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