAIN MENU SETTINGS FOR
PAY-
TO- PLAY
AND
FREE PLAY.
SELECT
NORMAL
OR
TOURNAMENT
MODE.
TOURNAMENT
MODE EQUALIZES THE SCORING OF CERTAIN FEATURES AMONGST PLAYERS IN MULTI-PLAYER GAMES.
SELECT THE PERCENTAGE OF SOLENOID VOLTAGE REGULATION (FOR DISPLAY PURPOSES ONLY). DOES NOT ACTIVELY REGULATE THE GAMES' SOLENOIDS. SELECT A MESSAGE FOR DISPLAY DURING ATRACT MODE. THIS MESSAGE MAY BE CUSTOMIZED BY CHOOSING
VIEW/EDIT.
SELECT RELATIVE STRENGTH OF FLIPPER COILS. A
SElTlNG OF
12
REPRESENTS 314 STRENGTH (1 2/16). MAY BE USED TO ADJUST THE AMOUNT OF BALL TRAVEL WHEN
PLAYFIELD PITCH IS CHANGED. SELECT THE TYPE OF TICKET DISPENSER (IF INSTALLED ON THE GAME). AFTER
TICKET
DISPENSER
IS ENTERED, AUDIT A3:27,
TOTAL
TICKETS,
IS INCREMENTED AND THE TICKET
MOTOR DRIVE IS PULSED TICKET DISPENSERS CURRENTLY SUPPORTED:
1) DELTRONICS, MODEL 1275;
2)
COlN CONTROLS, MODEL CTD10.
NOTE: AFTER SERVICING AN "OUT OF TICKETS" CONDITION OR A DISPENSER JAM, YOU CAN EITHER: A)
CONTINUE
DISPENSING TICKETS FROM THE GAME-IN-PROGRESS BY CLOSING THE COlN DOOR, OR B)
CLEAR
DISPENSER MEMORY BY
INTERRUPTING POWER TO THE GAME (OFF,
THEN ON).
SELECT THE NUMBER OF TICKETS TO BE DISPENSED FOR EACH
FREE
CREDITAWARDED (REPLAYS, SPECIALS, MATCH, AND HSTD). NO CREDITS WILL THEN BE ISSUED TO THE PLAYER,
ONLY DISPENSED TICKETS.
IF YOUR GAME IS NOT EQUIPPED
WITH A TICKET
DISPENSER, SELECT
"On, OTHERWISE, SELECT
FROM 1 TO 99
TICKET(S) TO BE DISPENSED PER
FREE CREDIT AWARDED (EXAMPLE: IF
THlS
OPTION IS SET TO "6" AND
"3"
FREE CREDITS ARE
EARNED, "1
8"
TOTAL TICKETS WILL BE
DISPENSED)
AUDIT
REF.
B1-9
B1-10
B1-1 1
B1-12
B1-13
B1-14
B1-15
B1-16+
B1-16A
RANGE
0
-
99,999
0
-
99,999
YES, NO
NORMAL,
TOURNAMENT
0
-
90%
YES, NO,
VIEWIEDIT
1-16
NONE
STANDARD TICKET
0, 1
-
99
AUDIT NAME
SET GAME LOCATION
SET MACHINE ID
FREE PLAY
PLAY MODE
SOL.(ENOID)
VOLTAGE PERCENT
SHOW MESSAGE OF
THE DAY
FLIPPER STRENGTH
TICKET DISPENSER
TICKETS
/
CREDIT
FACTORY SETTING
0 0
NO
NORMAL
10%
NO
12
NONE
0
BI:
STANDARD ADJUSTMENTS (CONTINUED)
B2:
GAME ADJUSTMENTS
THIS FEATURE IS ALWAYS ACTIVE WHEN
EXTRA BALL
MUST BE HIT TO COLLECT THE FIRST CAPTIVE
AUDIT
REF.
B1 -17+
B1-17A
Pape
26
1
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP,
INC.
1
AUDIT NAME
TOKEN DISPENSER
TOKENS
I
CREDIT
RANGE
NONE
BALLYWULFF
DISPENSER
COIN CONTROLS
DISPENSER
COIN CONTROLS
COMPACT HOPPER
(RED DISC)
COlN CONTROLS
COMPACT HOPPER
(PURPLE OR GREEN
DISCS)
COlN CONTROLS
COMPACT HOPPER
(GRAY, BLACK, BROWN,
OR BLUE DISCS)
COlN CONTROLS
COMPACT HOPPER
(5
AWP DISC USED IN
ITALY)
0,
1 - 99
FACTORY SETTING
NONE
0
DESCRIPTION SELECT THE TYPE OF TOKEN DISPENSER (IF INSTALLED ON THE GAME). AFTER
TOKEN
DISPENSER
IS ENTERED, AUDIT A3:28,
TOTAL
TOKENS,
IS INCREMENTED AND THE TOKEN
METER DRIVE IS PULSED NOTE: AFTER SERVICING AN "OUT OF TOKENS"
CONDITION OR A DISPENSER JAM, YOU CAN EITHER: A)
CONTINUE
DISPENSING TOKENS FROM THE GAME-IN-PROGRESS BY CLOSING THE COlN DOOR, OR B)
CLEAR
DISPENSER MEMORY BY
INTERRUPTING POWER TO THE GAME (OFF,
THEN ON).
SELECT THE NUMBER OF TOKENS TO BE DISPENSED FOR EACH
FREE
CREDITAWARDED
(REPLAYS, SPECIALS, MATCH, AND HSTD). NO
CREDITS
WlLL THEN BE ISSUED TO THE PLAYER,
ONLY DISPENSED TOKENS.
IF YOUR GAME IS NOT
ECUIPPED WITH A TOKEN
DISPENSER, SELECT
"On,
OTHERWISE, SELECT
FROM 1 TO 99
TOKEN(S) TO BE DISPENSED PER
FREE CREDIT AWARDED (EXAMPLE: IF THIS
OPTION IS SET TO
"6"
AND
"3"
FREE CREDITS ARE
EARNED, "1
8"
TOTAL TOKENS WlLL BE
DISPENSED)
CWT@SE~@COIN-OP, INC.
BREA
KSHOTTM
B2: GAME ADJUSTMENTS (CONTINUED)
I
AUDIT
I
I
I
FACTORY SETTING
I
I
REF.
82-09
82-1 0
EASY
:
ROUND 1 - BOTH THE LEFT AND RIGHT POCKETS
ARE LIT FOR LOCKS AS SOON AS ONE BALL
ENTERS THE CENTER POCKETS. AFTER THE
SECOND ROUND, ONE SHOT INTO ANY ONE OF THE THREE EJECT SAUCERS IS REQUIRED TO LlGHT THE LOCKS. AFTER THE FOURTH ROUND, TWO SHOTS INTO THE UNLlT EJECT SAUCERS ARE REQUIRED TO LlGHT THE LOCKS (THE FIRST
SHOT INTO AN UNLlT EJECT SAUCER LIGHTS ONE LOCK, THE SECOND SHOT INTO AN UNLIT
EJECT SAUCER LIGHTS THE SECOND LOCK). THlS CONTINUES FOR THE REST OF THE GAME.
AUDIT NAME
BALL SAVER
TIME
82-1 1
NORMAL: BOTH THE LEFT AND RIGHT POCKETS ARE LIT FOR LOCKS AS SOON AS ONE BALL
ENTERS THE CENTER POCKETS. AFTER THE
FIRST ROUND OF BREAKSHOT FRENZY, ONE
SHOT INTO ANY ONE OF THE THREE EJECT
SAUCERS IS
REQLllRED TO LlGHT THE LOCKS.
AFTER THE THIRD ROUND
,
TWO SHOTS INTO
UNLlT EJECT SAUCERS ARE REQUIRED TO LlGHT THE LOCKS (THE FIRST SHOT INTO AN UNLlT
EJECT SAUCER LIGHTS ONE LOCK, THE SECOND
SHOT INTO AN UNLlT EJECT SAUCER LIGHTS THE SECOND LOCK).
THlS CONTINUES FOR THE
REST OF THE GAME.
SAUCER BALL SAVER
HARD: THROUGHOUT THE ENTIRE GAME, TWO SHOTS INTO UNLIT EJECT SAUCERS ARE REQUIRED TO LlGHT THE LOCKS (THE FIRST SHOT INTO AN UNLlT EJECT SAUCER LIGHTS
RANGE
0 - 60 SECONDS
CENTER POCKETS
DIFFICULTY
ONE LOCK, THE SECOND SHOT INTO AN UNLlT EJECT SAUCER LIGHTS THE SECOND LOCK). SET THE NUMBER OF "EASY" JACKPOTS DURING BREAKSHOT FRENZY. "EASY" JACKPOTS ARE
YES, NO
--
--
-
-
COLLECTED BY SIMPLY SHOOTING THE CENTER POCKET SAUCER. AFTER THE "EASY" JACKPOTS ARE COLLECTED, THE PLAYER MUST SHOOT ONE OF THE THREE CENTER POCKETS EJECT SAUCERS TO RE-LIGHT THE JACKPOT BEFORE IT
8
SECONDS
EASY, NORMAL, HARD
DESCRIPTION
SETS A GRACE PERIOD FOR "QUICK DRAIN"
BALLS. ANY BALL "LOST" BEFORE THE TIMER
YES
A SUPER JACKPOT IS AWARDED. A SUPER
I
JACKPOT IS WORTH TWO TIMES THE VALUE OF
I
EXPIRES WILL BE RETURNED TO THE PLAYER.
IF 'YESn, RETURNS TO THE PLAYER ANY BALLS
DRAINED
WITHIN 4 SECONDS (OR 1 SWITCH HIT)
AFTER BEING EJECTED FROM ANY OF THE
EJECT SAUCERS. USED TO COMPENSATE FOR A WEAK EJECT SAUCER KICKING A BALL RIGHT
NORMAL
B2-13
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMN COIN-OP, INC.
BETWEEN THE FLIPPERS.
SETS THE INITIAL DIFFICULTY FOR CENTER
POCKETS WHEN PROGRESSING TOWARDS
BREAKSHOT
FRENZY(3 BALL MAYHEM).
Page
27
JACKPOTS FOR
SUPER JACKPOT
1-99
4
CAN BE COLLECTED AGAIN. SETS THE REQUIRED NUMBER OF BREAKSHOT FRENZY JACKPOTS TO BE COLLECTED BEFORE
C%!E@BJ@COIN-OP,
INC.
BREAKSHOTTM
82:
GAME ADJUSTMENTS (CONTINUED)
Pa
ue
28
1
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOM@ COIK-OP, INC.
I
DESCRIPTION
SETS THE LENGTH OF
TIME FOR MAKING LIT
BANKSHOTS. THE
BANKSHOT (MINI ORBIT) LANE
IS LIT AFTER ANY OF THE FOLLOWING SHOTS
ARE MADE:
1) A
BANKSHOT PLUNGER SKILL SHOT AT THE
START OF A BALL;
2) ONE SHOT TO THE
BANKSHOT LANE (FOR
CONSECUTIVE
BANKSHOT ORBITS);
3)
A LEFT ORBIT IS COMPLETED (FOR THE
BANKSHOT BONUS COLLECT).
NORMAL: THE
BANKSHOT REMAINS LIT UNTIL
ANY OTHER TARGET (BESIDES THE BANKSHOT)
IS HIT
WITH THE EXCEPTION OF THE RIGHT
THREE BANK DROP TARGETS AND THEIR ASSOCIATED
STANDUP TARGET.
HARD: THE
BANKSHOT REMAINS LIT UNTIL ANY
ER TARGET (BESIDES THE BANKSHOT) IS
NOTE:
THIS ADJUSTMENT WlLL REMAIN ON
"POINTS" WHEN THE BALL IS INACTIVE (NO
YES
-
ALL OF THE NlNE BALL AWARDS ARE AVAILABLE DURING EVERY GAME (WITH THE POSSIBLE EXCEPTION OF "SPECIAL" AS DETERMINED BY
SWING 82-17),
NO - THE PLAYER MUST COLLECT EVERY AVAILABLE
NlNE BALL AWARD BEFORE THEY BECOME AVAILABLE AGAIN. FOR EXAMPLE, IF A PLAYER COLLECTS AN
EXTRA BALL,
ONLY
POINTS
AND
SPECIAL A WARDS
WlLL BE AVAILABLE IN THE SECOND GAME OF NINEBALL. IF THE PLAYER THEN COLLECTS
SPECIAL
IN THE
SECOND GAME, ONLY THE
POINTS
AWARD WlLL
BE AVAILABLE IN THE THIRD
NINEBALL GAME.
AFTER THE
POINTS
AWARD IS COLLECTED, ALL
CUlTHROAT
COUNTDOWN ENTERS CUlTHROAT COUNTDOWN.
NOTE: IF SET TO
0,
THEN CUlTHROAT
AUDIT
REF.
82-14
RANGE
NORMAL, HARD
AUDIT NAME
BANKSHOT
DIFFICULTY
FACTORY
SElTlNG
NORMAL
-@COIN-OP, INC.
BREA
KSHOTTM
B2:
GAME ADJUSTMENTS (CONTINUED)
83:
LOCALE ADJUSTMENTS
DESCRIPTION
SETS THE VOLUME FOR THE BACKGROUND MUSIC DURING A GAME. SPECIFIED AS A
PERCENTAGE OF THE OVERALL VOLUME
SETTING.
B4:
COINAGE ADJUSTMENTS
FACTORY SElTlNG
100
RANGE
0-1 00
AUDIT
REF.
82-24
AUDIT
REF.
B3-01
B3-02
83-03
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
AUDIT NAME
MUSIC VOLUME
RANGE
UNITED STATES, FRANCE,
GERMANY, SPAIN, MEXICO,
CANADA (ENGLISH)
,
CANADA (FRENCH),
SWITZERLAND (GERMAN),
SWITZERLAND (FRENCH),
SWITZERLAND (ITALIAN); ITALY, UNITED KINGDOM,
NETHERLANDS
ENGLISH, FRENCH,
GERMAN, SPANISH,
ITALIAN,
DUTCH
ENGLISH, FRENCH,
GERMAN, SPANISH,
ITALIAN,
DUTCH
NOTE: LANGUAGES AND
SPEECH
IN
BOLD
ARE NOT CURRENTLY IMPLEMENTED.
AUDIT NAME
COUNTRY
TEXT LANGUAGE
SPEECH LANGUAGE
AUDIT
REF.
B4-0 1
Page
29
FACTORY SElTlNG
UNITED STATES
ENGLISH
ENGLISH
AUDIT NAME
CONFIGURE
COINAGE TO
DESCRIPTION
SETS THE COUNTRY LOCATION OF THE GAME. THIS SETTING CONTROLS NUMBERS, TIMES, DATES, AND MONETARY VALUES SHOWN ON THE DOT MATRIX DISPLAY.
THIS OPTION WILL ALSO CHANGE THE SETTINGS FOR B3-02 AND B3-03.
SETS THE LANGUAGE USED FOR TEXT SHOWN ON THE DOT MATRIX DISPLAY.
SETS THE LANGUAGE USED FOR SOUND EFFECTS.
RANGE
1 GAME I 1 COIN 1 GAME I2 COINS 1 GAME
I3 COINS
2 GAMES
I
1 COIN 111 312 GAMESICOINS 112 314 GAMESICOINS 1 12 2/3 314 112 2/4 316 518
USA,
50c, 51$2.00 USA, 50c, 2n5c 31$1.00 FR 311 512 1015 2011 1 FR 511 1013
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CUSTOM PRICING
FACTORY SElTlNG
SET ACCORDING TO COUNTRY DEFAULT
DESCRIPTION
SETS THE RATIO OF NUMBER OF COINS TO THE NUMBER OF CREDITS. SELECT THE CUSTOM PRICING FEATURE AND CHOOSE UP TO FOUR SEPARATE
COINICREDIT CONFIGURATIONS.
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WEW~~~@COIN-OP,
INC.
BREA
KSHOT~
B4:
COINAGE ADJUSTMENTS (CONTINUED)
84-04
I
I
-
I I I
ALLOWED DURING THE GAME
I
I
I
RESULTS IN LESS THAN ONE CREDIT).
BUY-IN CREDITS
0.25 NOT APPLICABLE
B4-03
SHOW CREDIT
FRACTIONS
84-05+
1
ALLOW BUY-IN
I
YES. NO
11255 TO 255 CREDITS
SETS THE MULTIPLIER (COIN VALUE) FOR DETERMINING COlN CHUTE TOTALS IN
A
7:
COLLECTION AUDITS.
DEFAULTS
TO BASE VALUE AS SET IN
84-07
:
COIN VALUE
YES
I
SELECT WHETHER BUY-INS ARE
1 CREDIT
YES. NO
(UNLIMITED). DETERMINES THE NUMBER OF BUY-IN
CREDITS GAME. REQUIRED TO CONTINUE THE EX. A GAME REQUIRES
50c, OR ONE CREDIT, TO START. BUY-INS CAN NOW BE SET AT
LESS
OR
MORE
THAN THE ONE CREDIT REQUIREMENT, PERHAPS A 112
YES
COINAGE ADJUSTMENT
DISPLAY FRACTIONAL CREDITS AS
COINS ARE INSERTED (TYPICALLY USED
IN COUNTRIES WHERE ONE COlN
CREDIT
(2%).
CALCULATING
CREDIT
BONUSES.
EX. GAME PRICING IS ONE TOKEN PER
PLAY, 2 TOKENS FOR 3 PLAYS. IF
YES
IS SELECTED, THE SECOND TOKEN
WlLL GIVE 3 CREDITS; IF
NO,
THE
84-058 1 MAX MUM BUY-INS
I
0 - 99 84-06 B4-07
I
1
SECOND TOKEN WILL YIELD 2 CREDITS.
I
10
I
SETS THE MAXIMUM NUMBER OF BUY-
B5
:
PASS
WORD
MAXIMUM CREDITS
ENABLE CREDIT
BONUSES
HIDE EARNINGS
1-99
YES, NO
REF.
85-01
+
YES, NO
20
YES
AUDIT NAME
PASSWORD
B5-0 1 B
NEW OR REVISED PASSWORD; SELECT ONTO SET ADDITIONAL PASSWORD PROTECTION (SEE
B5-O1A.B).
I
INS ALLOWED DURING A GAME. SETS THE MAXIMUM NUMBER OF CREDITS ALLOWED DURING A GAME. ALLOW MULTIPLE COINS (YES) OR SINGLE COINS (NO) TO BE USED IN
PROTECT
ADJUSTMENTS
CAUTION: IF THE PASSWORD HAS BEEN SET ON AND CAN'T BE REMEMBERED BY
THE OPERATOR, THE GAME MUST BE
FACTORY RESET (SEE D7: FACTORY
RESET).
THIS ACTION DESTROYS ANY
PREVIOUS AUDIT INFORMATION AND
OPERATOR ADJUSTMENTS TO THE
RANGE
OFF, ON, CHANGE
GAME. ALLOW EARNINGS INFO (AUDITS MENU) TO APPEAWNOT APPEAR ON THE DOT
FACTORY
SElTING
OFF
DESCRIPTION
SETS THE PASSWORD USED BY THE OPERATOR. SELECT CHANGE FOR A
YES, NO
I
I
FACTORY RESET
).
I
B5-01 C
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
NO
Page
3
1
MATRIX DISPLAY. SELECT YES TO PROTECT
OPERATOR-
SET ADJUSTMENTS FROM RESET (D8:
SET AUDITS FROM RESET (SEE D8:
PROTECT AUDITS
YES, NO NO
FACTORY RESET
).
SELECT YES TO PROTECT OPERATOR-
AUDIT NAME
FACTORY
SElTlNG DESCRIPTION
MOMENTARIES DISABLE ALL ERROR MESSAGES ON-THE SCREEN
MOMENTARIES, DISABLE ALL
INFO
MESSAGES ON-THE SCREEN
REPORT ALL, DISABLE REPORT ALL
PTlON TO DISPLAY OR HIDE
MOMENTARIES, DISABLE ALL SAGES ON-THE SCREEN
oe
37
1
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
I
CWT@E~~@COIN-OP,
INC.
BREA
KSHOTTM
5.
C.
DIAGNOSTICS
C1:
STANDARD TESTS
C1-
01
:
SWITCH TEST
SWITCH UNDER TEST
SWITCH
#1
SYMBOL
NAME
-
SWITCH
#80
The Switch Test displays a graphical representation of the switch , indicating which switches are seen as open
and which are seen as closed. Also shown is information about the switch under test (name, number, wire
colc
and status indicators). The status indicators, when highlighted, show:
NRM
-
Normal operation; no problems are detected;
DEAD
Indicates when a switch has not been activated in past games.
The Switch icons are:
OPEN SWITCH CLOSED SWITCH OPT0 WITH VERTICAL OPT0 WITHOUT
BEAM OF LIGHT BEAM OF LIGHT
(BLOCKED OPTO)
NOTE: If a status indicator is blinking, it is indicative of a problem area.
Proprietary apd confidential information, not
to be
disclosed or copied without the express permission of CAPCOMB COIN-OP. INC.
Page
33
C%EW~Z@COIN-OP,
INC.
BREA
KSHOT~
C1-
02
:
OPT0 TEST
The Opto Test is used to verify opt0 operation by blinking the controlled lamps and flashers. The dot matrix display screen is similar to the Switch Test
(Cl-01)
above, however, when selected, the following
screen appears:
Open the
backbox and remove connector
J15
from the Power Board. Then, when verifying each opto,
check that the
opt0 icon does NOT have a vertical line (representing a "triggered" receiver condition). In this case, make sure that all balls are secure in a ball holding device (since infrared light can be reflected off the game ball) and re-test. If the
opt0 continues to fail this test, repairlreplace as required.
NOTE: Reconnect
J15
at the Power Board after completing this test.
C1-
03 : SOLENOID TEST
A
CAUTION
THE FOLLOWING TEST SHOULD BE PERFORMED ONLY BY QUALIFIED SERVICE PERSONNEL.
TO START THE TEST, THE COIN DOOR MUST BE OPEN AND THE STEM OF THE
50V
INTERLOCK
SWITCH MUST BE PULLED-OUT (ENABLED).
The Solenoid Test will test solenoids, motors, and flashers on the game. The screen displays
information on the name of the device, a representative icon for the device, wire colors, driver board
connector
&
pin number, power board wire color, and status indicators (NRM, OFF). For each test, the
device will be energized and the icon will pulse. The status indicators, when highlighted, represent the following conditions:
NRM
Normal operation; no problems are detected;
OFF
A
short circuit is detected. The device may be in a cooling-down period and
will automatically enable itself after reaching the proper operating temperature;
OFF? Momentary short circuit
(e.g. at some point the device had been detected as shorted, although it may be fine now). This is a good way to detect intermittent problems.
Use the flipper buttons to cycle from solenoid-to-solenoid. Press both flipper buttons to exit the Solenoid Test.
NOTE: If an indicator is blinking, there is a software-detected problem with this device.
Page
34
I
Proprietary and confidential information. not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
@EW~!~@COIN-OP,
INC.
BREAK SHOT^
C1-
04
:
LAMP
TEST
The Lamp Test will start all game lamps flashing. The flippers can then be used to get detailed
information about any individual lamp. This information includes the lamp name and number. row and
column information from the lamp matrix, its7 wire colors, and an icon indicating whether the lamp is
active.
The lamp's indicators report:
NRM
=
If BRIGHT, no electrical problems have been detected.
CONN
=
If this indicator is BRIGHT, an electrical connection is detected. If this indictor is dim, there is a break in the wiring to the lamp.
CONN?
=
At some point the device had been detected as not connected, although it may be fine now. This is a good way to find intermittent problems.
ROW.OFF
=
A row driver is disabled from a ROW or BULB short circuit
--
The device was shorted
and is now inactive (may be in a
15
second cool-down period).
ROW.OFF? = Indicates a momentary row short. At some point the device had been detected as
shorted, although it may be fine now. This is a good way to find intermittent problems.
COLUMN
=
A column driver can be overheated and thermally shutdown, most likely from a column short-to-ground or an entire column without lamps
(i.e. loose or disconnected column
wire at the driver board or burned-out lamps).
COLUMN?
=
Indicates a momentary column problem. At some point the device had a column problem, although it may be fine now. This is a good way to find intermittent problems.
NOTE: If an indicator is blinking, this is the problem area. Use the flippers to cycle from lamp to lamp. Press both flipper buttons to exit the Lamp Test.
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
35
-@COIN-OP, INC.
BREAK SHOT^
ADDITIONAL NOTES ON LAMP INDICATORS:
CONN:
A bright indicator shows that at least
1
bulb is connected and is lit. For 2 bulbs at a
single location, both bulbs must be burned-out (or disconnected) before this indicator is
made bright.
SERVICE TIP
:
Fix column problems
BEFORE
using this indicator to
troubleshoot bulb problems.
ROW.OFF:
A bright indicator reflects the drive is cooling from an unknown voltage short on the row side of a
column/row matrix OR a short across the bulb. The "?"after
this indicator helps to isolate either a bulb short or a row short. If all or multiple
"?"
are on the same row of the same matrix, then this would tend to indicate a row-short-to-
power supply.
Row-shorts-to-ground are not detectable
(the only symptom
is that all the bulbs in a particular row are extremely bright). If there is only one
"?"
in a row, then most likely a short exists at the bulb, socket, or terminals.
COLUMN:
A bright indicator usually reflects a thermally-shutdown column driver caused by a short-to-ground condition, or all lamps in the column are burned-out, or a loose/broken column wire. A column shorted to a power source (i.e. any
50
volt
supply) usually just bums-out all the bulbs in the column or blows a fuse.
WARNING: TO AVOID RISK OF PERSONAL INJURY, DO NOT
TOUCH A COLUMN DRIVER DURING A THERMAL SHUTDOWN.
C1-
05
:
DISPLAY TEST
The Display Test can assist the operator in checking the dot matrix display for proper illumination of individual pixel elements. It has six continuos test modes that move across the display:
1)
A light diagonal bar illuminated against a dark background;
2) A light vertical bar illuminated against a dark background;
3)
A light horizontal bar illuminated against a dark background;
4)
A dark vertical bar illuminated against a light background;
5)
A dark horizontal bar illuminated against a light background;
6)
An intensity checker.
In the first five modes, use the flipper buttons to move the bar across the display. If you hold either flipper button "in" continuously, you will notice that the bar will run off the screen and the display will show the next (or previous) mode. The start button can be used at any time to change the intensity of the bar from normal to medium, dim, and off.
The sixth mode will light every pixel to full intensity. Pressing the flipper button will change the intensity to medium, dim, and off. After the sixth mode, the test cycles back to the first mode.
page
36
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
(WWE~@COIN-OP, INC.
BREA
KSHOTm
Press both flippers to exit the Display Test.
C1-
06
:
SOUND BOARD RESET
The Sound Board Test resets the sound board and causes it to report its powerup status. Press the start button to restart the test.
C1-
07
:
SOUND BOARD MUSIC TEST
The Sound Board Music Test plays several samples of music which fully tests the capabilities of the
sound board hardware. The selection of the tune and its7 volume level can be changed by the use of the
flippers and start button.
C1-
08
:
SOL(EN0ID) VOLTAGE
This test will measure and display signal strength from the power board (connector
13)
to the CPU board
(connector
52).
The zero cross detection circuit should report the correct non-zero line frequency (top
line of display) for this location
.
The second line of the display reports the flipper's 50 Volt
A/D
converter voltage to within +2 volts along with the current percent tolerance.
CAUTION: If any of the following conditions exist, the message
"CHECK
50V
INTERLOCK
SW."
will be displayed:
1)
the 50V coin door interlock switch is "off" (the stem is pushed-in instead of "out");
2) the 50V fuse
(F6) on the Power Board is blown;
3)
the connection from the Power Board to the CPU is disconnected;
4)
a power circuit or cabling is not operating properly.
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP. INC.
Page
37
-@COIN-OP,
INC.
BREA
KSHOTTM
Since the solenoid voltage is unregulated and unloaded at the time of this particular test, this measurement is an excellent indicator of the actual line voltage. The bottom line can display:
"SUPPLY WITHIN 10%" (10% is user-selected in Adjustment
B
1 - 13) "SUPPLY IS HIGH" "SUPPLY IS
LOW1'
The normal range of tolerance for the line voltage (not solenoid voltage) is -1 5% to +lo%, for example,
120VAC can measure between 102VAC to 132VAC. The solenoid voltage is dependent upon the line voltage, and the transformer "taps" convert certain line voltages to a nominal non-loaded solenoid voltage of about
76
Volts. If your game is not within the 10% range, you might consider re-tapping the transformer to a high-line or low-line tap (depending if your solenoid voltage is high or low). The extra "cushion" of
5%
(for the - 15% tolerance) is highly recommended for temporary low- line conditions.
C1- 09
:
TICKET DISPENSER TEST
NOTE: Before performing this test, return to the Menu System, Standard Adjustment B1-16, TICKET DISPENSER, and verify that the installed dispenser is configured properly. Ticket audit
totals are
affected by this test.
Tickets should be loaded and ready to dispense. This test will check the operation of the ticket dispenser motor, notch switch, and meter.
When the test starts, the motor will try to dispense a ticket and increment the ticket meter. If successful, the message "DISPENSED" will appear on the display; if unsuccessful, an "ERROR" is reported to the display. Possible "ERROR" conditions are discussed in the Troubleshooting section of this manual. This test can be repeated at any time by pressing the "START" button.
NOTE: After servicing an "Out of Tickets" condition or a dispenser jam, you can either:
a)
Continue dispensing tickets from the game-in-progress by closing the coin door, or
b)
Clear dispenser memory by interrupting power to the game (off, then on).
C1- 10
:
TOKEN DISPENSER TEST
NOTE: Before performing this test, return to the Menu System, Standard Adjustment B1-17, TOKEN DISPENSER, and verify that the installed dispenser is configured properly. Token audit
totals are affected by this test.
Tokens should be loaded and ready to dispense. This test will activate the dispenser solenoid and pulse the ticket meter. The operator must confirm that the actual number of tokens dispensed agrees with the
number of
test(s) performed (one token per test). This test will typically display a successful
"DISPENSED" (no "ERROR" will be reported) since most dispenser solenoids lack provisions for
feedback circuitry (switches).
P;l
oe
3
8
1
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP,
INC.
I
NOTE
1:
For dispensers that are equipped with switch feedback, the test message "ERROR" will be reported to the display. Possible "ERROR" conditions are discussed in the Troubleshooting section of this manual. This test can be repeated at any time by pressing the "START" button.
NOTE
2:
After servicing an "Out of Tokens" condition or a dispenser jam, you can either:
a)
Continue
dispensing tokens from the game-in-progress by closing the coin door, or
b)
Clear
dispenser memory by interrupting power to the game (off, then on).
C1-
11
:
BURN-IN
TEST
The Burn-In Test energizes all of the machine hardware in a sequenced pattern. All the solenoids are fired, motors run, and lamps flashed. The dot matrix display and sound system are also activated as well. This test is primarily intended for factory use to assure that all electronic and mechanical features are operating when the game leaves the factory.
To end the Bum-In test, press both flipper buttons at any time. Also, see the
Audit
section for the total
cumulative time that Bum-In Tests have been run on the game.
C2:
FEA TURE TESTS
A
CAUTION
THE FOLLOWING TEST SHOULD BE PERFORMED ONLY BY QUALIFIED SERVICE PERSONNEL.
TO START THE TEST, THE COIN DOOR MUST BE OPEN AND THE STEM OF THE
50V
INTERLOCK
SWITCH MUST BE PULLED-OUT (ENABLED).
C2-
01
:
CLEAR OUT BALLS
This test will eject all balls present in the game troughs. It cycles through all 3 ball troughs and highlights (on the display) the current switch being activated.
1
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMa COIN-OP,
INC.
I
Page
39
W~W~~@COIN-OP,
INC.
BREA
KSHOTTM
If this test is started with no balls present in the troughs or re-tested after a previous attempt, the message
"BALL TROUGH IS NOW EMPTY"
will be displayed. Also, if the game is unable to eject a ball from
any trough, the message
"BALL TROUGH PROBLEM SUSPECTED"
will be displayed.
C3:
TROUBLESHOOTING
The Troubleshooting diagnostic is a shortcut tool to get to the games7 troublespots as quickly and conveniently as possible. This diagnostic scans all the switches, solenoids, and lamps for problems and presents a summary of what was found. Use the flipper buttons to automatically step to the appropriate test for each error condition. The tests used (switch, lamp and solenoid) are described in Section
C1,
Standard Tests.
NOTE:
The troubleshooting diagnostic continuously gathers and updates information, in real time, about switches, lamps and solenoids. A sound is made when any of this information changes. This allows the operator to make repairs or find loose connections in the game and check
hisher results by viewing the display.
There are two categories of troubleshooting, Errors and Information.
Errors
are considered important to
game play and should be fixed at the earliest opportunity.
Information
messages (for example, a lamp behind the backglass is burned-out) are considered less critical and can be serviced as part of a routine maintenance schedule. Errors and Information messages can also be selectively disabled from viewing
by Adjustment
B6,
ErrorslInfo. Additionally, all Errors and Information messages can be cleared by the
reset function
D5, Clear ErrorslInfo.
NOTE: Refer to the previous individual tests (C 1-0 1 to C 1-04) for information on indicator
status and troubleshooting tips.
ADDITIONAL NOTE: Individual momentaries for a lamp, switch, or solenoid are always
"forgotten" when you leave this test.
Page
40
Proprietary and confidential information, not
to
be disclosed or copied without the express permission of CAPCOMB COIN-OP. INC.
"Dl : CLEAR COLLECTIONS
This function clears all Collection Audits (Al) and moves all Histories down one level in the collections history log (Example: Current audits become History 1 audits, History 1 audits become History 2 audits, etc.).
"D2: CLEAR AUDITS
This action clears all other audits, from A2: Earnings Audits to A7: Ball Time Histogram.
D3: CLEAR CREDITS
Reset the Credits counter to zero.
D4: CLEAR HIGH SCORE TO DATE (HSTD)
Used to reset the game's HSTD table based on the settings in Adjustments B 1 -05A: HSTD High Score and B 1
-05B: HSTD Last Score.
D5: CLEAR ERRORSIINFO
Clears all troubleshooting errors and info. Always use this after repair or replacement of PC boards.
"D6: CLEAR ADJUSTMENTS
Returns all B: Adjustments(6) to their factory-set defaults (A: Audits are not affected by this function).
D7: RESET REPLAY
Resets the replay score to meet the target replay percentage (see Adjustment B 1-04A: Replay Percent).
D8:
FACTORY RESET
Clears ALL audits and adjustments information and returns the game to the original factory default settings. The operator is prompted to select a country for which the locale, language, and coin door adjustments are set (default country is the United States, Adjustment B3-01).
*NOTE:
WHEN PASSWORD-PROTECTED, THESE FUNCTIONS
WILL
NOT
CLEAR
(
SEE SECTION B5 , PASSWORD
)
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
41
@!BW~Z@COIN-OP,
INC.
BREA
KSHOT~
E. REPORTS
THEORY OF OPERATION
The Reports utility permits the operator the ability to "dump" all Audits and Adjustments data to a serial communications device, such as a printer or a laptop computer. A Report can be generated using one of the following methods:
1)
Automatically, via the "Hot Plug" ("energized" serial port). When the "Hot Plug" method is used, the system software will automatically detect the presence of the printer when the coin door is opened and the printer cable is connected to the serial port of the Interface PCB. The Report will then start printing. The progress of the print job will be shown on the dot matrix display, along with any error messages. When a "Hot Plug" print job is successfully completed, all current audits data will be cleared, replay award levels reset, and the printout counter will be incremented. The operator must close the coin door and re-open it again to generate another "Hot Plug" Report.
2) Manually, through the Menu System using
El: Custom Report The operator can also elect to
disable the "Hot Plug" method of reporting (see
E3-01B: Hotplug Custom Report), and configure the printerlcomputer for mode of operation, communications protocol, and customization features of the report. When a "Custom" print job is successfully completed, the printout counter will be incremented and audits data and replay award levels will also be
clearedheset unless the operator elects otherwise
(see
E2-01,02: Clear Collections, Reset Replay.
CAUTION:
The "Hot Plug" (serial port) is active when the coin door is opened. For
a
Custom Report, the printer plug must NOT be inserted in the serial port until El: Custom Report is selected and the START button is pushed. Any attempt to generate a Report prior to this sequence will always result in a "Hot Plug" Report.
PRINTERS
and
COMPUTERS CURRENTLY SUPPORTED:
O'Neil microFlash Receipt Printer; NSM Datapoint 3000 PrinterIRecorder; Citizen Dot-Matrix Printer, Models IDP 560 or 562; Any serial printer supporting an ASCII format; Any desktopllaptop computer capable of supporting an ASCII format.
P;l
oe
43
1
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOM@ COIN-OP, INC.
I
PRINTERICOMPUTER CONFIGURATION AND INSTALLATION
I.
O'Neil microFlash Receipt Printer
n
NOTE: If your game is not equipped with a printer interface PCB, contact your local CAPCOMB distributor for Field I(lt K-008-2. Install all necessary hardware and cables using the enclosed instructions.
1) Using the
O'Neil Configuration Utility, open to the following sub-menus and configure the printer for
the following settings:
a. Communication Parameters-
b. Printer Options
-
PORT = COM I
;
BEEPER = ON;
BAUD RATE
=
19200;
TIME-OUT
=
10 SECONDS;
DATA BITS
=
8;
INFRARED CRC
=
OFF.
PARITY
=
NONE;
HANDSHAKING
=
XON/XOFF.
c. Paper, Fonts, and Graphics Options
-
SET PER USER REQUIREMENTS.
2) Configure the games' Reports software as follows: E3
-
01+: Select O'NEIL MICROFLASH;
E2 -01 thru 17: Select per user requirements for a Custom Report (optional).
3) Determine the method of generating the Report. For a "Hot Plug" Report, connect the
DB9 female
connector (supplied with the printer) to the
DB9 male connector now located on the switch bracket inside the coin door. The Report will start printing after this connection is made. The Report can be repeated, if necessary, by removing the cable, closing and re-opening the coin door, and re-installing the printer cable to the serial port.
4)
For a Custom Report, scroll through the Menu System to
El
:
Custom Report. Press the START
button and install the printer cable to the serial port
.
The Custom Report will now begin printing.
Remove the printer cable when the print job is finished and close the coin door.
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Pane
43
11. NSM Datapoint
3000
Printer
NOTE: If your game is not equipped with a printer interface PCB, contact your local CAPCOMB distributor for Field Kit K-008-5. Install all necessary hardware and cables using the enclosed instructions.
1)
Configure the games7
Reports
software as follows:
E3
-
01+:
Select NSM DATAPRINTER, PRINT;
E2 -0 1 thru 17: Select per user requirements for a
Custom Report
(optional).
2) Check that the NSM Memory Card is fully inserted into its7 slot.
3)
Determine the method of generating the Report. For a "Hot Plug" Report, connect the DB9 female
connector (supplied with the printer) to the DB9 male connector now located on the switch bracket
inside the coin door. The Report should start printing automatically. The
Report
will start printing after
this connection is made. The
Report
can be repeated, if necessary, by removing the cable, closing and
re-opening the coin door, and re-installing the printer cable to the serial port.
4)
For a
Custom Report,
scroll through the Menu System to
El
:
Custom Report.
Press the START button and install the printer cable to the serial port . The Custom Report will now begin printing. Remove the printer cable when the print job is finished and close the coin door.
111. NSM Datapoint
3000
Recorder
Same as the NSM Datapoint 3000 Printer above except that the printer is configured through
Reports
software as a memory storage device. The
Reports
data is saved to the NSM memory card and
downloaded to a computer through the use of NSM-compatible software, such as
DATACONTACT 30000.
You must configure the games7
REPORTS
software, in section E3 - 01+, for
NSM DATAPRINTER,
SAVE.
Follow the above NSM Printer steps 2 through 4 to capture a
Report
to the memory card.
Paoe
44
1
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC.
1
IV. Citizen Dot-Matrix Printer, Models IDP 560 or 562
CITIZEN
NOTE: If your game is not equipped with a printer interface PCB, contact your local CAPCOMB distributor for Field Kit K-008-2. Install all necessary hardware and cables using the enclosed instructions.
1)
Set the printer's DIP switches as follows:
2) Configure the games' Reports software as follows: E3
-
01+: Select CITIZEN 5601562;
E2 -01 thru 17: Select per user requirements for a Custom Report (optional).
DIP SWITCH
#
3) Determine the method of generating the Report. For a "Hot Plug" Report, obtain a standard serial
printer cable (purchase locally) with DB25
male1 DB9 female connector leads. Connect the DB25 male
connector to the printer
Il0
port and attach the DB9 female connector to the male connector now located on the switch bracket inside the coin door. The Report should start printing automatically. The Report will start printing after this connection is made. The Report can be repeated, if necessary, by removing the cable, closing and re-opening the coin door, and re-installing the printer cable to the serial port.
1
ON
4) For a Custom Report, scroll through the Menu System to
El
:
Custom Report. Press the START
button and install the printer cable (as described above) to the serial port
.
The Custom Report will now
begin printing. Remove the printer cable when the print job is finished and close the coin door.
V. Generic ASCII
2
OFF
NOTE: If your game is not equipped with a printer interface PCB, contact your local
CAPCOMB distributor for Field Kit K-008-2. Install all necessary hardware and cables using the enclosed instructions.
I
Proorietarv and confidential information. not to
be
disclosed or cooied without the exoress oermission of CAPCOMB COIN-OP. INC.
I
3
OFF
Page
45
4
OFF
5
OFF
6
OFF
7
ON
9
OFF
8
OFF
10
OFF
CZ&WXJ@COIN-OP,
INC.
BREA
KSHBTm
1) Set the printerlcomputer serial port to receive data in the following format:
BAUD RATE
=
19200;
STOP
BIT(S)
=
1
;
DATA BITS = 8;
FLOW CONTROL (HANDSHAKING) = CTS and/or
PARITY
=
NONE; XONIXOFF
2)
Configure the games' REPORTS software as follows:
E3
-
Ol+:
Select GENERIC ASCII;
E3
-
02+:
Select DELIMITED if data is used for importation into a spreadsheet program,
such as
Microsoft@ Excel.
E2
-
01 thru 17: Select per user requirements for a
Custom Report
(optional).
3a) For a printer, determine the method of generating the Report. For a "Hot Plug" Report, obtain a
standard serial printer cable (purchase locally) with DB25
male1 DB 9 female connector leads. Connect
the DB25 male connector to the printer
UO port and attach the DB9 female connector to the male connector now located on the switch bracket inside the coin door. The Report should start printing after this connection is made. The
Report
can be repeated, if necessary, by removing the cable, closing and
re-opening the coin door, and re-installing the printer cable to the serial port.
For a
Custom Report,
scroll through the Menu System to
El
:
Custom Report.
Press the START button
and install the printer cable to the serial port
. The Custom Report will now begin printing. Remove the
printer cable when print job is finished and close the coin door.
3b) For computers, the pinball game is configured as a data terminal device (DTE) and the receiver is assumed to be a communications device (DCE). This configuration normally requires the use of a null modem cable with DB9 female and
DB9/DB25 female terminations. Connect the DB9/DB25 female
connector to the computer serial port
(COM1 or COM2).
Prepare the computer to receive the ASCII text by opening to a serial port (modem) capture program, such as PROCOMM PLUS@ or
Microsoft@ Windows TERMINAL (look under Program Manager,
Accessories Group). Scroll through the Menu System to
El
:
Custom Report.
and press the START button. Connect the DB9 female connector to the male connector now located on the switch bracket inside the coin door. The Report should begin downloading to the computer terminal. Remove the printerlcomputer cable when the job is finished and close the coin door.
El: Custom Report
The
Custom Report
is an operator-defined report which will be generated according to the settings
defined in
E2:
Custom Report Setup.
For printing a
Custom Report,
the operator must scroll through the
Menu System to
El
:
Custom Report
and press the START button. The printer cable should now be
connected to the serial port. The
Custom Report
will begin printing. Remove the printer cable when the
print the job is finished and close the coin door.
E2
Custom Report Setup
This menu is used to configure the
Custom Report.
Each device, as described in
Printer/Computer
Configuration and Installation,
is pre-configured according to the settings in
E3-01:
Install Device.
The
user can also customize the Report according to the following table:
P;1
~e
46
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
-"COIN-OP,
INC.
BREA
KSHOT~
*
NOTE:
NOT AVAILABLE IN ALL VERSIONS OF SOFTWARE
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMO COIN-OP, INC.
DESCRIPTION
SELECT WHETHER CURRENT AUDITS SHOULD BE CLEARED AFTER THE PRINT JOB IS COMPLETE. SELECT WHETHER REPLAY AWARDS SHOULD BE CLEARED AFTER THE PRINT JOB IS COMPLETE.
SELECT WHETHER COLLECTION AUDITS SHOULD APPEAR ON THE REPORT. IF YES, EACH COLLECTION AUDITIS SELECTED INDIVIDUALLY (E3-03A THROUGH E3-03D) FOR THE REPORT.
THE SHOULD REPORT? CURRENT AUDITS APPEAR ON
SHOULDAUDlTHlSTORY1APPEARON
THE REPORT? THE
SHOULDAUDlTHISTORY2APPEARON REPORT? SHOULD AUDIT HISTORY
3
APPEAR ON THE REPORT? ON SHOULD THE REPORT?
EARNINGSAUDITS APPEAR ON SHOULD THE REPORT? STANDARD AUDITS APPEAR THE
SHOULDFEATUREAUDITSAPPEARON REPORT?
APPEAR ON THE REPORT?
SHOULD STANDARD ADJUSTMENTS
SHOULDGAMEADJUSTMENTSAPPEAR ON THE REPORT?
APPEAR ON THE REPORT?
SHOULDLOCALEADJUSTMENTS
APPEAR ON THE REPORT?
SHOULDPASSWORDADJUSTMENTS SHOULD
ERROR/INFO ADJUSTMENTS APPEAR ON THE REPORT? SHOULDCOINAGEADJUSTMENTS APPEAR ON THE REPORT? ON
SHOULDREPORTSETTINGSAPPEAR THE REPORT? SHOULDDEVICESETTINGSAPPEAR ON THE REPORT? SHOULD GAME
TIMEHISTOGRAMS APPEAR ON THE REPORT? SHOULDSCOREHISTOGRAMSAPPEAR ON THE REPORT?
SHOULDBALLTIMEHISTOGRAMS
APPEAR ON THE REPORT?
SELECT WHETHER REDEMPTION ADJUSTMENTS
(FI) SHOULD APPEAR ON THE REPORT. SELECT WHETHER REDEMPTION PERCENTAGING (F2) SHOULD APPEAR ON THE REPORT. SELECTWHETHER REDEMPTION
AUDITS (F3) SHOULD APPEAR ON THE
REPORT.
REF.
E2-01
E2-02
E2-03+
E2-03A
E2-03B E2-03C E2-03D
E2-04 E2-05 E2-06
E2-07 E2-08 E2-09 E2-10 E2-11 E2- 12 E2- 13 E2- 14 E2-15
E2-16
E2-17
*~2-18
*~2-19
*E2-20
Page
47
NAME
CLEAR COLLECTIONS
RESET REPLAY
COLLECTION AUDITS
CURRENT AUDITS
AUDIT HISTORY 1 AUDIT HISTORY 2 AUDIT HISTORY 3
EARNINGS AUDITS
STANDARD AUDITS
FEATURE AUDITS
ADJUSTMENTS STANDARD
GAME ADJUSTMENTS
ADJUSTMENTS LOCALE ADJUSTMENTS PASSWORD
ERRORIINFO
ADJUSTMENTS
COINAGE
ADJUSTMENTS
REPORT
SE-TTINGS
DEVICE SElTINGS
HISTOGRAMS GAME TIME
SCORE HISTOGRAMS
BALL
TIME HISTOGRAMS REDEMPTION
ADJUSTMENTS
REDEMPTION
PERCENTAGING
REDEMPTION AUDITS
RANGE
NO, LEAVE COLLECTIONS
YES,
WHILE PRINTING
NO, LEAVE REPLAY
YES, WHILE PRINTING
YES, NO
YES, NO
YES, NO YES, NO YES, NO YES, NO YES, NO YES, NO
YES, NO YES, NO
YES, NO YES, NO YES, NO YES, NO YES, NO YES, NO YES, NO YES, NO YES, NO
NO, YES
NO, YES
NO, YES
GENERIC
YES
YES
YES
YES
NO
NO
NO
YES
YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
O'NEIL
YES
YES
YES
YES
NO
NO
NO
YES
YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
INSTALLED
NSM-PRINT
YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
DEVICE
NSM-
SAVE
YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
SETTINGS
ClTlZEN
YES
YES
YES
YES
NO
NO
NO
YES
YES
YES
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
NO
..
n n
2
9
U
C C
3 3
0 0
0 0
0 0
it:
it:
@EWY~~"COIN-OP,
INC.
BREA
KSHOTTM
E4: Adjustments Report
Generates a complete listing of
ALL
of the games' adjustments information. Any sensitive adjustments which are password-protected will not be shown on the report (only the title of the adjustment will appear with the message "PASSWORD PROTECTED"). This report can only be generated through the Menu System (see
E2-
01
:
Custom Report).
DESCRIPTION
SELECT THE FORMAT FOR DATA OUTPUT.
DELIMITED
(TEXT) OUTPUT WILL GENERALLY BE CAPTURED BY A TERMINAL SOFTWARE PACKAGE AND
IMPORTED INTO A SPREADSHEET
APPLICATION. IF
DELIMITED
IS CHOSE1 ADDITIONAL CRITERIA (E3-02 A,B) MUS­BE SELECTED.
FORMATTED
DATA IS IN A PRINTER-READY, READABLE USER FORMAT, SUCH AS SEEN ON A
RECEIP-
SELECT THE DELIMITER TO BE INSERTED
BElWEEN THE 3 FIELDS
(TITLE, VALUE, PERCENTAGE) OF
THE REPORT. SPECIFY THE BEGINNING AND
ENDING CHARACTER OF A FIELD.
E5:
Audits Report
AUDIT
REF.
E3-02+
E3-02A
E3-02B
Generates a complete listing of
ALL
of the games' audit information. Any sensitive audits which are password protected will not be shown on the report (only the title of the audit will appear with the message "PASSWORD PROTECTED"). This report can only be generated through the Menu System (see
E2-01:
Custom Report).
RANGE
FORMATTED.
DELIMITED
TAB
SPACE
COMMA
SEMI-COLON
DOUBLE QUOTE
SINGLE QUOTE
AUDIT NAME
OUTPUT FORMAT
DELIMITER
TEXT QUALIFIER
STATUS MESSAGES
NOTE: All of the following Status Messages are shown on the dot matrix display and do not
appear on the printed report:
FACTORY SElTlNG
1)
PLEASE DISCONNECT PRINTER
-
This message appears after an automatic report has been
completed using the "Hot Plug" method.
2)
SEARCHING FOR PRINTER
...
-
This message appears at the beginning of each print job.
FORM.
TAB
DOUBL
3)
ONE MOMENT, PRINTING <type>
-
This message appears during a print job where <type>
is the title or the section currently being printed.
FORM.
TAB
DOUBL
FORM.
TAB
DOUBL
4)
ONE MOMENT, PRINTING ALL ADJUSTMENTS, <type>
-
This message appears during
the Adjustments Report where <type> is the title of the section currently being printed.
5)
ONE MOMENT, PRINTING ALL AUDITS, <type>
-
This message appears during the
Audits Report where <type> is the title of the section currently being printed.
FORM.
TAB
DOUBL
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
FORM.
TAB
DOUBL
Page
49
-@COIN-OP,
INC.
BREA
KSHOTTM
6)
ONE MOMENT, PRINTING CUSTOM REPORT,
<type> - This message appears during
the Custom Report where
<type> is the title of the section currently being printed.
7)
PRINT JOB COMPLETE
-
This message appears after the completion of the current print
8)
PRINT JOB CANCELED
-
This message appears when the operator cancels a print job in
progress by pressing both flippers simultaneously.
9)
RESET COLLECTION AUDITS COMPLETE
-
This message appears after the
COLLECTIONS
Audits have been cleared.
10)
RESET REPLAY PERCENTAGE COMPLETE
-
This message appears after the replay
setting has been changed to the recommended settings.
ERROR
MESSAGES
NOTE: All of the following Error Messages are shown on the dot matrix display and do not
appear on the printed report:
1)
ERROR: PRINTER NOT RESPONDING, CHECK CONNECTION AND TRY AGAIN
-
This message appears after a print job is activated and the system is not able to detect the presence of a printer device. Check the printer cable for a loose connection and verify that it is the correct type of serial cable.
2)
ERROR: PRINT JOB INTERRUPTED, CHECK PRINTER AND TRY AGAIN
-
This message will appear during a print job if the printer cable becomes disconnected, the printer goes off-line or runs out of paper, or an undetermined error occurs.
3)
PLEASE DISCONNECT PRINTER
-
This message will appear after one of the above error messages was previously displayed and the re-connection attempt was unsuccessful. You must unplug the printer cable to remove the message from the display and return to the System Menu.
Page
50
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
-@COIN-OP,
INC.
BREA
KSHOTw
F.
REDEMPTION
(NOT AVAILABLE IN ALL VERSIONS OF SOFTWARE)
DESCRIPTION
The Redemption Menu is used in configuring the game for a redemption mode of operation when the game is equipped with an optional ticket or token dispenser
.
The redemption mode has five levels of
scoring, payout, mechanism selection (ticket
andlor token dispenser), and percentaging. The number and type of prizes (tickets, tokens, free credits, extra balls) that are awarded are operator adjustable and can be set for increasing levels of scoring difficulty. Prizes are awarded incrementally during the game after each scoring level is reached by the player. The player must also score within a preset time limit. After the timer expires, the current game will continue but the dispenser is disabled and prizes are no longer awarded.
F1 : ADJUSTMENTS
Proprietary and confidential information, not to be disclosed or copied without the express permission of CAPCOM@ COIN-OP, INC.
Page
5
1
AUDIT
REF.
~1-01+
F1-O1A F1-01 B
F1-01C
F1-01 D
Fl-O1E
F1-01 F
F1-01 G
F1-O1H
F1-011
F1-01J
F1-O1K
F1-01 L
RANGE
ON, OFF
0
-
4,000,000 0
-
100
TOKEN, TICKET, CREDIT, XBALL
1-99
0
-
4.000.000 0 - 100
TOKEN, TICKET, CREDIT, XBALL
1-99
0
-
4,000,000 0
-
100
TOKEN, TICKET, CREDIT, XBALL
1-99
AUDIT NAME
REDEMPTION MODE
SCORE
1
PAYOUT 1
MECHANISM 1
PERCENTAGE
1
SCORE 2
PAYOUT 2
MECHANISM
2
PERCENTAGE 2
SCORE
3
PAYOUT
3
MECHANISM
3
PERCENTAGE
3
FACTORY SElTlNG
OFF
50,000,000
1
TOKEN
40
100,000,000
3
TOKEN
20
200,000,000
6
TOKEN
10
DESCRIPTION
SELECT WHETHER GAME OPERATES IN REDEMPTION MODE (ON). SET THE FIRST LEVEL
OFSCORING THAT
WlLL DISPENSE A
PRIZE(S). SET THE AMOUNT OF PRIZE(S) TO BE AWARDED WHEN REACHING A LEVEL 1 SCORE. SELECT THE TYPE OF AWARD TO BE ISSUED WHEN REACHING A LEVEL 1 SCORE. SET THE "IDEAL" PERCENTAGE OF GAMES THAT SHOULD REACH A LEVEL 1 SCORE. WHEN A HISTORY OF GAME SCORES HAS BEEN ACCUMULATED,
THIS PERCENTAGE WlLL THEN BE USED IN DETERMINING A "SUGGESTED" LEVEL 1 SCORE (SEE F2, PERCENTAGING). SET THE SECOND LEVEL OF SCORING THAT WlLL DISPENSE A
PRIZE(S). SET THE AMOUNT OF PRIZE(S) TO BE AWARDED WHEN REACHING A LEVEL
3
SCORE. SELECT THE TYPE OF AWARD TO BE ISSUED WHEN REACHING A LEVEL 2 SCORE. SET THE "IDEAL" PERCENTAGE OF GAMES THAT SHOULD REACH A LEVEL 2 SCORE WHEN A HISTORY OF GAME SCORES HAS BEEN ACCUMULATED,
THIS PERCENTAGE WlLL THEN BE USED IN DETERMINING A "SUGGESTED" LEVEL 2 SCORE (SEE F2, PERCENTAGING). SET THE THIRD LEVEL OF SCORING THAT WlLL DISPENSE A
PRIZE(S).
SET THE AMOUNT OF PRIZE(S) TO BE AWARDED SCORE.
WHEN REACHING A LEVEL
3
SELECT THE TYPE OF AWARD TO BE ISSUED WHEN REACHING A LEVEL
3
SCORE. SET THE "IDEAL" PERCENTAGE OF GAMES THAT SHOULD REACH A LEVEL
3
SCORE. WHEN A HISTORY OF GAME SCORES HAS BEEN ACCUMULATED, THIS PERCENTAGE WlLL THEN BE USED IN DETERMINING A "SUGGESTED" LEVEL
3
SCORE (SEE F2, PERCENTAGING).
@~~W~!~@COIN-OP, INC.
BREAK SHOT^
F1
:
ADJUSTMENTS (CONTINUED)
The Percentaging menu suggests to the operator a recommended scoring level that will better approximate the "target replay" percentage as set forth in
F1,
Adjustments. When selected, the following
screen appears:
USED IN DETERMINING A "SUGGESTED" LEVEL
4
SCORE (SEE F2,
PERCENTAGE
WILL THEN BE USED IN
To accept the recommended new score level, press the START button. To cycle through the remaining score levels, press either FLIPPER button. To cancel, back-up, or restore the original setting, press both FLIPPER buttons simultaneously.
F1-01
U
Page
52
1
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMO COIN-OP. INC.
I
TIMER 10 - 300 SECONDS
200 SECONDS
DETERMINING A "SUGGESTED" LEVEL
5
SCORE (SEE F2,
PERCENTAGING).
SET THE AMOUNT OF TIME ALLOWED
FOR REACHING SCORING LEVELS
1
-5.
WBEEZ@COIN-OP,
INC.
BREAK SHOT^
F3
:
AUDITS
The Audits menu will display awards information accumulated from previous games. A sample Audits screen is shown:
COMPARED TO THE TOTAL NUMBER OF PRIZES
THIS LEVEL COMPARED TO TOTAL PRIZES
To cycle through the remaining award levels, press either FLIPPER button. To cancel or back-up to a previous menu, press both FLIPPER buttons simultaneously.
F4
:
CLEAR AUDITS
Clears Totals and Percentaging values from the above
F3,
AUDITS.
F5
:
COUNT TOKENS
NOTE:
This test is intended only for token dispensers equipped with a token switch.
Prior to starting this test, remove all existing tokens from the collection drawer (bin) in order to prevent a backup of tokens into the dispenser mechanism.
This utility will start emptying the token dispenser of its' remaining tokens while counting each token as it exits. The token count will be continually displayed to the screen.
I
Proprietary and confidential information, not
to
be
disclosed or copied without Ihe express permission of CAPCOMB COIN-OP, INC.
I
Page
53
-@COIN-OP,
INC.
BREAK SHOT^
CABINET AND BACKBOX IDENTIFICATION
Pa
oe
54
1
Proprietarv and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
1
@~E@@E~@coIN-oP,
INC.
BREA
KSHOTTM
CABINET AND BACKBOX PARTS LIST
*NOTE: When ordering for service, please indicate model number of your game.
**NOTE: Factory-installed displays vary.
DP00102 requires the use of power supply A0015505 and cover PL00338. DP00103-1 requires the use of cable C-00260.
I
Proprietary and confidential information,
not
to
be
disclosed or copied without the express permission of CAPCOMN COIN-OP. INC.
Page
55
A001 7703 POWER DRIVER BOARD
PARTS
LIST
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP,
INC.
I
Page
57
WWY~Z@COIN-OP,
INC.
BREA
KSHOTTM
A001 7703 POWER DRIVER BOARD
(cont.)
DES.
DESCRIPTION
RESISTOR CARBON FILM 114W 5% 10K OHM
RESISTOR CARBON FILM
114W
5% 100 OHM
RESISTOR CARBON FILM 1 W 5%
.020 OHM
RESISTOR CARBON FILM
114W
5% 750 OHM
RESISTOR METAL FILM
114W 1
%
270 OHM RESISTOR CARBON FILM
114W
5%
330
OHM
RESlSTOR METAL FILM 114W 1%
200 OHM RESISTOR METAL FILM
114W 1
%
7.50K OHM
PART
NUMBER
r500
100-07
R3
17
R104,R418 RESISTOR CARBON FILM 114W RSOO100-27
5%
3.3K
OHM
Paoe
5
8
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
I
G@EW~~J@COIN-OP,
INC.
BREA
KSHOTm
A0017703 POWER DRIVER BOARD
(cont.)
NOTE: Heat sink compound shall be applied to
ALL
heat sink,
semi-conductor surfaces.
+
Spacing between the bottom of the bridge and the PCB shall be
114"
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
59
CZZW~PCOIN-OP,
INC.
BREA
KSHOTm
SOUND BOARD ASSEMBLY A0021 701
PARTS
LIST
NOTE: C57 & 58 are replaced with jumper wires.
*
NOTE: Game ROMs are not included with A0015003:
must be
purchased separately.
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB COIN-OP, INC
Page
6
1
LED1
3 3
LED2
'a-
pzrJ
'a
pJ
sv
+
=--
EEl
RSI
RS6
+
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1
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RS7
As4
RS1 1
1
RSIZ
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a
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2
-"COIN-OP. INC.
BREA
KSHOTm
CPU
BOARD ASSEMBLY A001 5405
PARTS
LIST
CP00048-SMT
ELECTROLYTIC 16V
.I00 STRAIGHT 14-PIN
,100 STRAIGHT 6-PIN
ILM
118W
5%
4.7K OH
RESISTOR CARBON FILM
118W
5%
3.3K
OHM
*NOTE: Game ROMs are not included, must be purchased
separately.
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of
CAPCOMB
COIN-OP,
INC.
Page
63
BREA
KSHOTTM
DISPLAY POWER SUPPLY BOARD A0015505
*
CAPS:
C1
-CS
are special capacitors for switching power
supplies, they are low impedance, high ripple current
capacitors.
Page
64
1
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
(
LAMP BOARD ASSEMBLIES
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
1
REF.
I
2
2
2 2 3
4
Page
69
DESCRIPTION
DIODE, IN4004 RECTIFIER CONNECTOR, HEADER CONNECTOR, HEADER CONNECTOR, HEADER CONNECTOR, HEADER
SOCKET, LAMP LAMP,
#555,6.3V WEDGE
COMPONENT
PfN
DIOO 100
CNOO 100-08 CN00129-15 CNOO 100-05 CN00 100-06
SK00102
LPOO 1 00
LAMP BOARD ASSEMBLY P/N AND COMPONENT PART QTY. A0010300
3
1
3 3
A0016800
6
1
6 6
A0020201
3
1
3 3
A0020300
4
1 4 4
A0020400
15
1
15 15
CABINET, BACKBOX, & PLAYFIELD LAMPS
*NOTE: For troubleshooting, see Menu System,
C.
"Diagnostics",
C1
"Standard Tests",
C1-04
"Lamp Test"
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMB COW-OP. INC.
Page
7
1
RUBBER RINGS
1
Page 72
Proprietary and confidential information, not
to
be
disclosed or copied without the express permission of CAPCOMCY COIN-OP, INC.
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