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DinoSpin Service Manual

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1. BOTTON Note Targets red blue or cross bone are the factory default settings These types will be different if the Target modes 49 62 have been programmed to values other than the factory default settings Figure 2 Encoding Wheel Rear View 14 Appendix B continued 4 10 97 10 08 Pirates Revenge Encoder Wheel Geometry Ring Inner Outer Target Small Large Jewel Location Points Ring Ring Ring Ring Ring Radius Radius Location _Anale Anale Won Smallest 1 4 16 4 28 27 334 3 348 0 Blue Lose 2 4 56 4 68 28 348 0 0 0 Blue Win 5 3 4 96 5 08 29 0 0 11 0 Crossbone 4 5 36 5 48 0 11 0 14 0 Win 200 5 5 76 5 88 1 14 0 25 7 Crossbone Largest 6 6 16 6 28 2 25 7 35 5 Red Win 15 3 35 5 51 4 Red Lose 4 51 4 67 5 Blue Win 25 5 67 5 77 1 Blue Lose 6 77 1 95 5 Red Win 10 7 95 5 102 9 Red Lose 8 102 9 122 5 Blue Win 10 9 122 5 128 6 Blue Lose 10 128 6 142 0 Red Win 25 11 142 0 154 3 Red Lose 12 154 3 160 0 Blue Win 40 13 160 0 180 0 Blue Lose 14 180 0 188 5 Win 2X 50 15 188 5 197 0 Win 2X 10 16 197 0 205 7 Win 2X 15 17 205 7 215 5 Red Lose 18 215 5 231 4 Red Win 10 19 231 4 242 0 Blue Lose 20 242 0 257 1 Blue Win 40 21 257 1 267 0 Red Lose 22 267 0 282 9 Red Win 50 23 282 9 301 5 Blue Lose 24 301 5 308 6 Blue Win 15 25 308 6 317 5 Red Lose 26 317 5 334 3 Red W
2. Points Points Points Points j S oO a kel E bh Points Points ke Points Points Points Points continued on next page Programming Modes continued Mode Description Factory Number Default Value tae Target Location 22 The number of points for stopping on this location See Figure 2 ie Target Location 23 The number of points no a for stopping on this location See Figure 2 Target Location 24 The number of points IT a for stopping on this location See Figure 2 ee Target Location 25 The number of points Becca for stopping on this location See Figure 2 CS Target Location 26 The number of points bs a a for stopping on this location See Figure 2 E for stopping on this location See Figure 2 WEE Target Location 28 The number of points ee E for stopping on this location See Figure 2 RS Target Location 29 The number of points Ke for stopping on this location See Figure 2 Invalid Location This is not a valid target location CS Invalid Location This is not a valid target ES location Target 1 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 2 The type of Target on the game clock face Targets are numbered counter clockwise with number 1 at top when viewed from the front Target 3 The type of Target on the game 51 clock face As viewed from the
3. v 12V Figure 1 Wiring Diagram 13 v11 GND 6 OHM V12 12V 12V 12V Right Speaker EE EE E EE re EE EE EE EC lt 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Left Speak RR Vend Expansion Board GE S S 8 VIV VIVIV J AE VAE TMA 12 11 8 7 16 5 4 3 2 1 Push Buttons Vend Outputs CH Mode 5 D Reset op 5 E e S y 3 E S s G Up Switch 31 8 2 E SS down CPU Board E Zz 5 ro 15A E E E a E ed E ES ON OFF Breaker E T Target Inputs ti D GND 12 Oo z ep D S Mees eT aes 18 p Ts IR EE E ek St Q 16 15 14 13 12 11 10 9 8 6 5 4 3 2 1 6 KV 6 KV 12V GND S SRY ON OFF Tickets Coin Acceptors D 6KV Coin Acceptor 1 Coin Acceptor 2 a vey eR 13 8V Low Call Attendant 9 25c 10 25c High Vol Tickets a DC CF Ki igh Voltage Power Neon Transformer l Ce K D yH Sei Supply CAUTION K uii Ticket ie 1015A Q No Counter Tickets Ticket Dispenser Coin Counter 120 VAC 60 Hz Appendix B Encoding Wheel Details Target Locations
4. the Mode button may be pressed repeatedly to select other modes to modify When all the modes have their values set as desired press the Reset button to end the keypad programming mode and return the game to its normal playing mode All the mode values may be returned to their factory default settings by powering up the game while holding down the reset button on the CPU board The reset button must remain held down for about ten seconds until the game begins running Description Units Factory Default Value Total Coins In Counter This number n a increments every time a coin is played and Maximum Number Of Times To Go for two The maximum number of times a player may go for two 3 Button 0 displays the total number of coins taken in 7 Button 3 This value is ignored if the Go for two Enable DIP Switch 8 is OFF in which case the player is not allowed to go for two RPM Update Rate Update rate for the mSec RPM readout on the numeric displa 20 0 5 Sec Attract On The length of time audio is played during the continuous ON OFF sequencing of attraction audio Seconds This value is ignored if the Attract Audio Disable DIP Switch 1 is ON in which case no attraction audio is played Attract Off tThe length of time audio is off B during the ON OFF sequencing of the Seconds 150 attraction audio Set this value to 0 for continuous attraction audio aaa heal a required to give player one credit continued on next
5. OFF Game will not wait the amount of time specified by the Motor At Speed Mode 7 value before responding to the Stop or Super Fast Skill Stop buttons a Super Fast Skill Stop Mode ON Brake is activated by the Super Fast Skill Stop button as long as button is pushed or pulsed OFF Brake is activated and locked on by the Super Fast Skill Stop button the first time it is pushed this prevents pulsing the Super Fast Skill Stop button continued on next page Operator DIP Switch Programming continued Brake Disable ON The brake will not be activated at any time including when the Super Fast Skill Stop button is pushed OFF The brake will be activated when the Super Fast Skill Stop button is pushed On Line Free Play Disable ON No free play awarded when bone lands on a line points are awarded according to Consolation Points Mode 15 value OFF Free play awarded when bone lands on a line in lieu of any points specified by the Consolation Points Mode 15 value Go for two Enable OFF Allow player to go for two up to the maximum number of OFF times allowed by the Maximum 3 button Number of Times To Go for two ON Mode 2 value ON Do not allow player to go for two Input Output Signals Description CPU or Vend Signal Source Signal Destination Expansion Board Connector Number Target bape H ooa a aooo Sensor F 1 Shaft Encoder Board Encoder Board CPU Board Board Dean O a aaea Ue
6. front Targets are numbered counter clockwise with number 1 at top Target 4 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 5 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 6 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 7 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top continued on next page Programming Modes continued Mode Description Factory Number Default Target 8 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 9 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 10 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 11 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top 63 Target 12 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1
7. PLANET EARTH ENTERTAINMENT OPERATION MANUAL 18 August 1997 Features e Bright attention grabbing graphics s Hot looking neon ring lighting e Exciting Super Fast Skill Stop and Go for Two play features e Oversized high reliability buttons e Operator programmable Specifications Voltage 115 VAC Frequency 60 Hz Weight 200 Pounds Overview Dinospin consists of a lighted clock face with motorized spinning bone a player console with large buttons and numeric display for game play speakers for sound effects two coin acceptors and a ticket dispenser The objective is to skillfully stop the bone so that it points to a desirable position to maximize the number of points won Especially noteworthy is a go for two feature which at times gives the player the opportunity to risk winnings to double their score Game Play Dinospin offers very fast and interesting play and many different strategies for Maximizing points won 1 2 3 4 5 6 7 Insert coin s to ready the game for play Push the start button to begin the bone spinning There are several seconds in which to influence where the bone will stop by skillfully pushing the Stop and Super Fast Skill Stop buttons Points are awarded and displayed in addition to any accumulated points already won Depending upon the number of points won the option to go for two and spin again may be given If the go for two option is declined points may be tr
8. Zone Value The number of points 13 awarded the player when stopped in the dead Points zone Super Fast Skill Stop Time Limit If the 14 player does not push the Super Fast Skill mSec 200 Stop button within this amount of time the 20 4 Sec bone will automatically coast to a stop On Line Consolation Points The number of points that are awarded when the bone 15 stops on the line Points 1 This value is over ridden when the On Line Free Play Disable DIP Switch 7 is OFF in which case the player is given a free spin in lieu of consolation points continued on next page 10 11 2 Programming Modes continued Mode Description Number 1 18 7 19 21 7 1 3 Points Per Ticket The number of points that are required for the player to receive one ticket Target Location 0 The number of points for stopping on this location See Figure 2 Target Location 1 The number of points for stopping on this location See Figure 2 Target Location 2 The number of points for stopping on this location See Figure 2 Target Location 3 The number of points for stopping on this location See Figure 2 Target Location 4 The number of points for stopping on this location See Figure 2 Target Location 5 The number of points for stopping on this location See Figure 2 Target Location 6 The number of points for stopping on this location See Figure 2 Target Location 7 The number of points for st
9. a esor 6 Shatner Bort CPU Board S Burton Cond Coin Acceptor GPU Board Go Player Console CPUBoard ____ 00T Player Console CPU Board EE Stop Lamp IL GEU Board Player Console Take Tickets Lamp 4 CPU Board Player Console Goo CPU Board Player Console _ __ _ Go CPU Board Player Console _ __ Super Fast Skill Stop CPU Board Player Console Lamp Call Attendant Lamp sg CPU Boara LED on Ticket Dispenser_ notused CPUBoard S ef notused 10 CPU Board S Eef Brake On Rela CPU Board continued on next page 10 Input Output Singals continued Description CPU or Vend Signal Source Signal Destination Expansion Board Connector Number Outputs Target 1 Lamp Dino Target 2 Lamp Vol Target 3 Lamp Dino Target 4 Lamp Vol Target 5 Lamp Dino Target 6 Lamp Vol LR Target 7 Lamp Dino Vend Expansion Board Clock Face Target 8 Lamp Vol 8 O O Target 9 Lamp Dino ng Vend Expansion Board Clock Face Target 10 Lamp Vol Target 11 Lamp Dino Target 12 Lamp Vol 1 Vend Expansion Board Clock Face Vend Expansion Board Clock Face Target 13 Lamp Dino Vend Expansion Board Clock Face Target 14 Lamp Vol Vend Expansion Board Clock Face Ee o o Po leave plugged in Notes 1 Targets are numbered counter clockwise starting at top as viewed from the front 2 Target types Dino s or Volcano s ar
10. aded for tickets or additional coins may be inserted to play again When going for two Dino is selected and the bone spun again e Ifthe bone lands on the chosen color the points are doubled Otherwise the points risked are lost e This process of choosing whether or not to go for two is continued until one of three events occur 1 Volcano is incorrectly chosen and the points risked are lost 2 the maximum number of times allowed to go for two is reached and points won is added to the accumulated points or 3 the option to go for two is declined by the player and the points won so far are added to the accumulated points The total accumulated points may be traded for credits or tickets Sound effects play throughout game play apprising player of go for two options and acknowledging wins and loses Programming Dinospin is controlled by a CPU board having several operator controllable options which are programmed by entering data through a four button operator keypad and by setting DIP switches Both the four button keypad and the DIP switches are located on the CPU board Operator Keypad Programming Press the Mode button on the CPU board to begin keypad programming The numeric display on the player console will show the mode number on the left with its value on the right To change the mode s value press the Up or Dn buttons on the CPU board to cycle through each of the allowable values When the desired value is displayed
11. at top Target 13 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Target 14 The type of Target on the game clock face As viewed from the front Targets are numbered counter clockwise with number 1 at top Debug For factory use onl Clock Face Diagnostic The number of 192 points awarded for the bone s current position Points n a is displayed on the numeric display on the player console 57 1 6 Operator DIP Switch Programming Eight DIP switches numbered 1 through 8 are located on the CPU board These switches control various aspects of game play The CPU board must be turned off and back on again for new DIP Switch settings to take effect DIP Description of DIP Switch Function Factory Switch Default Number Setting Attract Audio Disable ON No attract audio is played Attract On Mode 4 value is ignored OFF Attract mode audio is sequenced on and off according to the timing parameters specified by the Attract On Mode 4 and the Attract Off Mode 5 values Instruction Audio Disable Note the Instruction Audio feature is not presently implemented ON No instruction audio is played OFF Instruction audio is played Motor At Speed Enable ON The amount of time specified by the Motor At Speed Mode 7 value must elapse before the ON game will respond to the player pushing the Stop or Super Fast Skill Stop buttons
12. cation Mounted on sheet metal panel with CPU and Audio boards attached to floor near rear of cabinet Function Provides outputs in addition to those supplied by the CPU board which are required for game operation Figure 11 Vend Expansion Board Figure 12 Audio Board Location Mounted on sheet metal panel with CPU and Vend Expansion boards attached to floor near rear of cabinet Function Generates audio for sound effects 20 Appendix D continued Location Mounted on rear of cabinet with shaft encoding disk Function Sense position of bone encoder disk Figure 13 Shaft Position Sensor Board Location Mounted to front of cabinet below player console to left of Coin Acceptors Function Storing and dispensing tickets Figure 14 Ticket Dispenser Subassembly 21 Appendix D continued Location Mounted to front of cabinet below player console to right of Ticket Dispenser Function Two coin slots with returns for accepting player s coins and operator accessible coin bin for collecting coins Figure 15 Coin Acceptors Subassembly Location Mounted to right side of cabinet near floor Function Provide DC power for the game electronics Figure 16 Low Voltage Regulated DC Power Supply Subassembly Location Mounted to rear of cabinet below clock face Function Power and operator adjustments for spinning and braking of bone Figure 17 Bone Motor Speed and Brak
13. e Control Subassembly 22 Appendix D continued Location Front of game below clock face Function Provides buttons and numeric display for game play Figure 18 Player Console Subassembly Top Location Front of game below clock face Function Provides buttons and numeric display for game play Figure 19 Player Console Subassembly Bottom Location Front of game below clock face on player console Function Provides digital readout of numeric information Figure 20 Numeric Display Subassembly Location Behind clock face accessible behind protective cover from rear of cabinet Function Sense position of bone Figure 21 Bone Encoding Disk Subassembly 23
14. e the factory default settings These types will be different if the Target modes 49 62 have been programmed to values other than the factory default settings 0 1 2 3 4 5 6 11 Technical Assistance Most distributors provide technical assistance for the products they sell If your distributor cannot solve your problem assistance can be obtained through Planet Earth Entertainment Call 818 773 6056 between the hours of 8 00 AM and 4 00 PM pacific time Monday through Friday and ask for the service department Please have the following information available Type of Game Serial Number Distributor s Name Description of Problem i e The service technician may ask you to perform some tests on your machine so it is preferable to call from the game s location if possible Planet Earth Entertainment 8835 Shirley Northridge CA 91424 12 Appendix A Wiring Diagram On Off Flourescent Lamp FI15T8CW 120 VAC 6KV Motor Speed Pilot Relay Se 9 L 12 Volt Belt N 6 OHM Solenoid GND Brake Strength Pilot Relay ET re Skull amp Crossbone Pirates Revenge 4 1 97 On Off Flourescent Lamp F15T8CW 120 VAC To CPU Board Display Board T1 T6 Last Coin Score RPM Credits Total S 888 88 88 core 8 DC Motor Tickets GND
15. in 25 NOTES 1 Target locations on encoding wheel are numbered clockwise from 0 at top as viewed from rear of game See Figure 2 2 Encoding wheel small and large angles are measured clockwise as viewed from rear of game starting with the line between positions 0 and 29 3 Rings 1 5 blacked out areas indicate cut out portions of encoding wheel Figure 3 Encoding Wheel Geometry and Codes Targets red blue or cross bone shown in Figure 3 are the factory default settings These types will be different if the Target modes 49 62 have been programmed to values other than the factory default settings 15 Appendix C Assembly Drawings Figure 4 Top Assembly Drawing K Bg Figure 5 Player Console Assembly Drawing 16 Appendix C continued cay DE ee ba E ee Figure 7 Clock Face Assembly Drawing 17 Appendix C continued Figure 8 Motor Brake Encoding Wheel Assembly Drawing 1 18 Appendix C continued BRAKE LINKAGE Figure 9 Motor Brake Encoding Wheel Assembly Drawing 2 19 Appendix D Circuit Boards and Major Sub Assemblies Dinospin has several circuit boards that control the operation of the game pictures of each of the circuit boards are shown in Appendix A Location Mounted on sheet metal panel with Vend Expansion and Audio boards attached to floor near rear of cabinet Function Controls game operation Lo
16. opping on this location See Figure 2 Target Location 8 The number of points for stopping on this location See Figure 2 Target Location 9 The number of points for stopping on this location See Figure 2 Target Location 10 The number of points for stopping on this location See Figure 2 Target Location 11 The number of points for stopping on this location See Figure 2 Target Location 12 The number of points for stopping on this location See Figure 2 Target Location 13 The number of points for stopping on this location See Figure 2 Target Location 14 The number of points for stopping on this location See Figure 2 Target Location 15 The number of points for stopping on this location See Figure 2 Target Location 16 The number of points for stopping on this location See Figure 2 Target Location 17 The number of points for stopping on this location See Figure 2 Target Location 18 The number of points for stopping on this location See Figure 2 Target Location 19 The number of points for stopping on this location See Figure 2 Target Location 20 The number of points for stopping on this location See Figure 2 Target Location 21 The number of points for stopping on this location See Figure 2 Units Factory Default 1 Points Points Points kel Points Points Points Points ke Points Points kel Points Points Points Points
17. page Programming Modes continued Mode Description Units Factory Number Default Value Motor At Speed The minimum length of time from when the player pushes the Start button until the game will respond to the Stop or Super Fast Skill Stop buttons This mSec prevents the player from pushing the Super 20 Fast Skill Stop button before or immediately after pushing the Start button This value is ignored if the Motor At Speed Enable DIP Switch 4 is OFF in which case the game will respond if the player immediately pushes either of the stop buttons Stop Buttons Maximum Wait Time The maximum length of time in which the game will respond to the player pushing the Stop or mSec 400 Super Fast Skill Stop buttons after having 20 8 Sec pushed the Start button This prevents the player from waiting until the bone has slowed way down before pushing the Super Fast Skill Stop Target Lamp Timer tThe length of time the Target lamps are lit when the player doubles Seconds Minimum Points to Allow Go for two The minimum number of points required to Points 100 allow the player to go for two Maximum Ticket Score For Dispense The maximum number of tickets that can be Points won Ticket Motor Off Time The amount of 1 time the ticket dispenser is off between mSec tickets This controls how fast tickets are 20 dispensed caution setting this value too low may cause ticket dispenser to malfunction Dead

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