Arcade Dunk N Alien Manual Service 11 01 07 User
2013-11-14
User Manual: Arcade Dunk N Alien Manual
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OWNERS AND SERVICE MANUAL INNOVATIVE CONCEPTS IN ENTERTAINMENT INC. 1 TABLE OF CONTENTS INTRODUCTION…………………………….………….PAGE 3 • • GAME FEATURES GAME PLAY ASSEMBLY………………………………………………PAGE 4 - 5 • • • • • BEFORE YOU BEGIN TOOLS NEEDED INSTALLATION SETTING A.C. LINE VOLTAGES A.C. LINE VOLTAGE ADJUSTMENTS SET-UP / TESTING………………………………..…...PAGE 6 - 9 • • • • • • SAFETY PRECAUTIONS PROGRAMMING YOUR GAME OPTION MODES TESTING DISPLAY CODES ERROR CODES QUICK TROUBLESHOOTING………………...……...PAGE 10 - 11 • PROBLEMS AND SOLUTIONS REPAIR…………………………………………….……..PAGE 12 - 14 • • • • OPERATIONAL BACKGROUND MECHANICAL REPAIR ELECTRICAL / ELECTRONIC REPAIR MAINTENANCE PARTS LISTINGS……………………………….………PAGE 15 SCHEMATICS / WIRING DIAGRAMS...……….……..PAGE 16 - 33 ICEDOC DA9001 REVISION D 11-01-07 2 INTRODUCTION GAME FEATURES GAME PLAY Thank you for your purchase of the new DUNK ‘N ALIEN™ Alley Roller game from I.C.E. This game is a whole new experience in the traditional Alley Roller genre. We have incorporated an interactive Alien that heckles the player while they are trying to hit a moving target. These new features make for a very memorable and exciting experience. Game play begins when a player has inserted enough money into the game to create 1 “Credit”. At this point, the balls are released from the game and the games begins. The game starts off with unparalleled ease of assembly. The game goes together in just a few minutes. The player continues to roll balls until they are all used up. 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. At the end of the game, the game will dispense tickets based on score. (If the game is so equipped) The player rolls the balls up the alley at the moving target and is awarded points from the possible target hit as well as the corresponding pocket the ball lands in. 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 easier 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. 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. 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 3 to 9 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 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. 3 ASSEMBLY 8. 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. 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 9. Slide the right hand cover from the game. 10. 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. 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. 11. Open the parts box containing the balls and install them into the ball return release. (There should be balls supplied with the game) HAVE A QUALIFIED ELECTRICIAN CHECK YOUR A.C. RECEPTACLE TO BE SURE THE GROUND IS FUNCTIONING PROPERLY. 12. Slide the right hand cover back onto the game. 13. Open the electronics access door. (Door in between the ticket and coin drawers) TOOLS NEEDED • • • • 14. 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.* Large Allen Key (Supplied) Phillips head screwdriver Security Allen Key Allen Key (1/8”) * 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. INSTALLATION 15. Unpack the side cages. Attach to game cabinet using 2 black 1/4” bolts at the top and 2 security Allen bolts at the sides. 1. 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. 16. Unpack front glass and mount to front edge of side cages using 6 1/4-20 thumbscrews. 17. Unpack top Marquee. Locate front face of Marquee 1” back from top front edge of game. Attach using 3 square drive screws. 2. Lift out all cage parts as well as any other parts shipped along with the game. 3. Remove the 2 game halves from the pallet. 4. 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 cord. 5. Set the front cabinet into position in front of the rear cabinet. 6. 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. 4 ASSEMBLY 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 110 120 200-220 V.A.C. 220-240 V.A.C. 220 240 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. • Plug the power cord back into the receptacle in the power module, and into the wall outlet. WHEN CHANGING FROM THE 220-240 TO 110-120 VOLT RANGE, DOUBLE THE MAIN FUSE AMPERAGE VALUE. 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. • Snap the fuse holder assembly back into the power module. NOTE: WHEN CHANGING VOLTAGES FROM THE 110-120 TO 220-240 RANGE, LOWER THE MAIN FUSE AMPERAGE VALUE BY ½. VOLTAGE SETTING 90-110 V.A.C. 110-130 V.A.C. • 5 SET-UP / GAME TESTING SAFETY PRECAUTIONS PROGRAMMING BUTTON (PROGRAM / SW1) IMPORTANT: FAILURE TO FOLLOW THESE DIRECTIONS COULD CAUSE SERIOUS DAMAGE TO YOU OR YOUR GAME. Press this button to enter or exit the PROGRAMMING mode. Press this button once to enter programming mode. When in this mode, the game displays will display information pertinent to game programming. Press the button once again to exit programming mode. WARNING: WHEN INSTALLING THIS GAME, A 3 PRONG GROUNDED A.C. RECEPTACLE MUST BE USED. FAILURE TO DO SO COULD RESULT IN INJURY TO YOURSELF OR OTHERS. FAILURE TO USE A GROUNDED RECEPTACLE COULD ALSO CAUSE IMPROPER GAME OPERATION, OR DAMAGE TO THE ELECTRONICS Once in this mode you can press SW2, SW3 or SW4 to make adjustments to the game. SELECT BUTTON DO NOT DEFEAT OR REMOVE THE GROUNDING PRONG ON THE POWER CORD FOR THE SAME REASON AS GIVEN ABOVE. USING AN IMPROPERLY GROUNDED GAME COULD VOID YOUR WARRANTY. (SELECT / 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. HAVE A QUALIFIED ELECTRICIAN CHECK YOUR A.C. RECEPTACLE TO BE SURE THE GROUND IS FUNCTIONING PROPERLY. REPLACE ALL INCANDESCENT BULBS WITH PROPER ICE SUPPLIED BULBS ONLY 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 the button changes to the next HIGHER available value for that mode. 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. STEP DOWN BUTTON (DOWN / SW4) PLEASE NOTE: THE PROGRAMMING AND TEST BUTTONS ARE LOCATED ALONG THE FRONT EDGE OF THE MAIN P.C. BOARD THAT IS LOCATED BEHIND THE ELECTRONICS ACCESS DOOR. THIS DOOR IS BETWEEN THE TICKET AND COIN DRAWERS AT THE FRONT OF THE GAME. This button is used to change the VALUE of a particular option mode. Each push of the button changes to the next LOWER available value for that mode. 6 SET-UP / GAME TESTING MODE 04 OPTION MODES (COINS PER CREDIT) COIN INPUT #1 Please read the setting information carefully BEFORE making any adjustments. Failure to set options properly can yield unexpected results. 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 1-9. 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. The factory default for this setting is “2” PLEASE NOTE: THE VALUES PRE-SET AT THE FACTORY HAVE BEEN FOUND TO WORK BEST AT MOST LOCATIONS. MODE 01 (REAR CABINET SPEAKER VOLUME) ALIEN VOLUME MODE 05 (BONUS CREDITS) This mode is used to change the relative volume of the alien and rear cabinet sounds. “1” is the lowest volume setting and 9 is the highest. Each time the button is pushed, a sound is played to make it easier to determine where the volume should be set. The factory default for this option mode is “5”. Setting this mode to “0” turns the rear cabinet sounds off. This mode 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 08. Setting a “0” turns this option off. The default value for this option is “0”. MODE 02 MODE 06 (ATTRACT MODE) (FRONT CABINET SPEAKER VOLUME) FRONT VOLUME This mode will play the games “ATTRACT” mode when selected. The attract mode consists of the sound and motion being activated for a short time. The value for this mode (in minutes) is 130. The default value for this mode is 3. This mode is used to change the relative volume of the front cabinet sounds. “1” is the lowest volume setting and 10 is the highest. Each time the button is pushed, a sound is played to make it easier to determine where the volume should be set. The factory default for this option mode is “5”. Setting this mode to “0” turns the rear cabinet sounds off. MODE 07 (ATTRACT MODE TYPE) MODE 03 This mode has two choices. Setting this mode to 1 plays the attract mode without sound. Setting this mode to 2 plays the attract mode with sound and motion. The default setting for this mode is “2”. (COINS PER CREDIT) COIN INPUT #2 This coin input functions in an identical fashion to that of MODE 04. This option is generally used in markets that require the use of electronic multimechs. Consult our service department if you have any questions regarding the use of electronic multimechs. 7 SET-UP / GAME TESTING MODE 08 MODE 11 (BALLS PER GAME) (MAXIMUM TICKETS) This mode 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. This mode sets the maximum number of tickets that can be dispensed by the game REGARDLESS of points scored. The range for this mode 0-50. Setting a “0” turns this mode OFF. The default value for this mode is “0”. NOTE: THE NUMBER SELECTED WILL DETERMINE HOW MANY BALLS ARE DISPENSED PER GAME. THE BALLS KEPT IN THE GAME DO NOT DETERMINE THE NUMBER. THE NUMBER OF BALLS IN THE GAME IS USED AS A BALL SUPPLY. THIS AMOUNT SHOULD NOT BE ALLOWED TO GO BELOW THREE (3) OR ABOVE FIFTEEN (15). MODE 12 (DUNK BONUS) This mode sets the number of tickets dispensed AFTER HITTING THE TARGET THREE (3) TIMES IN A ROW. The range for this mode is 0-100. The default setting for this mode is “10”. The range for this mode is 3-9. The default value for this option is “5”. MODE 13 MODE 09 (AUTO BALL ADVANCE) (POINTS PER TICKET) This mode is needed for two reasons. First, if someone starts a game but does complete it 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 the number s of balls played. This mode adjusts the points required to dispense one (1) ticket. Setting a value of 30 will dispense one (1) ticket for every 3,000 points scored. The range for this mode is 0-200. The default value for this mode is “30”. (ticket for every 3,000 points scored) This mode eliminates both of above problems by automatically counting down by one (1) ball every “XXX” number of seconds. (“XXX” represents the value set for this mode) The value set will be the number of seconds counted down between each ball. The range for this mode is 0-45. Setting a “0” turns this mode OFF. The default setting is “30”. MODE 10 (MINIMUM TICKETS) This mode sets the minimum number of tickets that can be dispensed by the game. This would be the equivalent of a “just for playing” option. The amount set IS NOT in addition to other tickets won. If the amount of tickets won exceeds the minimum amount set, that amount of tickets is awarded. The range for this mode 0-10. Setting a “0” turns this mode OFF. The default value for this mode is “4”. MODE 14 (AUTO BALL DISPENSE) This mode works with MODE 13. After the time has run out for MODE 13, the game dispenses one (1) ball. This mode removes the problem of “too few balls in the game”. The game is set to “0” or “1”. Setting the game to “0” turns the mode OFF. The default setting for this mode is “0”. 8 SET-UP / GAME TESTING MODE 15 GAME TESTING (TARGET ARM SPEED) DISPLAY CODES When this mode is selected, the speed of the target arm can be changed. The range for this mode is 525. The default for this mode is “15”. Errors are detected upon power up. The game will go through a “power up” sequence: Display 0 Display 11111 Display 22222 Target Lights go out Display 33333 Display 44444 Target Lights return Display 55555 Display 66666 Display 77777 Display 88888 Display 99999 Target Arm swings for 4 seconds Alien Motor Starts Alien Gets to top MODE 16 (FACTORY DEFAULTS) When this mode is selected, the game will reset to all the factory defaults for all modes. SET “1”, THEN EXIT PROGRAMMING MODE TO RESET ALL VALUES TO FACTORY DEFAULTS. The default for this mode is “0”. GAME TESTING After you have completed the set-up of your game, INSTALL TICKETS into the game, and play a few games to make sure everything is working properly. Check the following: • Check the ticket dispenser to be sure the proper amount of tickets is given. • Check that the game dispenses the correct number of balls. • Check that the ALIEN JAW is moving. • Check that the TARGET is moving and is lighting up. • Check the game for proper scoring. • Check that the “DUNK” sign (strobe light) lights up when the TARGET is hit. • Check that the ALIEN drops and resets to the top when the TARGET is hit. ERROR CODES If no errors exist, then the game will start up automatically. If errors exist, a display with “Er” in the Ball Display will show which errors had occurred during self test. 1 = Left Ball Sensor 2 = Ball Sensor to right of #1 3 = Center Ball Sensor 4 = Ball Sensor to right of #3 5 = Right Ball Sensor 6 = Ball Count Sensor 7 = Alien at Top Sensor 8 = Motor Position Sensor 9 = Target Switch stuck on 10 = Coin 1 Input Stuck on 11 = Coin 2 Input Stuck on 12 = EEPROM Error - New for New Jersey The game will continue to display these errors until power is cycled. Since some of the errors involve moving motors, it is safer to have the operator look at and correct the errors without devices moving unexpectedly. Once the errors have been corrected, a power cycle will have the game test again and if all are well, the game will function normally. IF YOU HAVE ANY QUESTIONS REGARDING THE PROGRAMMING OPTIONS, PLEASE CALL OUR SERVICE DEPARTMENT AT: 1-716-759-0360 9 QUICK TROUBLESHOOTING GAME WILL NOT TAKE OR ADD MONEY CORRECTLY • Micro switch not working or returning properly. Check and repair or replace as necessary. • Game programming set-up incorrectly. Refer to service manual for proper settings. • Bad harnessing or connector. Check w/ohm meter and repair if necessary. • Bad Main P.C. Board. Check and repair or replace as necessary. START BUTTON WILL NOT FLASH WHEN GAME HAS CREDITS, OR WORK WHEN PUSHED • Micro switch not working properly. Test and replace as necessary. • Micro switch popped out of housing. Snap back into housing. • Burned out light bulb. Replace light bulb. • Bad harnessing or connector. Check w/ohm meter and repair as necessary. • Bad Main P.C. Board. Check and repair or replace as necessary. GAME HAS NO SOUND • Bad speaker. Check w/ohm meter for 8-ohm load and replace if defective. • Volume level set incorrectly. Check service manual for volume setting procedures. • Bad Harnessing or connector. Check w/ohm meter and repair if necessary. • Bad Main P.C. Board. Check and repair or replace as necessary. • Main P.C. Board fan bad & I.C.’s overheated. Replace fan. BALLS WILL NOT RELEASE OR WILL NOT STOP RELEASING • Solenoid burned out. Replace solenoid. • Solenoid sticks in. replace solenoid. • Release lever binding. Check, lubricate or replace as necessary. • Release return spring broken. Replace spring. • Bad ball count sensor. Check and replace as necessary. • Bad connector or harnessing. Check w/ohm meter and repair as necessary. • Bad Opto-isolator. Check w/ohm meter and replace if necessary. • Bad Main P.C. Board. Check and repair or replace as necessary. • Debris jamming ball return system. Clean return area. GAME WILL NOT ADD POINTS CORRECTLY / COUNTS BALLS WHEN NOT THROWN • Bad score sensor. Check and repair or replace. • Score sensor wiring bad. Check w/ohm meter and repair or replace. • Cabinet harnessing bad. Check w/ohm meter and repair or replace as necessary. • Sensors loose or misaligned. Realign sensors. • Main P.C. Board bad. Check and repair or replace as necessary. • Check sensors on play cups (look for red LED on opto board) • Beam is blocked • Bent opto brackets TICKET DISPENSER DOES NOT WORK OR WORKS IMPROPERLY • Bad harnessing. Check w/ohm meter and repair if necessary. • Bad ticket dispenser. Repair or replace ticket dispenser. • Dispenser out of tickets. Add tickets. • Bad Main P.C. Board. Check and repair or replace as necessary. • Optical sensor on dispenser dirty. Clean sensor. SCORE DISPLAY WILL NOT LIGHT OR WORKS IMPROPERLY • No power on Main P.C. Board. Check transformer and fuses / check power module • Bad connectors or harnessing. Check w/ohm meter and repair as necessary. • Bad Display P.C. Board. Repair or replace as necessary. • Bad Main P.C. Board. Repair or replace as necessary. TARGET ARM DOES NOT PIVOT PROPERLY • Check linkage, set screws and mounting hardware. Repair/replace if broken or missing. • Check motor 10 QUICK TROUBLESHOOTING ALIEN UP/DOWN MOTION • Check Magnet Switch. Replace if defective • Sprocket loose on motor. Tighten set screws/replace sprocket. • Opto Board not working. Replace. • Lift Pin on Chain missing. Replace link & pin. • Motor not working. Replace motor. ALIEN - NO JAW MOVEMENT • Jaw binding. Check movement of solenoid rod. • Check for loose harness connections. ALIEN EYES • Eyes not lighting up. Check harness connections/replace eye boards. NO FLUORESCENT LIGHTING • Bad connectors or harnessing. Check w/ohm meter and repair as necessary. • Bad ballast transformer. Replace ballast transformer. • Bad bulb. Replace bulb. • No A.C. power to game. Check main fuses in power module. REFER TO THE NEXT SECTION FOR DETAILED INFORMATION ON REPLACEMENT OF P.C. BOARDS AND MECHANICAL COMPONENTS 11 GAME REPAIR Use extreme caution when using probes or volt if the game is powered up. If doing continuity checks, it is important to disconnect the harnessing at both, as attached they may yield erroneous results. WARNING: ALWAYS REMOVE POWER TO THE GAME BEFORE ATTEMPTING ANY SERVICE, UNLESS NEEDED FOR SPECIFIC TESTING. FAILURE TO OBSERVE THIS PRECAUTION COULD RESULT IN SERIOUS INJURY TO YOURSELF OR OTHERS. If P.C. Boards are suspected as causing problems, check to see that all of the I.C. chips are firmly seated on the boards. OPERATIONAL BACKGROUND If light bulbs are suspected, swap them with one that is known to work to narrow the problem down to the bulb or P.C. Board. The DUNK ‘N ALIEN™ game has been designed with MODULAR repair in mind. The coin drawer and ticket drawer can be slid out and removed in their entirety to be worked on in another area if desired. The ball release assembly can be removed as a unit with no tools necessary, making repair a snap. MECHANICAL REPAIR BALL RELEASE ASSEMBLY The ball release system utilizes an A.C. Pull type solenoid that has been specifically designed to eliminate residual magnetism problems commonly found in this type of solenoid. The solenoid is powered via an Opto-isolator, to eliminate solenoid noise from the electronic circuitry. WARNING: BE SURE POWER HAS BEEN REMOVED FROM THE GAME BEFORE PROCEEDING. 1. Open the cash box drawer at least 6 inches. 2. Pull forward on the ball release cover. (The panel with the clear plastic window) about 3 inches to disengage, then lift off. Other than the display, all electronics and power supply components are located on the Main P.C. Board to make modular type replacement fast and simple. The display board has been designed to be very reliable and easy to repair. Very few drive components are necessary for this type of display. 3. Remove the balls from the game. 4. Grasp the release assembly by the rail and slowly lift out, being careful to avoid hitting the sensors on the cover retaining screws. TROUBLESHOOTING PHILOSOPHY 5. Disconnect the connector that connects the release assembly to the game. To find problems with the game, always first check what should be obvious. See that the game is plugged in and that all of the fuses on the game are good. This includes the fuse that is located INSIDE the power module. SOLENOID REPLACEMENT 1. Remove the spring from the solenoid and mounting bolt. Next, check to see that all of the connectors are firmly seated and that none of the wires have pulled out of them. 2. Remove the cotter pin from the clevis pin and slide the clevis pin from the solenoid shaft and linkage. When trying to find out if specific components are bad or not, try swapping them with components from another player station to see if the problem moves with the component, or stays where it was. This will help you to know if you have a problem with a specific component, or maybe a problem with either the wiring or the Main P.C. Board. 3. Carefully scribe a mark when removing the solenoid to be sure the replacement is properly located. 4. Remove the hardware that secures the solenoid to the mounting plate. 12 GAME REPAIR 5. When re-assembling, be sure to use the same size cotter pin to retain the clevis pin, as this pin is needed to hold the spring to the solenoid assembly. BULB REPLACEMENT 1. Unlock and remove the display cover. 2. Pull the old bulb straight out of the socket. 6. Be sure the bent over end of the cotter pin is trimmed so it cannot contact the solenoid body. 3. Push a new bulb straight into the socket and snap into place. SOLENOID REPLACEMENT MAIN P.C. BOARD 1. The ball count sensor must be replaced as an assembly. Remove the transmitter, receiver and sensor P.C. Board from the release assembly. 1. Turn off A.C. power and remove the power cord from the power module. 2. When replacing the unit, it is important to remember to use the star washers. This will prevent the sensors from rotating or loosening. 2. Remove all P.C. Board connectors noting where each one connects into the board. 3. Be sure to install the new sensors in the same position as the old ones. This is important to insure proper alignment and consequently proper ball count 3. Remove the 4 hex fasteners that retain the board to the mounting bracket. 4. Re-assemble in reverse order. BULB REPLACEMENT BALL RETURN SENSOR 1. The bulbs replace easily. Pull the bulb straight out of the socket. 1. Turn off game power. 2. Open cash drawer at least 6 inches. 2. Insert the new bulb into the socket and snap into place. 3. Slide ball release cover from right hand side of game. ELECTRONIC REPAIR 4. Sensor assembly is located at the rear of the ball return channel where the 2 cabinets meet. DISPLAY ASSEMBLY 5. Unscrew the sensor assembly and remove. SCORE DISPLAY ASSEMBLY 6. Assemble in reverse order. 1. Unlock and remove the display cover. NOTE: BE SURE THE TRANSMITTER WIRING IS KEPT HIGH ENOUGH FOR THE BALLS TO PASS UNDER. IF THERE IS ANY SLACK, IT IS IMPORTANT TO REMOVE IT USING A TIE WRAP, ETC. 2. Remove the Phillips head screw at the top of the display mounting bracket. 3. Lift the entire assembly straight up, then pull the bottom forward and remove connectors from the rear. 4. Unscrew the display from the mounting bracket. 5. Assemble in reverse order. 13 GAME REPAIR SCORE SENSORS 1. Remove all A.C. power from the game. 2. Remove the 6 screws from the front of the cage and remove the front of the cage. 3. Remove the single screw from the bottom of each cage side and remove the sides. 4. Remove the 2 retaining screws on the playfield. 5. Remove the playfield. 6. Re-connect power to the game and put the game in test mode. 7. Run your hand through each sensor pair and listen for the sound to indicate proper function. 8. If the sensor does not indicate proper function, remove the sensor and replace. 9. Re-assemble in reverse order. 10. Re-test the assembly when finished. MAINTENANCE Maintenance is easy as the game requires very little service under normal use. To get the best out of the game, please perform the following as indicated: • Clean the playfield weekly using Wildcat pinball cleaner. • Clean the playfield once every 3 months with a buffing wheel and Novus polish. • Oil the levers and linkages on the release system every 6 months. • Polish the cabinet with a good grade of spray furniture polish every 6 months. 14 PARTS LISTINGS MECHANICAL PARTS AR1001 AR1002 AR1003 AR1004 AR1005 AR1007 AR1009 AR1011NH-P402 AR1012NH-P402 AR1016 AR1018 AR1019 AR1020 1024 1026 AR1029 DA1060-P802 DA1061-P802 AR2017 DA3000 DA3012 DA4013 AR3001 AR3020 AR3021 DA3024 DA3035 AR3065 AR3066 DA3017 5014 5101 6105 6111 6117 6118 GRAPHICS & DECALS Ball Rail Ball Return Tray Rail Support Spacer Ball Release Lever Spring Cash Box Solenoid Linkage Ball Release Lever Brkt. Channel Cover, Left Channel Cover, Right Alley Edge Protector, Rear Ball Release Lever Alley Edge Protector, Front Cup Connecting Plates Ticket Bin Ticket Bin Switch Mtg. Brkt. Speaker Grille Cage, Left Side Cage, Right Side Diffuser Support Runaway Material w/ Adhesive Ball Diverter Block Netting Ball Jump Runaway Ball Bumper Material Ball Stop Grommet Ball Front Glass Runaway Ball Bumper Cap, Left Side Runaway Ball Bumper Cap, Right Side Ball Diverter Coin Door Lock Mech Holder Latch Tool Fiber Lever Washer Clevis Pin 3/4” Clevis Pin 1” DA7001 DA7002 DA7003 DA7004 DA7006 DA7008 DA7009 DA7011 DA7014 DA7015 DA7022 DA7024 DA7025 DA7026 DA7027 DA7030 DA7031 DA7032 DA9001 Decal - Large Logo Decal - Small Logo Decal - Coin Door Decal Decal - Ticket Door Decal - Back - Inside Instruction Panel Fuse Rating Decal Decal - Bonus Points Decal - Hit The Target Decal - Playfield Score Marquee Upper - Dunk Decal - Tank Left Decal - Tank Right Decal - Tank Middle Marquee Decal - Bubbles Decal - Alien Eyes Decal - ICE Logo Service Manual ELECTRICAL / ELECTRONIC PARTS 211 248 249 251 FP2000X DA2002 AR2005 AR2007 AR2008 RB2009X CC2027 AR2028X DA2034X HH2050 2111 HH5005 PC20224 PC20429 DA2001X SR2008AX DA2008 Low Ticket Switch PL7 Transformer PL7 Bulb PL7 Socket Display P.C. Board Transformer Start Button Speaker 6 X 9 Solenoid Optical Sensor Assembly 20 Ft. Computer Style Power Cord Ball Eject P.C. Board (AR Model) Main P.C. Board Assembly Power Module Solid State Relay Ticket Dispenser (Entropy) Counter, 12 Volt D.C. Red Diffused L.E.D. Power Supply Motor Assembly - (Wiring only) - Alien Motor - Target PLEASE CALL OUR SERVICE DEPARTMENT FOR HELP WITH ANY PARTS NOT SHOWN ON THIS LIST PHONE 1-716-759-0360 15 4 3 2 1 DA2057AX COIN DOOR INTERFACE 93" D Gnd Coin1 Coin2 Power Power Power Lockout Gnd Coin Counter 1 2 3 4 5 6 7 8 9 orange black yellow/red orange black yellow/brown black yellow/brown orange orange orange tan black yellow/red 9 PIN AMP HOUSING #8136 CONTACT PIN #2201 1 2 3 4 5 6 7 8 9 10 11 12 tan orange 12 PIN PLUG #2106 SPLIT PIN #2100 +12 VDC Gnd C Cnt +12 VDC Gnd Coin 1 D Lockout +12 VDC C C DA2058AX TICKET DOOR INTERFACE 16 93" B 1 2 3 4 5 6 7 8 9 T Sense Power Ticket Run Power Ticket Low Ticket Out Led Gnd Gnd T Cnt violet/blue BLACK violet/white ORANGE orange violet/green violetbrown violet/red black violet/blue ORANGE violet/white orange violet/red violet/brown BLACK black violet/green 9 PIN PLUG #2292 SPLIT PIN #2100 1 2 3 4 5 6 7 8 9 10 11 12 12 PIN PLUG #2106 SPLIT PIN #2100 T Sense Gnd T Run +12 VDC +12 VDC T Cnt T Out T Low Gnd B DA1000X TITLE A DESCRIPTION 6/26/03 DATE 4 3 DA2057AX-COIN DOOR INTERFACE DA2058AX-TICKET DOOR INTERFACE 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 1 OF 22 A 4 3 2 D 1 D 112" 1 2 3 4 5 6 7 8 9 10 11 12 Ball Return Score 1 Score 2 Score 3 Score 4 Score 5 Score 6 Ground Ground Ground Ground Ball Rail Sense white/brown white/red white/orange white/yellow white/green white/blue orange white/brown white/red white/orange black white/yellow white/green white/blue gray/brown gray/red gray/orange gray/yellow gray/green black black white/violet 12 PIN METHODE C 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 + 12 VDC Score 1 Score 2 Score 3 GND Score 4 Score 5 Score 6 (Target) Sc Enable 1 Sc Enable 2 Sc Enable 3 Sc Enable 4 Sc Enable 5 1 2 3 4 Ball Rail Enable Ball Rail Sense Gnd 12V+ C 15 PIN CAP #2367 FEMALE PIN #2102 17 gray/violet white/violet black orange 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Power Power Power B Score Enable 5 Score Enable 4 Power Power Score Enable 3 Score Enable 2 Score Enable 1 Tank Lite 3 Tank Lite 2 Tank Lite 1 Ball Rail Enable orange 4 PIN CAP #2101 FEMALE PIN #2102 112" orange B gray/green gray/yellow red gray/orange gray/red gray/brown white green black gray/violet red white green black 112" black red white green #8526 1 2 3 4 5 6 6 PIN CAP MOLEX # FEMALE PIN #2176 #8308-15 PIN AMP HOUSING #2201-CONTACT PIN DA1000X TITLE A DESCRIPTION 6/26/03 DATE 4 3 DA2055AX - SCORE SENSOR INTERFACE 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 2 OF 22 A 4 3 2 1 D gray/brown orange *2 white/brown black *2 4 PIN PLUG #2099 SOLID PIN #2100S *4" BACK FROM THE CONNECTOR ADD #8640-3/8" SPIRAL WRAP 17-1/2" LONG C + 12 VDC Score 1 Score 2 Score 3 GND Score 4 Score 5 18 Sc Enable 1 Sc Enable 2 Sc Enable 3 Sc Enable 4 Sc Enable 5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 gray/red orange *2 white/red black *2 orange white/brown white/red white/orange black white/yellow white/green 4 PIN PLUG #2099 SOLID PIN #2100S gray/orange orange *2 white/orange black *2 4 PIN PLUG #2099 SOLID PIN #2100S gray/brown gray/red gray/orange gray/yellow gray/green gray/yellow orange *2 white/yellow black *2 4 PIN PLUG #2099 SOLID PIN #2100S 15 PIN PLUG #2144 SPLIT PIN #2100 gray/green orange *2 white/green black *2 B 4 PIN PLUG #2099 SOLID PIN #2100S DESCRIPTION 3 #RB2055X - SCORE SENSOR HARNESS 6/26/03 DATE 4 SC1 Enable +12 VDC TO SC1 CUP1 Gnd 1 2 3 4 SC2 Enable +12 VDC TO SC2 CUP2 Gnd 1 2 3 4 SC3 Enable +12 VDC TO SC3 CUP3 Gnd 1 2 3 4 SC4 Enable +12 VDC TO SC4 CUP4 Gnd 1 2 3 4 SC5 Enable +12 VDC TO SC5 CUP5 Gnd DA1000X TITLE A D 1 2 3 4 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 3 OF 22 C B A 4 3 2 1 DA P11 D Target Motor Alien Motor Misc. Power Power AReset + 12 UVdc Jaw 120" ORANGE/WHITE ORANGE red ORANGE YELLOW/BLACK yellow/orange yellow/violet black GREEN/BLACK BLUE/BLACK orange yellow/red YELLOW/BLACK GREEN/BLACK 1 2 3 4 5 6 7 8 ORANGE ORANGE ORANGE/WHITE BLUE/BLACK 8 PIN AMP HOUSING #2405 CONTACT PIN #2201 12 PIN CAP #2105 FEMALE PIN #2102 C yellow/red violet/black orange yellow/violet orange black 1 2 3 4 5 6 Power Power + 5 Vdc Power Target Motor Alien Motor Encoder Alien Up Ground Alien Motor Jaw Power Dunk Strobe 18" violet/black orange TO RELAY: -4 +3 #PC20217 D TO: DA2061X 127" P17 Dunk Strobe Release Sol Power Alien Up Power Ground 1 2 3 4 5 6 7 8 9 10 11 12 #PC20217 C 127" 6 PIN PLUG #2173 SOLID PIN #2100S 19 P20 B KEY + 5 Vdc Gnd Alien Motor Encoder KEY KEY red 1 2 3 4 5 116" yellow/orange KEY B 5 PIN METHODE #2714 DA1000X TITLE A DESCRIPTION 6/26/03 DATE 4 3 DA2050X - ALIEN UP/JAW POWER EXTENSION 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 4 OF 22 A 4 3 2 1 DA2060X-MAGNETIC REED SENSOR LEAVE WIRES AT FULL LENGTH 116" TO: DA2050X D clear black #8529 Power Power + 5 VDC Power Target Motor Alien Motor Encoder Alien Up Gnd Alien Motor Jaw Power Dunk Strobe 1 2 3 4 5 6 7 8 9 10 11 12 ORANGE/WHITE ORANGE red ORANGE YELLOW/BLACK yellow/orange clear black *2 GREEN/BLACK BLUE/BLACK red black 1 2 black black 1 2 2 PIN CAP MOLEX #8175 FEMALE PIN #2176 2 PIN PLUG MOLEX #2998 MALE PIN #2159 CG2012 SENSOR D 36" ORANGE BLUE/BLACK 1 2 2 PIN CAP #2181 FEMALE PIN #2102 12 PIN PLUG #2106 SPLIT PIN #2100 42" ORANGE 1 2 3 4 YELLOW/BLACK C C 4 PIN CAP #2101 FEMALE PIN #2102 To Alien Motor 71" ORANGE/WHITE 20 GREEN/BLACK 1 2 3 3 PIN CAP #2288 FEMALE #2102 76" yellow/orange red black B 4 PIN AMP HOUSING #2429 CONTACT PIN #2201 1 2 3 4 B To Alien Motor Encoder TO STROBE LIGHT 140" black M #2909 .187 #651 .187 #651 .187 #2909 M .187 #8529 red/black 17 " red red STROBE LIGHT ASY #MZ2035X DA1000X TITLE A DESCRIPTION 6/26/03 DATE 4 3 DA2061X - ALIEN UP/JAW POWER DA2060X - MAGNETIC REED SENSOR 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 5 OF 22 A 4 3 2 1 34" D yellow/brown red black white/brown white/red yellow 1 2 3 4 5 6 Serial Dout +5 vdc LEFT EYE Gnd Serial Din Latch Clock D 1 2 3 4 5 6 Serial Dout +5 vdc Gnd Serial Din Latch Clock C 6 PIN METHODE #8634 16" +5 VDC Gnd Serial Data Latch Clock C +12 VDC JAW 1 2 3 4 5 6 7 8 9 red *2 black *2 white/brown white/red *2 yellow *2 34" ORANGE BLUE/BLACK red black yellow/brown white/red yellow RIGHT EYE 21 6 PIN METHODE #8634 9 PIN PLUG #2292 SPLIT PIN #2100 B B 20" ORANGE BLUE/BLACK 1 2 2 PIN CAP #2181 FEMALE PIN #2102 DA1000X TITLE A DESCRIPTION 4 3 2 DA1000XREV2.VS D DRAWN BY MVANHORN DA2052X - EYE/JAW HARNESS 6/26/03 DATE FILENAME REVISED 3/26/04 PAGE 1 6 OF 22 A 4 3 2 1 D D DA2072X - EYE/JAW INTERFACE DA2053X - EYE/JAW EXTENSION 18 AWG FLEX WIRE slight twist REG. 18 AWG WIRE 1 2 3 4 5 C TO: EYE/JAW HARNESS DA2052X 30" 60" +5 VDC Gnd Serial Data Latch Clock DO NOT CAP UNTIL RAN THROUGH RED BLACK TAN/BLACK RED/BLACK YELLOW RED BLACK TAN/BLACK RED/BLACK YELLOW 5 PIN PLUG #8129 SOLID PIN #2100S ORANGE BLUE/BLACK 9 PIN CAP #2551 FEMALE PIN #2102 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9 RED BLACK TAN PINK YELLOW RED BLACK TAN PINK YELLOW ORANGE ORANGE DRK. BLUE DRK. BLUE 9 PIN CAP #2551 FEMALE PIN #2102 9 PIN PLUG #2292 SPLIT PIN #2100 1 2 3 4 5 6 7 8 9 +5 VDC Gnd Serial Data Latch Clock C +12 VDC JAW 22 1 2 +12 VDC JAW ORANGE BLUE/BLACK 2 PIN PLUG #2103 SOLID PIN #2100S B B TITLE A DESCRIPTION 6/26/03 DATE 4 3 DA2053X - EYE AND JAW EXTENTION DA2072X - EYE AND JAW INTREFACE 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 7 OF 22 A 4 3 2 DA2056X - POWER HARNESS 116 D 1 DA2059X - POWER EXTENSION HARNESS STRIP 6" " STRIP 24 " STRIP 6" 1 2 3 4 5 6 WHITE GREEN #2066-5 COND. BLACK 6 PIN CAP #2366 FEMALE PIN #2102 1 2 3 TO: SP2062X ADAPTOR C 1 2 3 4 5 6 150 WHITE GREEN " D #2066-5 COND. BLACK 6 PIN PLUG #2173 SOLID PIN #2100S PINS2,3,6 USE #2422 MALE PIN BLACK GREEN WHITE 1 2 3 3 PIN CAP #2288 FEMALE #2102 12" BLACK GREEN WHITE C 3 PIN CAP #2288 FEMALE #2102 23 EARTH PL7 FUSE #639 #639 #653T AC HIGH #639 179 STRIP 12" GREEN WHITE BROWN BLACK " 6" STRIP WHITE BROWN BLACK orange black white/violet gray/violet GREEN*2 G/Y #2066-5 COND. CABLE cut off red B TO: DA2055X 1 2 3 4 Ball Rail Enable Ball Rail Sense Gnd 12V+ 3" gray/violet white/violet black orange 35 " 35 " 35 " 9 PIN PLUG #2292 SPLIT PIN #2100 PIN 8: 14 AWG MALE #2422 35 " 4 PIN PLUG #2099 SOLID PIN #2100S DESCRIPTION 3 DA2056X - POWER HARNESS DA2059X - POWER EXTENSION 6/26/03 DATE 4 B TO BALL RAIL ASSEMBLY DA1000X TITLE A 1 2 3 4 5 6 7 8 9 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 8 OF 22 A 4 3 2 1 D D red/white C Left Speaker + Left Speaker - 24 Right Speaker + Right Speaker - 1 2 3 4 5 red/gray brown/gray .250 #653T C 43 " red/white brown/white 6 " brown/white 1 2 5 PIN AMP HOUSING #2419 CONTACT PIN #2201 .250 #653T 2 PIN CAP #2181 FEMALE PIN #2102 B B DA1000X TITLE A DESCRIPTION 6/26/03 DATE 4 3 y 2 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN DA2051X speaker harness REVISED 3/26/04 PAGE 1 9 OF 22 A 4 3 2 1 D D SCORE 6 (TARGET) GND #651 .187 #651 .187 brown 3" STRIP 4" STRIP blue brown blue 48" 1 2 3 4 5 red #8530 black green white red black green white 9 cond. cable cut off orange, yellow, violet and shield 5 PIN IDC #2714 brown blue red ORANGE black YELLOW/BLACK BLACK GREEN/YELLOW WHITE green C TARGET MOTOR MOTOR GND 1 2 20" ORANGE YELLOW/BLACK 2 PIN CAP MOLEX #8175 FEMALE PIN #2176 25 16" AC-L AC-GND AC-N 1 2 3 white C SCORE 6 (TARGET) GND TARGET MOTOR MOTOR GND AC-L AC-GND AC-N 12 PIN PLUG #2106 SPLIT PIN #2100 BLACK GREEN/YELLOW WHITE B 1 2 3 4 5 6 7 8 9 10 11 12 B 3 PIN CAP #2288 FEMALE #2102 DA1000X TITLE A 4 3 6/26/03 2 DA1000XREV2.VS D DRAWN BY MVANHORN DA2062X - PLAYFIELD DESCRIPTION DATE FILENAME REVISED 3/26/04 PAGE 1 10 OF 22 A 4 D + 12 VDC Score 1 Score 2 Score 3 GND Score 4 Score 5 Score 6 Sc Enable 1 Sc Enable 2 Sc Enable 3 Sc Enable 4 Sc Enable 5 3 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 2 38" orange white/brown white/red white/orange black *2 white/yellow white/green white/blue gray/brown gray/red gray/orange gray/yellow gray/green 1 orange white/brown white/red white/orange black white/yellow white/green gray/brown gray/red gray/orange gray/yellow gray/green 15 PIN PLUG #2144 SPLIT PIN #2100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 + 12 VDC Score 1 Score 2 Score 3 GND Score 4 Score 5 D Sc Enable 1 Sc Enable 2 Sc Enable 3 Sc Enable 4 Sc Enable 5 15 PIN CAP #2367 FEMALE PIN #2102 C C 26 TARGET MOTOR MOTOR GND B 1 2 3 4 white/blue black red ORANGE black YELLOW/BLACK BLACK GREEN/YELLOW WHITE green 24" ORANGE YELLOW/BLACK 4 PIN PLUG #2099 SOLID PIN #2100S AC-L AC-GND AC-N 1 2 3 white 28" BLACK GREEN/YELLOW WHITE 1 2 3 4 5 6 7 8 9 10 11 12 SCORE 6 (TARGET) GND TARGET MOTOR MOTOR GND AC-L AC-GND AC-N B 12 PIN CAP #2105 FEMALE PIN #2102 3 PIN PLUG #2206 SOLID PIN #2100S 3" STRIP 1 2 3 4 5 6 A black red white green 3" STRIP 38" #8526 4 cond. cable cut off shield 6 PIN PLUG MOLEX #2973 MALE PIN #2159 red black green white DA1000X TITLE DESCRIPTION 4 3 2 DA1000XREV2.VS D DRAWN BY MVANHORN DA2063X - PLAYFIELD DISCONNECT 6/26/03 DATE FILENAME REVISED 3/26/04 PAGE 1 11 OF 22 A 4 3 2 1 D D TO DISPLAY PCB C 27 LED4 LED7 LED6 LED1 LED3 LED2 LED8 TO: LED5 AR2054X /LSEL3 /LSEL1 /LSEL2 /LCLTCH 12VA /LLTCH GROUND 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 #DA2054AX-DISPLAY INTERFACE RED RED/WHITE RED/BLACK ORANGE ORANGE/BLACK GREEN GREEN/WHITE GREEN/BLACK BLUE BLUE/WHITE BLUE/BLACK WHITE WHITE/BLACK BLACK BLACK/WHITE RED RED/WHITE RED/BLACK ORANGE ORANGE/BLACK GREEN GREEN/WHITE GREEN/BLACK BLUE BLUE/WHITE BLUE/BLACK WHITE WHITE/BLACK BLACK BLACK/WHITE 170 " 15 CONDUCTOR CABLE #2199 15 PIN PLUG #2144 SPLIT PIN #2100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 LED4 LED7 LED6 LED1 LED3 LED2 LED8 LED5 /LSEL3 /LSEL1 /LSEL2 /LCLTCH 12VA /LLTCH GROUND C 15 PIN PLUG #2144 SPLIT PIN #2100 B B DA1000X TITLE A DESCRIPTION 4 3 2 DA1000XREV2.VS D DRAWN BY MVANHORN DA2054AX - DISPLAY INTERFACE 6/26/03 DATE FILENAME REVISED 3/26/04 PAGE 1 12 OF 22 A 4 3 2 1 D D C C 28 1 2 3 4 5 6 7 8 9 10 BLUE 44 BLACK 10 orange 38 black 38 white/violet 38 gray/violet 38 GREEN/YELLOW 9 PIN CAP #2551 FEMALE PIN #2102 44 " " " #649 43 " " " " " gray/violet orange white/violet black " 4 " G/Y 4 PIN PLUG #2099 SOLID PIN #2100S 1 2 3 4 Ball Rail Enable +12 VDC Ball Rail Sense Gnd .250 #653T B B DA1000X TITLE A DESCRIPTION 4 3 2 DA1000XREV2.VS D DRAWN BY MVANHORN #DA2073X - Ball Release Harness 6/26/03 DATE FILENAME REVISED 3/26/04 PAGE 1 13 OF 22 A 4 3 2 1 D D SCORE 6 (TARGET) GND #651 .187 #651 .187 brown 3" STRIP 4" STRIP blue brown blue 48" 1 2 3 4 5 red #8530 black green white red black green white 9 cond. cable cut off orange, yellow, violet and shield 5 PIN IDC #2714 brown blue red ORANGE black YELLOW/BLACK BLACK GREEN/YELLOW WHITE green C TARGET MOTOR MOTOR GND 1 2 20" ORANGE YELLOW/BLACK 2 PIN CAP MOLEX #8175 FEMALE PIN #2176 29 16" AC-L AC-GND AC-N 1 2 3 white C SCORE 6 (TARGET) GND TARGET MOTOR MOTOR GND AC-L AC-GND AC-N 12 PIN PLUG #2106 SPLIT PIN #2100 BLACK GREEN/YELLOW WHITE B 1 2 3 4 5 6 7 8 9 10 11 12 B 3 PIN CAP #2288 FEMALE #2102 DA1000X TITLE A 4 3 6/26/03 2 DA1000XREV2.VS D DRAWN BY MVANHORN DA2062X - PLAYFIELD DESCRIPTION DATE FILENAME REVISED 3/26/04 PAGE 1 10 OF 22 A 4 3 2 1 D D 1 2 3 4 5 6 7 C BROWN GREEN WHITE RED BLACK BROWN WHITE GREEN 120 " #2066 KEY RED BLACK 1 2 3 4 5 C 5 PIN CAP #8130 FEMALE PIN #2102 30 7 PIN AMP HOUSING #2293 CONTACT PIN #2201 B B DA1000X TITLE A FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN DESCRIPTION 6/26/03 DATE 4 3 2 REVISED 3/26/04 PAGE 1 15 OF 22 A 4 3 2 1 D D 1 2 3 TO: POWER MOD 36 BLACK*2 GREEN/YELLOW*2 WHITE*2 " BLACK M .250 #654 WHITE #639 WHITE .250 #653T 3 PIN PLUG #2206 SOLID PIN #2422 36" C 1 2 3 TO: FAN 6 " BLACK GREEN/YELLOW WHITE C 3 PIN CAP #2288 FEMALE #2102 31 GREEN/YELLOW .250 #653T B B DA1000X TITLE A DA2069X MAIN AC POWER DESCRIPTION 6/26/03 DATE 4 3 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 17 OF 22 A 4 3 2 1 #PC20224 12v COUNTER D 1 2 3 4 5 6 7 8 9 10 11 12 +12 VDC Gnd C Cnt +12 VDC Gnd Coin 1 Lockout +12 Vdc red black red black black orange black yellow/brown 24" 0000000000 D orange #650 black 18" yellow/brown tan orange black 12 PIN CAP #2105 FEMALE PIN #2102 #650 DA2057X COIN DOOR .250 #653T .250 #653T 24" tan #651 orange #651 C C 32 B 1 2 3 4 5 6 7 8 9 10 11 12 T Sense Gnd T Run +12 VDC +12 VDC T Cnt T Out T Low Gnd 14" violet/blue BLACK violet/white ORANGE orange+red black violetbrown violet/red black violet/blue BLACK violet/white ORANGE 1 2 3 4 4 PIN MOLEX CAP #2158 WITH FEMALE PIN #2176 B #PC20224 12v COUNTER red black DA2058X TICKET DOOR 0000000000 12 PIN CAP #2105 FEMALE PIN #2102 21" violet/brown orange 1 2 2 PIN MOLEX HOUSING #2089 MINI KK PIN #2074 17" A violet/red #651 .187 black #651 .187 LOW TICKET LED #PC20229 WITH LED HOLDER #1017 DA1000X TITLE DESCRIPTION 6/26/03 DATE 4 3 #DA2057X - Coin Door #DA2058X - Ticket Door 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 18 OF 22 A 4 3 D 2 1 D #DA2070AX - SPEAKER CABLE EXTENSION 116 1 2 CLEAR BLACK " CLEAR BLACK #2730 - 2 COND. 2 PIN PLUG #2103 SOLID PIN #2100S 1 2 2 PIN CAP #2181 FEMALE PIN #2102 C C CLEAR #DA2070X - SPEAKER CABLE 33 150 1 2 CLEAR BLACK + .250 #653T " #2730 - 2 COND. To Speaker 2 PIN PLUG #2103 SOLID PIN #2100S BLACK - .250 #653T B DA1000X TITLE A DESCRIPTION 3 #DA2070X - Speaker Cable #DA2070AX - Speaker Cable Extension 6/26/03 DATE 4 B 2 REVISED 3/26/04 FILENAME DA1000XREV2.VS D DRAWN BY MVANHORN PAGE 1 22 OF 22 A Contacts at SEGA Machine Sales Telephone: +44 (0) 208 391 8090 Fax: +44 (0) 208 391 8099 www.sega-amusements.co.uk SEGA Spares Telephone: +44 (0) 208 391 8060 Fax: +44 (0) 208 391 8096 www.segatotalsolutions.com Customer Services Telephone: +44 (0) 208 391 8065 Fax: +44 (0) 208 391 8096
Source Exif Data:
File Type : PDF File Type Extension : pdf MIME Type : application/pdf PDF Version : 1.6 Linearized : Yes Author : David M. Bartel Create Date : 2009:11:12 11:15:25Z Modify Date : 2009:11:12 14:10:55Z XMP Toolkit : Adobe XMP Core 4.2.1-c043 52.372728, 2009/01/18-15:08:04 Metadata Date : 2009:11:12 14:10:55Z Creator Tool : Adobe Acrobat Pro 9.2.0 Format : application/pdf Title : Dunk N Alien Service Manual 11-01-07 Creator : David M. Bartel Document ID : uuid:87a0bc34-8f3b-459c-8e8b-d4baf887d343 Instance ID : uuid:1af79532-0089-444f-ad23-2f33d4afb5be Producer : Adobe Acrobat Pro 9.2.0 Page Count : 34EXIF Metadata provided by EXIF.tools