Kalkomat Boxer, Glove, Wheel of Boxing, Fire, Spider Technical Information

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_______________________________________________
KALKOMAT
_______________________________________________
BOXER
Punch-Force measuring machine
Technical Information
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Index:
1. Introduction ......................................................................................... 3
2. Usage/Purpose ..................................................................................... 3
3. Technical Data .................................................................................... 4
4. Assembly/ Construction description .................................................... 4
5. Transport.............................................................................................. 6
6. Installation ........................................................................................... 6
7. Usage instructions ............................................................................... 7
8. Maintenance check list, problem prevention and day-to-day
conservation ...................................................................................... 8
9. Quick check for potential errors ........................................................ 12
10. Machine setup .................................................................................. 16
11. Spare parts and equipment ............................................................... 42
12. Standard replacement parts .............................................................. 42
13. Required tools and equipment for servicing the boxing game ........ 42
14. Step by step setup and maintenance instructions ............................. 44
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1. Introduction
Main purpose of this Technical Information is to:
- familiarize user with machine construction,
- provide proper setup parameters, installation and power
line hookup,
- familiarize user with proper and safe usage procedures,
exploitation and conservation.
WARNING! USER MUST FOLLOW ALL GUIDELINES
INCLUDED IN THIS DOCUMENT FOR SAFE AND LONG
LASTING MACHINE USAGE.
2. Usage/Purpose
Boxer – punch-force measuring machine comes in several different models:
GLOVE WHEEL OF BOXING MASK DYNAMIC SPIDER FIRE WIN CASH SEXER
Each model has three settings to compute punch force,
punch speed and reflex.
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Boxers can be placed in night clubs, gyms, bars etc., generating tons of positive fun and allowing players to check/measure their boxing skills (punch force, punch speed, reflex). Complete and detailed usage instructions are under paragraph 7 of this document and on the sticker placed on each machine.
3. Technical Data
Model
GLOVE
SPIDER
MASK
FIRE
WOB
WINCASH
DYNAMIC
SEXER
Depth [in] 53 45 51 49 51
Width [in] 22 25 28 28 28
Height [in] 88 85 102 84 85
Overall Mass
[Lb]
331 254 276 276 276
Power
consumption
[Wh]
200 180 210 180 200
4. Assembly/ Construction description
Punch-force measuring machine Boxer is built out of three
main components:
- base,
- middle assembly,
- top assembly.
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The key component is a mother board (electronic board) placed inside Boxer’s body (block schematics drawing# 1) to which mechanical elements and user interface components are connected.
Electric/ electronic part contains following:
- power supply (drawing# 4) – consists of transformer,
fuses and broadcasters that control alarm sirens & electromagnet – transforms voltage from 110 V to 12 V (connected to main board J6),
- measuring mechanism – consists of sending and
receiving diodes that measure blade fly speed through assembly,
- verbal information mechanism built using
potentiometer and speaker, used to send voice messages,
- punching bag lowering mechanism – consists of
button START with backlight and electromagnets – actual lowering mechanism,
- visual information assembly – assembled out of
diodes used for visual representation of punch force measurement, warning siren (informs player of breaking top record) also displays on electronic panel (shows measurement result, credit amount, top day record),
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- coin acceptor – used to deposit coins (can be
reprogrammed to tokens or other currencies),
- bill acceptor – used to deposit bills,
- mother board.
5. Transport
Machine should be transported in vertical position. Machines are shipped on a wooden 41” x 53” palette, and sides are covered with special thick (~3/8”) multi-layer cardboard 93” tall (from the bottom of the pallet). The total weight of the box is approx. 491 lbs. After machine is taken out of the box, it should be transported in horizontal position with the help of two wheels. Machine can, in special cases (exp. if it does not fit in doorway), be taken apart and then reassembled. This procedure should be done by a specialist or someone familiar with all technical information.
6. Installation
Machine, after being taken out of the box, should be placed in vertical position and the base should be leveled. To level the machine correct tools should be used (exp. laser level or typical manual construction heavy duty level). Turning several screws under the base allows for level adjustment. After plugging the machine to power outlet it should be ready to use. Make sure that there is enough clearance on the sides and in front of the machine, so the player will not hit any objects after
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punching the bag. The installer of the machine is responsible for defining the safe clearance.
7. Usage instructions
a) Select type of game (default setting is power mode) by
pressing SELECT GAME button located on the main body of
the game. Player can choose between following types of game: power, speed, reflex and tournament for up to six players. Pressing the SELECT GAME button will cycle through the available modes as illustrated in the diagram above. In the 2 to 6 players tournament mode machine measures the player’s power.
b) Before pressing the START button player must stand in front
of the Boxer.
Speed
Reflex
2
Players
3
Players
4
Players
Power
5
Players
6
Players
SELECT
GAME
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c) After pressing the START button player has to wait in front of
the machine for the punching bag to be released from the upper position.
d) After the punching bag is released, player should make a fist
so the thumb would be on the outside of the pointing and the middle finger.
e) The punch must be placed in the center of the punching bag.
f) After the punch, a score would be displayed on the front
panel.
g) Follow the same instructions before the next game.
8. Maintenance check list, problem prevention and
day-to-day conservation
Every two weeks (recommended):
- check the air pressure of the bag - it should be NO MORE
than 2psi,
- check if the bag is not rotating about its own axis. If it is,
see point D in this section,
- check the position of the arm protector (see point H in this
section),
- check all of the connections on the main board,
- check the level/ balance of the machine (if needed, use
adjusting legs under the machine to bring the machine to
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level),
- check if the usage instructions are readable.
Every month:
- check mounting cover screws/nuts,
- check the lubrication of the mechanism (for instructions
see point C in this section),
- check the display lights,
- clean the bill acceptor.
A) Coin acceptor maintenance
Coin acceptor should be cleaned periodically (every 2000 - 3000 credits). Best way to clean it is by using simple cloth slightly soaked in distilled alcohol. Focus should be placed on cleaning the area where coins slide through (make sure sliding part is in open position).
B) Sound volume regulation
R362 potentiometer (see drawing#1) used to control volume is placed on the right side of the electronic board. The volume adjustment can be done by rotating the potentiometer to the left or right.
C) Maintenance of mechanism and regulating spring
Periodically (once a month or more often, or if the lowering speed of punching bag is fairly low) all moving elements should be
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rubbed/ sprayed with WD-40 or grease. If punching bag lowers slowly or too fast one should check if spring is properly stretched. Spring can be adjusted with screw that is in the front left side after taking the masking net. In case of forced lowering mechanism replacement one should unscrew plastic casing, and then take off masking board (black from the bottom) and remember about the retro cop light.
D) Manual punching bag reposition
In case the punching bag is vibrating too much (or if it is rotating around its own axis), the top nut located on the punching bag screw should be tightened (loosen the lower nut first) until the bag is not rotating any more.
E) Replacement of inner punch bag bladder
To replace inner bladder of the punch bag one should untie rope, take out old insert and replace it with a new rubber bladder. A special attention must be paid to the location of the bladder valve. The valve must be placed in the opening of the leather cover.
F) Bulb replacement, GAME button
In case of bulb failure in the GAME button one should take out micro-switch from the casing (by slight turn and then pull) and then proceed with bulb replacement [bulb spec: 12 Volt & 3 Watt].
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G) Fuse replacement
Machine is equipped with two long term fuses. One at power supply assembly and the second one on the main electronic board [specs: 250V & 4 A]. In case of short circuit situation and/or insufficient power supplied to the electronic main board one should first check the fuses and if they are burned, then proceed with replacement. Make sure fuses used to replace old one have the same specifications.
H) Position of the Arm protector
DO NOT PLAY THE GAME WITHOUT PROPERLY PLACED ARM PROTECTOR.
The position of the arm protector should be like on the picture below:
The following two pictures illustrate an improper setup of the punching bag. NEVER leave the machine in this state. The
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picture on the left shows the arm protector placed too high. The second picture shows the missing arm protector. Both of these cases may result in serious injury to the user.
9. Quick check for potential errors
Main board not functioning:
1 Check all fuses (5A). 2 Check the connection between power supply and the
main board.
3 Make sure that the main processor and other connectors
are well seated.
4 The main display can be checked by turning the switch
#1 to “ON” position than turning machine off and back on.
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Coin Acceptor is not functioning:
1 Check if it is not clogged up. 2 Check for dust and dirt. 3 Check strip connecting the main board with the
acceptor.
Mechanism is not functioning:
1 Using just power supply check if it is possible to lower
punching bag (using manual switch, black button above the 12V connector - see drawing #3).
2 Check for burned fuse 30A. 3 Check button functionality and if they have proper
connection.
4 Check for unhooked cable from power supply spools. 5 Check strip connecting the main board with the power
supply.
Sensor is not functioning:
1 Check sensors in service mode (using switch 1 on main
board (S1) and manipulating button SW1 go to mode P07), if punching bag is moving UP/DOWN and on the main board (depending on bag position) HI – LO shows this would indicate that sensor is working.
2 Check if sensor cable is firmly connected to the main
board.
3 Check all wires to/from the sensor.
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Halogen lights are not functioning:
1 Check power supply cable connection. 2 Check power supply wire integrity. 3 Check connector plug for loose bulb. 4 Check if halogen is not burned by swapping it with a new
one (12V 20W).
Button START or GAME is not functioning:
1 Check for main board cable connection. 2 Check switch/button cable connection.
Computer power supply is not functioning:
1 Check if power supply cable is plugged in securely.
Power supply is refusing to work:
1 Check if “car” fuse in power supply is not burned (30A). 2 Check if transformer cable is correctly hooked up to
power supply socket.
Machine is not starting:
1 Check power cable fuse 5A. 2 Check if ON/OFF switch (filter) is not damaged.
Counter is showing Err:
1 Check if mechanical counter did not come loose (then
turn the machine OFF and ON).
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Bill Acceptor is not functioning:
1 Check if power supply cable is hooked up to main board
(J3).
2 Check if cable from bill acceptor is correctly hooked up. 3 Check acceptor settings using switches: for switches 1-8
set 7 at ON, and for switches 1-4 set 3 & 4 at ON.
Sound is not working:
1 Check if it is not at low volume or mute (R362). 2 Check if cable is correctly connected to the main board. 3 Check if cable to speaker is correctly connected.
Red diode active on main board:
1 Usually caused by circuit being shorted at scale bulb
array, check all cables for potential shortage.
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10. Machine setup
Main Board Layout (Back Side)
Drawing #1
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List of connectors: J1 – connector for coin acceptor J2 – connector for bill acceptor J3 – connector for power supply to bill acceptor,
ticket dispenser, capsule dispenser, thermal printer
J4 - connector for ticket dispenser, capsule
dispenser, thermal printer J7 & J5 – front panel backlight J6 – connector for main board power supply (12V
supplied by AC power supply) J8 – connector for power supply J9 – sensor connector J10 – connector for buttons GAME and START J11 – connector for mechanical counter J12 – connector for speaker S1 – service setting switches S2 – step potentiometer for setting sensor sensitivity
(0 – min, 9 - max) SW1 & SW2 – help buttons (up/down) R362 – potentiometer for volume control IC37 – speech synthesizer IC34 – main processor socket LED-A and LED-B - connector for wheel LEDs PRINTER - connector for thermal printer BOXNET/ TOURNAMENT - connector for BoxNet or BoxTournament for PC
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Dip Switch 1-8 (S1)
T
HE RED (BLACK OR BLUE) SWITCH BOX WITH 8 SWITCHES IS LOCATED ON THE LEFT SIDE OF THE MAIN CIRCUIT BOARD. TO PROGRAM, SWITCH
#1
MUST BE SET TO
"ON"
POSITION WHEN
MACHINE IS “ON
”.
P
USH BUTTONS
SW1
↑ AND
SW2
↓ ARE LOCATED IN THE LOWER
LEFT PART OF THE MAIN CIRCUIT BOARD
.
Switch #1
THIS SWITCH IS USED TO ENTER THE PROGRAM SETTINGS. PLEASE USE BUTTONS SW1 OR SW2 FOR FINDING THE RIGHT PROGRAM P01-P89. DESCRIPTIONS FOR EACH PROGRAM ARE LISTED BELOW. DURING PROGRAM SELECTION YOU WILL SEE P01-P89 ON THE MAIN DISPLAY.
REMEMBER, FOR SOME SETTINGS YOU WILL USE “START” OR “SELECT GAME” BUTTONS.
Switch #1
SW1 & SW2
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P01
TEMPORARY COUNTER OF POINTS. 1 POINT = $.25 (25 CENTS).
YOU CAN RESET IT TO 0000 BY PUSHING AND HOLDING THE "START" BUTTON FOR 3 SECONDS.
P02
COUNTER OF POINTS. THIS IS LIFE LONG - NOT ERASEABLE.
P03
ELECTRONIC COUNTER OF REVENUE (COUNTS THE QUOTERS WHILE THE MECHANICAL COUNTER IS DISCONNECTED).
P04
CREDIT RATIO. HOW MANY QUARTERS ($.25) IS NEEDED FOR 1 CREDIT. THE LEFT SIDE OF THE RATIO IS CONTROLLED BY THE “START” BUTTON. Example: 1 credit is worth four quarters ($1), so the P04 will be set
to 4 - 1.
1 credit is worth two quarters (50 cents), so the P04 will
be set to 2 - 1.
NOTE: IF THE BILL ACCEPTOR IS SET 4 PULSES FOR A 1$, SET P09 TO 12 (in case of the older software to 5).
P05
YOU CAN SET ADDITIONAL CREDITS (BONUS CREDITS) WHEN A SET DOLLAR AMOUNT IS INSERTED. USING THE “START” BUTTON YOU CAN ADJUST HOW MANY QUARTERS RECEIVED AT ONCE WILL GIVE THE BONUS. USING THE “SELECT GAME” BUTTON YOU WILL THEN ASSIGN NUMBER OF CREDITS FOR THE RECEIVED AMOUNT. Example: you want to set 8 credits (punches) for $5, you should set P05 to 20-8. NOTE: SEE SETTING P65.
P06
THIS SETTING FUNCTIONS THE SAME AS P05 BUT
ALWAYS FOR BIGGER VALUE OF THE BILL OR COIN THAN P05.
Example: if you want to set 8 credits (punches) for $5, you should
set P05 to 20-8.
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if you want to set 18 credits (punches) for $10, you should
set P06 to 40-18. NOTE: SEE SETTING P65.
P07
THIS FUNCTION IS USED FOR TESTING OF THE SENSOR (DIAGNOSTIC FUNCTION). WHEN PUNCHING BAG IS IN THE VERTICAL POSITION ­THE DISPLAY SHOWS - "LO", WHEN PUNCHING BAG IS IN THE HORIZONTAL POSITION - DISPLAY SHOWS "HI”.
P08
YOU CAN SET THE BEST SCORE WHICH WILL BE ON THE DISPLAY FOR POWER MODE ONLY. PLAYERS WILL NEVER BE ABLE TO RECEIVE A HIGHER SCORE (WHICH MUST BE SET BETWEEN 900 AND 990). YOU CAN ADJUST THIS VALUE BY USING “START” (UP) AND “SELECT GAME” (DOWN) BUTTONS. AFTER YOU SET THE DESIRED UNATTAINABLE POWER HIGHEST SCORE YOU MUST TURN SWITCH # 5 TO “ON” POSITION.
IMPORTANT: AFTER YOU SET THE RECORD AND PUT SWITCH #5 TO “ON” POSITION YOU MUST TURN OFF THE MACHINE FOR 5 SECONDS.
P09
THIS FUNCTION IS USED FOR DIFFERENT SETTINGS OF THE COIN ACCEPTOR, FOR EXAMPLE: 0-USA, 1-CANADA.
NOTE: IF THE BILL ACCEPTOR IS SET 4 PULSES FOR A 1$, SET P09 TO 12 (in case of the older software to 5).
P10
PARAMETER USED BY FACTORY. DEFAULT SETTING IS 0.
P11
HOPPER OUTPUT DEVICE SETTING
0 - OFF, 1 - TICKET DISPENSER, 2 - BALL DISPENSER, 3 - POWER ALWAYS ON (USED FOR THERMAL
PRINTERS).
NOTE: IN ORDER TO MANUALLY FEED THE TICKET DISPENSER PRESS AND HOLD IN THE SAME TIME SWITCH SW1 AND SW2.
DEFAULT SETTING IS 3.
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P12
SETS HOW MANY TICKETS WILL BE GIVEN FOR 1 CREDIT (RANGE FROM 0-5, DEFAULT SETTING 5).
P13
SETS HOW MANY TICKETS FOR THE HIGHEST SCORE (RANGE FROM 0-20, DEFAULT SETTING 5).
P14
“BREAKING POINT”- BP. SETTING THAT WOULD ENABLE THE TICKET DISPENSER TO START GIVING OUT THE TICKETS (RANGE FROM 0-990). FACTORY SETTING IS 0.
P15
SETS HOW MANY TICKETS WILL BE GIVEN OUT AFTER REACHING THE “BREAKING POINT” AS THE FIRST VALUE (RANGE FROM 0-20). FACTORY SETTING 0.
P16
POINT INCREMENT, IN ANOTHER WORDS - HOW MANY MORE POINTS MUST BE SCORED BEFORE THE NEXT TICKET/S WILL BE GIVEN OUT (RANGE FROM 10-100). FACTORY SETTING 40.
P17
NUMBER OF TICKETS GIVEN OUT AFTER REACHING EACH POINT INCREMENT – SET IN P16. RANGE 0-5, FACTORY SETTING 0.
P18
COUNTER OF RELEASED TICKETS.
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BELOW 2 EXAMPLES.
R
ESULT ON
DISPLAY
T
ICKETS
R
ESULT ON
DISPLAY
T
ICKETS
0 0 0 0 40 1 40 0 80 2 80 0 120 3 120 0 160 4 160 0 200 5 200 0 240 6 240 0 280 7 280 0 320 8 320 0 360 9 360 0 400 10 400 0 440 11 440 0 480 12 480 0 520 13 520 0 560 14 560 0 600 15 600 10 640 16 640 12 680 17 680 14 720 18 720 16 760 19 760 18 800 20 800 20 840 21 840 22 880 22 880 24 920 23 920 26 960 24 960 28
P14 = TICKET = 0 P14 = TICKET = 600 P15 = TICKET= 0 P15 = TICKET = 10 P16 = TICKET=40 P16 = TICKET = 40 P17 = TICKET= 1 P17 = TICKET = 2
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P19
YOU CAN SET 0-10 BONUS CREDITS FOR BREAKING RECORD (HIGH SCORING IN POWER MODE) (USE THE “START” BUTTON). DEFAULT SETTING IS 1.
P20
YOU CAN CLEAR THE CREDITS BY PUSHING THE “START” BUTTON.
P21
COUNTER OF FREE PUNCHES WHICH YOU ACTIVATE BY PUTTING DIP SWITCH # 2 TO “ON” POSITION.
P22
COUNTER OF THE BROKEN RECORDS (HIGHEST SCORES) (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
P23
WHEEL OF FUN MODE SETTINGS. 0 - THIS SETTING DISABLES THE WHEEL OF FUN OPTION.
ONLY TWO WINNING PRIZES ARE POSSIBLE.
PRIZE #1 is for triple numbers such as 111, 222,
333…999. PRIZE #2 is for multiples of 100 such as 100, 200,
300…900. Note: Setting prize #3 is available in this mode but does not have any meaning and is reserved for future expansions.
1 – WHEEL OF FUN IS ENABLED. THREE WINNING PRIZES
ARE SET FOR THIS MODE. EACH PRIZE CORRESPONDS TO ITS ASSIGNED POSITION ON THE WHEEL.
Example: Position on top of the wheel, usually with a blue light, is decorated with a numbered sticker (Prize #3). Prize #3 is awarded when the game stops at this position.
2 – FORTUNE FUN IS ENABLED. FREQUENCY OF
WINNING IS SET IN P58. ALSO P46-48 MUST BE SET.
3 – IN THIS MODE WINNING IS BASED ON A RANGE OF
NUMBERS. P59 TO P64 MUST BE SET.
Example: Prize #1 is won when the score falls between the
two numbers set in P59 and P60. Factory default setting for prize #1 is between 900 and 950.
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NOTE: The machines without mounted “Wheel of Boxing” have possibility of giving out Prize #1 and #2 based on the scored number. Prize #1 is for triple number like 111, 222, 333 etc. Prize #2 is for multiples of 100, like 100, 200, 300 etc. In order to have a prove of winning the prize, thermal printer, ticket dispenser or capsule dispenser is recommended. The machine will print ticket for the highest score (Power mode) as a Prize #4 if printer is installed.
P24
FREQUENCY OF WINNING - FOR PRIZE #1. THIS REPRESENTS THE NUMBER OF POINTS (QUARTERS) ACCUMULATED BEFORE THE POSSIBILITY OF WINNING THE PRIZE. REACHING THIS NUMBER DOES NOT GUARANTEE A WINNER, HOWEVER IT INCREASES THE CHANCES OF WINNING (RANGE 0-10000, DEFAULT SETTING 1200). Example: If number is set to 100, for every 100 quarters ($25) collected by the machine there will be one possibility of winning prize #1.
P25
FREQUENCY OF WINNING - FOR PRIZE #2. RANGE 0-10000, DEFAULT SETTING 800). SEE P24.
P26
FREQUENCY OF WINNING - FOR PRIZE #3. RANGE 0-10000, DEFAULT SETTING 8000. SEE P24.
P27
THIS COUNTER REPRESENTS THE NUMBER OF POINTS (QUARTERS) COLLECTED FOR POSSIBILITY OF WINNING PRIZE #1 (CAN BE RESET BY PRESSING & HOLDING START BUTTON).
P28
COUNTER FOR NUMBER OF COLLECTED POINTS (QUARTERS) TOWARDS PRIZE #2 (CAN BE RESET BY PRESSING & HOLDING START BUTTON). SEE P27.
P24 P25 P26
IF
P23
= 0 Set Set Don’t Set
IF
P23
= 1 Set Set Set
IF
P23
= 2 Don’t Set Don’t Set Don’t Set
IF
P23
= 3 Don’t Set Don’t Set Don’t Set
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P29
COUNTER FOR NUMBER OF COLLECTED POINTS (QUARTERS) TOWARDS PRIZE #3 (CAN BE RESET BY PRESSING & HOLDING START BUTTON). SEE P27.
P30
INITIAL HIGHEST SCORE (RECORD) SETTING FOR POWER PUNCH (RANGE 500-999, DEFAULT SETTING 650)
.
P31
NUMBER OF FREE CREDITS AWARDED FOR THE PRIZE #1 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 1.
P32
NUMBER OF FREE CREDITS AWARDED FOR PRIZE #2 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 1.
P33
NUMBER OF FREE CREDITS AWARDED FOR PRIZE #3 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 1.
P34
NUMBER OF TICKETS GIVEN FOR PRIZE #1 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 5.
P35
NUMBER OF TICKETS GIVEN FOR PRIZE #2 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 10.
P36
NUMBER OF TICKETS GIVEN FOR PRIZE #3 CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 15.
P37
COUNTER SHOWING THE NUMBER OF PRIZE #1 WINNERS (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
P38
COUNTER SHOWING THE NUMBER OF PRIZE #2 WINNERS (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
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P39
COUNTER SHOWING THE NUMBER OF PRIZE #3 WINNERS (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
P40
SETTING OF THE LOWEST SCORE (BREAK POINT), FOR WHICH THE THERMAL PRINTER INSTALLED ON THE MACHINE WILL PRINT A TICKET (RANGE 100-999, DEFAULT SETTING 998). THE PRINTER SHOULD BE SET UP TO PRINT THE PLAYER’S SCORE. NOTE: This print out has a delay of 20-30 seconds.
P41
IF SET TO ‘1’ THE TICKET FROM THE THERMAL PRINTER (IF INSTALLED) WILL BE PRINTED FOR THE HIGHEST SCORE (IN THE POWER MODE) – PRIZE #4. IF SET TO ‘0’ NO TICKET FOR THE HIGHEST SCORE WILL BE PRINTED. DEFAULT SETTING: 1.
P42
FREQUENCY OF WINNING - FOR PRIZE #5. THIS REPRESENTS THE NUMBER OF POINTS (QUARTERS) ACCUMULATED BEFORE THE POSSIBILITY OF WINNING THE FIRST MAGIC NUMBER PRIZE (P43). REACHING THIS NUMBER DOES NOT GUARANTEE A WINNER, HOWEVER IT INCREASES THE CHANCES OF WINNING. RANGE 10-10000, SKIP COUNT 10, DEFAULT VALUE 400.
P43
SETTING OF THE FIRST MAGIC NUMBER ITSELF (RANGE 100-999, DEFAULT VALUE 777, THE FUNCTION IS OFF WHEN P43=0).
P44
COUNTER OF POINTS (QUARTERS) COLLECTED FOR THE FIRST MAGIC NUMBER PRIZE (PRIZE #5). CAN BE RESET BY PRESSING & HOLDING “START” BUTTON.
P45
COUNTER OF FIRST MAGIC NUMBER PRIZE (PRIZE #5) WINNINGS (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
P46
FORTUNE FUN – SETTING FOR NUMBER OF CREDITS GIVEN FOR PRIZE #1 (RANGE 0-5, DEFAULT SETTING 1).
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P47
FORTUNE FUN – SETTING FOR NUMBER OF CREDITS GIVEN FOR PRIZE #2 (RANGE 0-5, DEFAULT SETTING 1).
P48
FORTUNE FUN – SETTING FOR NUMBER OF CREDITS GIVEN FOR PRIZE #3 (RANGE 0-5, DEFAULT SETTING 2).
P49
NUMBER OF CREDITS INSERTED IN THE MACHINE AT ONE TIME WHICH DECREASES THE HIGHEST SCORE (IN POWER MODE). RANGE 0-50, DEFAULT VALUE: 0 (FUNCTION IS OFF).
P50
VALUE BY WHICH THE HIGHEST SCORE (IN POWER MODE) WILL BE LOWERED (SETTING WHICH WORKS WITH P49, RANGE 0-50, DEFAULT VALUE: 2).
P51
IF SET TO 1 ACTIVATES OPTION P52. DEFAULT SETTING: 0.
P52
SETTING OF THE HIGHEST SCORE IN POWER MODE (BREAK POINT) ABOVE WHICH SURPRISE BALL (CAPSULE) WILL BE DISPENSED (RANGE 100-900, DEFAULT SETTING: 500).
P53
COUNTER OF DISPENSED SURPRISE BALLS - CAPSULES (CAN BE RESET BY PRESSING & HOLDING “START” BUTTON).
P54
FREQUENCY OF WINNING - FOR PRIZE #6. THIS REPRESENTS THE NUMBER OF POINTS (QUARTERS) ACCUMULATED BEFORE THE POSSIBILITY OF WINNING THE SECOND MAGIC NUMBER PRIZE (P55). (RANGE 10-10000, SKIP COUNT 10, DEFAULT VALUE 400). REACHING THIS NUMBER DOES NOT GUARANTEE A WINNER, HOWEVER IT INCREASES THE CHANCES OF WINNING.
P55
SETTING OF THE SECOND MAGIC NUMBER ITSELF (RANGE 100-999, DEFAULT VALUE 0).
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P56
COUNTER OF POINTS (QUARTERS) COLLECTED FOR THE SECOND MAGIC NUMBER PRIZE (PRIZE #6). CAN BE RESET BY PRESSING AND HOLDING “START” BUTTON FOR 10 SECONDS.
P57
COUNTER OF THE SECOND MAGIC NUMBER HITS (CAN BE RESET BY PRESSING AND HOLDING “START” BUTTON FOR 10 SECONDS).
P58
SETTING OF THE DIFFICULTY LEVEL FOR THE FORTUNE FUN. HERE CAN BE SET PERCENTAGE OF CHANCES TO WIN (RANGE 0-9, DEFAULT VALUE 0). TO ACTIVATE THIS FEATURE P23 MUST BE SET TO 2). WHEN P58 IS SET ON 0 THERE IS 100 % OF WINS. ON THE OTHER SIDE IS WHEN IT IS SET ON 9 - THERE IS A 10% CHANCE TO WIN.
TABLE OF PERCENTAGE (P58):
Setting Percentage (of wins)
0 30 1 27 2 24 3 21 4 18 5 15 6 12 7 9 8 6 9 3
P59
UPPER SCORE LIMIT FOR PRIZE #1 (RANGE 900-999, DEFAULT SETTING: 950). NOTE: Settings in P59 to P64 cannot overlap. For example if the lower limit for prize #1 is 900, the upper limit for prize #2 must be less than 900 and so on. IMPORTANT: THIS GAME MODE IS ACTIVATED WITH P23 = 3.
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P60
LOWER SCORE LIMIT FOR PRIZE #1 (RANGE 851-999, DEFAULT SETTING: 900). SEE P59.
P61
UPPER SCORE LIMIT FOR PRIZE #2 (RANGE 800-998, DEFAULT SETTING: 850). SEE P59.
P62
LOWER SCORE LIMIT FOR PRIZE #2 (RANGE 751-998, DEFAULT SETTING: 800). SEE P59.
P63
UPPER SCORE LIMIT FOR PRIZE #3 (RANGE 700-997, DEFAULT SETTING: 750). SEE P59.
P64
LOWER SCORE LIMIT FOR PRIZE #3 (RANGE 100-997, DEFAULT SETTING: 700). SEE P59.
P65
ADDITIONAL CREDIT COUNT METHOD.
IF SET TO 1 IT WILL GIVE OUT CREDIT BASED ON THE TOTAL AMOUNT OF MONEY INSERTED BEFORE PRESSING THE “START” BUTTON (IF USER INSERTS 5 SINGLES CREDITS WILL BE COUNTED SAME AS FIVE DOLLAR BILL, AN EXTRA CREDIT WILL BE GIVEN BASED ON SETTINGS IN OPTION P05 AND P06). IF SET TO 0 FOR EACH DOLLAR INSERTED USER WILL GET ONE CREDIT ONLY. BY DEFAULT THE FUNCTION IS OFF (P65=0).
P66
SETTING OF BOXER ID. THIS VALUE CAN BE CHANGED BY HOLDING THE SW1 PRESSED AND PRESSING SW2 FIVE TIMES. THIS WILL ALLOW CHANGING THE ID VALUE WITH BUTTONS GAME AND START. THE RANGE FOR THIS SETTING IS 0 – 65000.
P67
TIME SETTING FOR SENDING INFORMATION USING THE BOXNET FUNCTION. CURRENT STATE OF THE MACHINE WILL BE SENT IN MULTIPLE OF 10 MINUTES. P67 = 0; FUNCTION IS OFF, NOTHING IS SENT,
P67 = 1; CYCLE BETWEEN SENDING INFO PACKETS IS (1 x 10 = 10min),
P67 = 2; CYCLE BETWEEN SENDING INFO PACKETS IS
(2 x 10 = 20min),
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P67 = 3; CYCLE BETWEEN SENDING INFO PACKETS IS
(3 x 10 = 30min).
P67 MAX VALUE = 250. DEFAULT SETTING 0.
P68
SETTING FOR FLASHING LIGHTS IN IDLE STATE: P68 = 0; OFF, P68 = 1 TO 60; MINUTES BEFORE LIGHTS START FLASHING. DEFAULT SETTING: 0.
P69
SETTING FOR SOUND DELAY IN IDLE STATE: P69 = 0; OFF, P69 = 1 TO 60; MINUTES BEFORE SOUND STARTS PLAYING. DEFAULT SETTING: 0.
NOTE: dip switch #3 will determine if sound will be played.
P70
AUTOPLAY –SETTING TIME AFTER WHICH MACHINE WILL RELEASE A FREE GAME. P70 = 0; OFF, P70 = 1 TO 180; MINUTES BEFORE FREE GAME IS ACTIVATED. DEFAULT SETTING: 0.
P71
PRINT PRIZE #1 (1 = PRINT, 0 = DON’T PRINT). DEFAULT SETTING : 0.
P72
PRINT PRIZE #2 (1 = PRINT, 0 = DON’T PRINT). DEFAULT SETTING : 0.
P73
PRINT PRIZE #3 (1 = PRINT, 0 = DON’T PRINT). DEFAULT SETTING : 0.
P74
DEFINES HOW MANY GAMES/CREDITS CAN BE PLAYED TILL THE MACHINE IS AUTOMATICALLY BLOCKED.
P75
COUNTER OF CREDITS LEFT BEFORE THE MACHINE WILL BE AUTOMATICALLY BLOCKED.
P76
ACTIVATION CODE USED TO UNBLOCK THE MACHINE.
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P77
ACTIVATION OF SURPRISE BALL (CAPSULE) DISPENSER WHEN PLAYER REACHES 100, 200, 300…900 POINTS OR 111, 222, 333… 999 POINTS, AS FOLLOWS:
0 - THE FUNCTION IF OFF, 1 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
MULTIPLES OF 100 SUCH AS 100, 200 …900 AND FOR TRIPLE NUMBERS SUCH AS 111, 222 …999,
2 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
MULTIPLES OF 100 ONLY,
3 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
TRIPLE NUMBERS ONLY.
DEFAULT SETTING IS 0 (OFF).
P78
ACTIVATION OF SURPRISE BALL (CAPSULE) DISPENSER WHEN PLAYER BREAKS THE RECORD (HIGH SCORES IN POWER MODE). WHEN SET TO 1 THE FUNCTION IS ON, WHEN SET TO 0 - IT IS OFF. DEFAULT SETTING: 0.
P79
DEFINES HOW MANY FREE CREDITS WILL BE GIVEN WHEN PLAYER REACHES MULTIPLE OF 100 SCORE (RANGE 0-10, DEFAULT SETTING: 0).
P80
DEFINES HOW MANY FREE CREDITS WILL BE GIVEN WHEN PLAYER REACHES TRIPLE NUMBER SCORE (RANGE 0-10, DEFAULT SETTING: 0).
P81
RELAX – TIME FOR WHICH HALOGEN LAMP WILL BE ON (0-50). DEFINED: 1 IS AN EQUIVALENT OF 0,1 SECONDS. DEFAULT SETTING IS 0 – RELAX FUNCTION IS OFF.
- Example: when P81=5 it means the halogen lamp will be ON for 0,5 seconds.
- Example: when P81=0 it means that the halogen lamp is not working in Relax Mode.
IMPORTANT:
IF HALOGEN LAMP NEEDS TO BE ON ALL THE TIME IN RELAX MODE THE VALUE OF P81 ALWAYS NEEDS TO BE HIGHER THAN P82 (COMPARING THIS IN SECONDS, EXAMPLE: P81=11 AND P82=1).
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IN OTHER WORDS THE BEST WAY TO ACHIVE THIS IS TO SET P81 TO HIGHER NUMBER THAN 0 (P81>0) AND SET P82 TO 0 (P82=0).
P82
RELAX – DEFINES FREQUENCY OF HOW OFTEN HALOGEN LAMP WILL NOT SHINE (GIVEN IN SECONDS). RANGE 0-60, DEFAULT SETTING IS P82=0.
- Example: when P82 is set to 10, every 10 seconds halogen will not shine (pause).
SUMMARY:
WHEN WE WANT THE HALOGEN TO LIGHT FOR 0,5 SECONDS WITH 2 SECONDS PAUSE P81 NEEDS TO BE SET TO 5 AND P82 - TO 2. IF HALOGEN HAS TO BE OFF IN RELAX MODE, P81 NEEDS TO BE SET TO 0 AND P82 – TO ANY OTHER DIGIT. WHEN WE WANT TO HAVE HALOGEN LIGHT TO BE ON ALL THE TIME (CONSTANTLY) IN RELAX MODE P81 NEEDS TO BE SET TO ANY DIGIT HIGHER THAN 0 AND P82 – TO 0 (P81=ANY DIGIT>0, P82=0) OR SET P81 HIGHER THAN P82 (P81>P82) IN THAT WAY, THAT CALCULATED TIME IN SECONDS IN P81 IS HIGHER THAN IN P82.
P83
MULTI TOURNAMENT - WHEN SET TO 1 THE FUNCTION IS ON, WHEN SET TO 0 - IT IS OFF. THIS MODE DISABLES REFLEX AND SPEED GAMES. ONLY POWER AND TOURNAMENT GAMES ARE ACTIVATED. BY DEFAULT THIS FUNCTION IS OFF (P83=0).
IMPORTANT:
TO ACTIVATE MULTI TOURNAMENT: P83 NEEDS TO BE SET TO 1. TO ACHIEVE THE EFFECT THE MACHINE NEEDS TO BE SWITCHED OFF AND BACK ON.
P84
DEFINES HOW MANY CREDITS NEED TO BE RECEIVED BY THE MACHINE IN ORDER TO ACTIVATE ASSISTING FUNCTION SET IN P85 (RANGE 0-999, DEFAULT VALUE 0). WHEN SET TO 0 THE FUNCTION IS OFF.
P85
ACTIVATION OF THE FUNCTION ASSISTING IN WINNING THE SURPRISE BALL (CAPSULE) SET IN P77. THE SETTING DEFINES THE RANGE OF POINTS, 0 TO 10, WHICH ARE
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BEING USED TO ACHIEVE THE WINNING NUMBER. WHEN SET TO 0 THE FUNCTION IS OFF. DEFAULT VALUE: 0 – NO HELP SCORING PRIZES.
P86
DEFINES FREQUENCY OF RESETTING HIGH SCORES ­TIME IN HOURS. AVAILABLE RANGE IS 0 TO 240. IF SET TO 0 THEN THE FUNCTION IS OFF. DEFAULT VALUE: 0. NOTE: THIS TIME IS CALCULATED FROM THE LAST RESETTING EITHER AUTOMATIC OR MANUAL (USING THE DIP SWITCH #4). WORKS WITH P87.
P87
DEFINES FOR HOW LONG (TIME IN MINUTES) MACHINE NEEDS TO BE IN THE IDLE STATE (NOT OPERATED BUT TURN ON) FOR THE SCORES TO BE RESET. THE LIMIT OF HOURS IN P86 MUST BE FIRST MET. AVAILABLE RANGE IS 0 TO 240. IF SET TO 0 THEN THE FUNCTION IS OFF. DEFAULT VALUE: 1. SET IT ALONG WITH P86.
P88
PARAMETER USED BY FACTORY.
P89
SURPRISE BALL (CAPSULE) DISPENSE SETUP FOR WINNING THE PRIZE FROM WHEEL OF FUN/ FORTUNE FUN (WHEN P11 = 2 AND P23 = 1 OR P23 = 2). RANGE 0-7, DEFAULT SETTING IS 0.
P89 value Prize #1 Prize #2 Prize #3
0 OFF OFF OFF 1 ON OFF OFF 2 OFF ON OFF 3 ON ON OFF 4 OFF OFF ON 5 ON OFF ON 6 OFF ON ON 7 ON ON ON
- Example: when P89 is set to 5 then the ball will be dispensed only if the player wins prize #3 or prize #1. Winning prize #2 will not trigger the ball dispenser.
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SETTINGS FOR THE DUNK TANK OPTION.
P21
DUNK TANK 1 – “ON’, 0 – “OFF”
P22
ACTIVATION OF THE DUNK TANK, WHEN THE NEW POWER RECORD IS ESTABLISHED, 1 – “ON”, 0 – “OFF”
P23
ACTIVATION OF THE DUNK TANK, WHEN THE TRIPLE NUMBER IS REACHED (444,555, ETC.), 1 – “ON”, 0 – “OFF”
P24
ACTIVATION OF THE DUNK TANK, WHEN THE CERTAIN NUMBER IS REACHED (EQUALL OR LARGER, THE NUMBER IS SET IN P25), 1 – “ON”, 0 – “OFF”
P25
SETTING OF THE NUMBER AT WHICH THE DUNK TUNK WILL BE ACTIVATED. BY PRESSING THE “START” BUTTON – NUMBERS GOING UP, “SELECT GAME” BUTTON – NUMBER GOING DOWN. BY PRESSING AND HOLDING THE BUTTONS, NUMBERS WILL CHANGE BY LARGER INCREMENTS.
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Switch #2
WHEN “ON” MACHINE IS SET FOR FREE PUNCH.
Switch #3
IF ON “DEMO” WILL PLAY EVERY 2 MINUTES, WHEN THE MACHINE IS NOT USED. IF “OFF” THE SOUND IS TURNED OFF.
Switch #4
WHEN “ON” THE HIGHEST SCORE FOR EACH GAME WILL BE RESETTED AFTER YOU PUSH THE “START BUTTON”. WHEN “OFF” THE TOP SCORES WILL STAY DISPLAYED.
Switch #5
WHEN “ON” YOU WILL ACTIVATE UNATTAINABLE RECORD (HIGHEST SCORE) WHICH YOU MUST SET BEFORE IN P08 (SERVICE KEY). REMEMBER: TO ACTIVATE THIS RECORD YOU MUST TURN OFF AND TURN ON THE MACHINE.
Switch #6
IF “ON” TOURNAMENT GAME FOR UP TO 6 PLAYERS, IF “OFF” TOURNAMENT GAME FOR 3 PLAYERS. REMEMBER: TO ACTIVATE THIS SETTING YOU MUST TURN OFF AND TURN ON THE MACHINE.
Switch #7,8
NOT USED
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Sensitivity switch (S2).
THE SENSITIVITY CAN BE CHANGED BY ROTATING SWITCH S2. AFTER THE SWITCH IS ROTATED THE SENSITIVITY LEVEL WILL BE SHOWN ON THE CREDIT DISPLAY. LOWER LEVEL NUMBERS CORRESPOND TO GREATER DIFFICULTY.
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Main Board Layout (Front)
Drawing #2
Drawing #3
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Power Supply Layout:
Drawing #4
Drawing #5
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Mechanical counter
2 – wire from mechanical counter 1 – wire from mechanical counter
Sensor
1- Emitter 2- Cathode 3- Anode 4- Collector
Buttons Start & Game
1 & 2 – START game
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3 & 4 – GAME selection 5 & 6 – bulbs lighting button Start 7 & 8 – bulbs lighting button Game
Speaker
1 - speaker 2 - speaker 3 - unused 4 - unused
J 4
Ticket dispenser
1 - red (+12V) 2 - green (signal) 3 - black (-12V)
Hopper
Motor
Hopper
1
2
3
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Thermal printer
Main board
Thermal printer Hopper
J 5
1 – tournament (-) 2 – tournament (+) 3 – 100 (-) 4 – 100 (+) 5 – 300 (-) 6 – 300 (+) 7 – 500 (-) 8 – 500 (+) 9 – 700 (-) 10 –700 (+) 11 – 900 (-) 12 – 900 (+) 13 – Select Game (-) 14 – Select Game (+) 15 – Force (-) 16 – Force (+)
J 7
1 –100 (-) 2 – 100 (+) 3 – 300 (-) 4 – 300 (+) 5 – 500 (-) 6 – 500 (+) 7 – 700 (-) 8 – 700 (+)
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9 – 900 (-) 10 – 900 (+) 11 – Select Game (-) 12 – Select Game) (+) 13 – speed (-) 14 – speed (+) 15 – Reflex (-) 16 – Reflex (+)
Paper Money Depositor
1 – Credit relay (Common) normally purple. Pin#8 at the ICT connector 2 – +12V (Power) normally red. Pin#5 at the ICT connector 3 – GND (Power) normally orange. Pin# 9 at the ICT connector 4 – Credit relay (N.O) normally blue. Pin# 7 at the ICT connector
11. Spare parts and equipment
- leveling legs 4 pieces
- punching bag pump 1 piece
- bladder 1 piece
12. Standard replacement parts
- Front panel bulbs (#73 bulb)
- SELECT GAME button bulb (#161)
- Main power supply (Switching power supply – 12V, 12A -
5V, 5A)
- Halogen bulb (12v 20W, MR11/C (GU4) – 35mm DIA.)
13. Required tools and equipment for servicing the boxing game
- Metric wrench set from 8mm to 19mm (preferably with ratchet)
- Long Allen wrench from 8mm to 19mm
- Snap ring pliers for inside diameters
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- Phillips and flat screwdrivers
- Glue gun
- Volt meter
- Bag inflator (supplied with the machine)
- Pliers
- Wire stripper
- Hook and loop (Valcro) stripes
- Plastic wire ties
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14. Step by step setup and maintenance instructions
HOW TO ACCESS QUICKLY RESETABLE (P01) AND NOT RESETABLE (P02) MONEY COUNTERS
P01 and P02 counters can be checked (at the same time) without going into service program, by pressing switch SW1 . The SW1 switch is located in the lower left part of the main board, right above ribbon cable connecting main board with side power supply (small board). The displayed numbers will appear for 30 seconds. During that time counter P01 can be reset by pressing and holding switch SW1 for 3 seconds (after resetting machine will switch to regular work mode).
HOW TO ACCESS QUICKLY RESETABLE (P01) MONEY COUNTER (without opening the machine):
P01 counter can be displayed without using service functions or opening the back doors by pressing and holding START and GAME (SELECT) buttons in the same time for 5 seconds. The P01 counter will be appear for 15 seconds.
HOW TO TEST COIN OR BILL ACCEPTOR
The test of bill and coin acceptor can be done without changing the meter reading by pressing and holding START and GAME (SELECT) buttons in the same time for 5 seconds. On the main
SW1
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display P01 will appear. At that time bills and coins can be inserted for a test. After inserting every single coin (bill) testing time will be extend for another 15 seconds. If the testing mode is not used for 15 seconds, machine will switch to regular working mode.
HOW TO SET-UP PRICE OF THE GAME PLAY.
Enter the settings mode by powering up the machine and switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
DIP switch #1
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Press the SW1 button repeatedly on the main board until the main display reads ‘P 4’. If you get too far on this menu you can always get back with the SW2 button.
Now you can modify the setting to set-up the price of the game play ( If one game credit is to cost $1 the setting would then be 4 -1, meaning that 4 quarters equals one punch). There is one number you must set here and this is done by the machine’s START button in the front. After you are done the display should look like the following picture if you chose these settings.
To leave the settings mode simply turn the DIP switch #1 to off (left) position. The machine should reset and be ready to go.
SW1
SW2
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HOW TO SET UP BONUS POINTS
Enter the settings mode by powering up the machine and switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
Press the SW1 button repeatedly on the main board until the main display reads ‘P 5’. If you get too far on this menu you can always get back with the SW2 button.
DIP switch #1
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This setting corresponds to the number of credits given when a set dollar amount is put in the machine. For example: you want to set 8 credits (punches) for $5 (5*4=20 quarters), you should adjust this setting to indicate 20-8 as shown.
The values can be set using START and GAME buttons. As shown, START sets the left value and GAME sets the right value. Repeat the procedure for ‘P 6’ but remember to set the bonus for a larger amount of money then in ‘P 5’. Example could be for $10, 20 credits (10*4=40, so the setting is 40-20). If you get too far while increasing these values you must continue going up to 100 before you again end up at single 0. To leave the settings mode simply turn the DIP switch #1 to off (left) position. The machine should reset and be ready to go.
SW1
SW2
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HOW TO SET UP ‘WHEEL OF FUN’ FUNCTION
Enter the settings mode by powering up the machine and switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
Press the SW1 button repeatedly on the main board until the main display reads ‘P 23’. If you get too far on this menu you can always get back with the SW2 button.
DIP swit
ch #1
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The single digit number on the lower right display is the ‘Wheel of Fun’ mode. To enable this function set this number to ‘1’ by pressing the START button. If the machine is not equipped with this wheel then this setting should remain ‘0’. The picture below illustrates the enabled mode for the wheel of fun.
Another important setting for the wheel of fun is the frequency of winning prizes. There are three levels of prizes the player can win with this wheel. They correspond to number 1, 2, and 3 on the wheel as pictured below. The frequency of stopping on one of these places can be adjusted with the following procedure.
SW1
SW2
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After you set menu item ‘P23’ as described above go up to ‘P24’. This is for setting the frequency of winning prize #1. Here you must set the value (number of quarters) that the machine must collect before unlocking the first prize. This value is set using the START and GAME buttons. For example let’s adjust this setting for $100 or 400 quarters. The display should look like the following picture.
Similarly, you must set the frequency of winning for prizes
1 2
3
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2 and 3. These are menu items ‘P25’ and ‘P26’. If we set these for $50 and $25 the display should show the following. Always remember that the values in these settings are in quarters.
To leave the settings mode simply turn the DIP switch #1 to off (left) position. The machine should reset and be ready to go.
HOW TO SET UP MAGIC NUMBER
The magic number can be any 3 digit combination. The magic number as well as the frequency of hitting that number must be set. Enter the settings mode by powering up the machine and switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
DIP switch #1
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Press the SW1 button repeatedly on the main board until the main display reads ‘P43’. If you get too far on this menu you can always get back with the SW2 button.
Use the START and GAME buttons to adjust the value of the magic number as desired. Press the SW2 button to get to setting ‘P42’, which is the minimum amount of credits collected by the machine to unlock the possibility of hitting that number. Here again use the same buttons to adjust the value. Remember that this value is counted in quarters. In this example the machine collects $100 before unlocking the magic number (400 quarters = $100). It becomes possible then for the player to hit the bag and get a score of ‘777’. The two pictures illustrate the magic number setting for this case.
SW1
SW2
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To leave the settings mode simply turn the DIP switch #1 to off (left) position. The machine should reset and be ready to go.
HOW TO RESET HIGH SCORES MANUALLY
If you feel the score on the game reached an unbeatable number you can reset this score to the default value (see setting P30). Enter the reset mode by powering up the machine and switching DIP switch #4 to ON position.
DIP switch #
4
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You will not see any changes on the display and the game will remain in playable mode. This is why it is important to remember to switch the machine back from this mode when done resetting. Next, press and hold the START button on the machine for about 10 seconds. When the score resets on the main display then release the
START button and put DIP switch #4 back to OFF position.
HOW TO RESET HIGH SCORES AUTOMATICALLY
If you want the machine to automatically reset the highest score (of Power Mode) so that it does not get too high, follow the instructions below. The highest score will be reset to the value programmed in setting P30 (see setting P30). Enter the settings mode by powering up the machine and switching DIP switch #1 (on the main board) to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
DIP switch #1
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Press the SW1 button repeatedly on the main board until the main display reads ‘P86’. If you get too far on this menu you can always get back with the SW2 button. Using START button on the front of the machine set number of hours (counted from the last resetting) after which the highest score should be reset automatically, eg. set 120.
Then press the SW1 button once - the main display should read ‘P87’. Using START button on the front of the machine set number of minutes (counted when machine is in idle state after the time set in P86 above has already passed) after which the highest score will be reset, eg. 15.
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SUMMARY: With above settings the machine will count 120 hours from the last resetting (either manual or automatic), and then, if machine is in idle state for more than 15 minutes the highest score will be reset.
HOW TO ERASE CREDITS
Erasing the game’s credits can be done with the following procedure. Enter the settings mode by powering up the machine and switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’ as shown.
DIP switch #1
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Press the SW1 button repeatedly on the main board until the main display reads ‘P20’. If you get too far on this menu you can always get back with the SW2 button.
Press the START button located in the front of the game. When finished don’t forget to set DIP switch #1 back to OFF position.
HOW TO CHANGE THE PUNCHING BAG
Changing the punching bag is required in some cases. Lower the bag arm as in the play mode and ready to punch. Take off the front guard and unscrew the top nut using 19 mm wrench (use wrench with a ratchet). This will release the bag assembly.
SW1
SW2
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To install a new bag first make sure that the tension nut is taken off and the second nut is screwed all the way on the bolt. Otherwise the second bolt will prevent the bag from properly tightening of the assembly. Insert the bag in its place, replace the tension nut and tighten it until the bag cannot be twisted by manual tests. To test this grab the bag in your arm and simply use your body’s weight to try to twist the bag on the bolt’s axis.
Tension nut
Counter lock nut
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If it is secured tight enough, then finish by unscrewing the second nut until it tightens on the metal arm.
HOW TO RELEASE THE PUNCHING BAG MANUALLY
Sometimes it is necessary to release the punching bag when the machine has no power. This can still be done manually. You must reach over the bag and find the mechanical hammer holding the entire arm in position. Then using your thumb press the hammer which is under compression by a spring behind it and the bag should be free to come down.
HOW TO CHANGE THE FUSE IN THE MAIN SWITCH
Locate the power cord connection on the back of the machine. The fuse can be found hidden between the power cord socket and the main ON/OFF switch. In order to replace it use a flat screwdriver to pry open the fuse holder and pull it out.
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HOW TO CHECK THE SOLENOID
Proper operation of the solenoid can be verified by releasing the punching bag electronically. This can be done by pushing a release button located on the side power supply (not the main board). Power up the machine and press this button. If the bag is released the solenoid is working.
If the bag does not come down there may be a problem with the solenoid. Remove the two solenoid wires connected to the power supply circuit board. Unscrew the two terminals and pull these wires out.
Solenoid Release Button
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Check resistance on these two terminals with a multi-meter. The resistance should be very low around 0.5 . If your meter shows overload or infinite resistance the solenoid coil may be damaged. In that case replacing the solenoid is necessary.
The solenoid can be evaluated in another way if for example you do not have a multi-meter handy. This also involves unscrewing the two terminals and pulling out the two wires. Instead of measuring the resistance as described above make a temporary connection with direct 12 V supply by touching the two wires onto the input voltage terminal as shown in the picture below.
Solenoid Wires
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MAIN BOARD SETTINGS
P1
P31
P61
P2
P32
P62
P3
P33
P63
P4
P34
P64
P5
P35
P65
P6
P36
P66
P7
P37
P67
P8
P38
P68
P9
P39
P69
P10
P40
P70
P11
P41
P71
P12
P42
P72
P13
P43
P73
P14
P44
P74
P15
P45
P75
P16
P46
P76
P17
P47
P77
P18
P48
P78
P19
P49
P79
P20
P50
P80
P21
P51
P81
P22
P52
P82
P23
P53
P83
P24
P54
P84
P25
P55
P85
P26
P56
P86
P27
P57
P87
P28
P58
P88
P29
P59
P89
P30
P60
P90
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MAINTENANCE LOG
Date of Service
Punching bag
condition
Punching bag
pressure
Arm protector
condition
Arm protector
position
Legibility of
disclaimer
Legibility of
instruction
Level of
machine
Grease on
mechanism
Bulbs
Buttons
Bill and coin
validators
Safe condition (Yes/No)
SERIAL NO
If not working
or condition
not safe for
use what was
replaced
Comments
Signature
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