Arcade Dunk N Alien Manual Service 11 01 07 User

2013-11-14

User Manual: Arcade Dunk N Alien Manual

Open the PDF directly: View PDF PDF.
Page Count: 34

DownloadArcade Dunk N Alien Manual Service 11-01-07 User
Open PDF In BrowserView PDF
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                      : 34
EXIF Metadata provided by EXIF.tools

Navigation menu