Arcade Nba Hoops Manual Service 11 01 07 User
Nba Hoops Manual NBA Hoops Manual
2013-09-30
User Manual: Arcade Nba Hoops Manual
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Page Count: 18

1
OWNERS AND SERVICE MANUAL
INNOVATIVE CONCEPTS IN ENTERTAINMENT INC.

2
TABLE OF CONTENTS
INTRODUCTION 1
SET UP/ TESTING/
MAINTENANCE
2-5
PROGRAMMING 6-9
QUICK TROUBLESHOOTING 10-11
GAME REPAIR 12-14
PARTS LISTINGS 15
SCHEMATICS 16-32
WARRANTY INFORMATION 33
TABLE OF CONTENTS
INTRODUCTION………………………………………...PAGE 3
• GAME FEATURES
• GAME PLAY
ASSEMBLY……………………………...………………..PAGE 4 - 5
• SAFETY PRECAUTIONS
• GAME SET-UP
CUSTOMIZING YOUR GAME..…………………...…...PAGE 6 - 8
• ENTERING SET-UP MODE
• CHANGING GAME SETTINGS
• PROGRAMMING MODES
QUICK TROUBLESHOOTING…..………………..……PAGE 9
MAINTENANCE & TROUBLESHOOTING...……........PAGE 10 - 14
• OPERATIONAL BACKGROUND
• MECHANICAL REPAIR
• MECHANICAL MAINTENANCE
• ELECTRONIC & ELECTRICAL REPAIR
OPTIONAL ACCESSORIES….…………………….…..PAGE 15
• TICKET DISPENSER
• DOLLAR BILL VALIDATOR
ABOUT LINKING…………………………………...…....PAGE 16
PARTS LISTING………………………………………....PAGE 17
ICEDOC NB9001
REVISION D 11-01-07

3
INTRODUCTION
GAME FEATURES
NBA HOOPS™ is a revolutionary concept in Coin Oper-
ated basketball games. You will see that this game in-
cludes many features which make it the obvious choice
for your location
NBA HOOPS™ PLAY. NBA HOOPS™ incorporates a
STATIONARY basket that is user friendly and realistic.
Fun and easy to play for players of all ages, yet challeng-
ing enough for even the expert basketball players. Prac-
tice your basketball skills and try to better your last score
or compete against three other players.
CONTROL PANEL. Attractive LED displays are used to
display all scoring and vital information such as time,
credits and high score. The control panel is laid out in a
convenient user friendly fashion, making it easy for play-
ers to operate.
HEAVY DUTY CONSTRUCTION is incorporated through-
out the game by using only heavy gage metals and plas-
tics. The game can be assembled and disassembled
many times without any harm to the game. You will ap-
preciate this feature if you move your games often.
HIGH TECH GAME ELECTRONICS. Solid state electron-
ics are used throughout the game for their rugged reliabil-
ity as well as making it virtually impossible to connect har-
nessing the wrong way. Heavy duty optical sensors are
used throughout.
Digital sound effects are used for optimum dependability.
Over twenty sound effects are incorporated into the sound
effect circuitry. The game electronics have been highly
integrated into the Main PC Board assembly, making it
easy to repair games. The game has a full feature self-
test system to make troubleshooting easier.
OPTIONS. A ticket dispenser and/or a dollar bill validator
can be ordered with your game.
GAME PLAY
NBA HOOPS™ is an electromechanical coin operated
amusement game designed to be played by one to four
players.
NBA HOOPS™ is a game similar to the traditional bas-
ketball games already on the market. However, we have
made this an even more exciting game. The net remains
stationary as the player shoots over and over. Two points
are awarded for each basket scored. When 10 seconds
remain in the game, it awards the player three points for
all baskets scored.
LINKING is a popular option used in locations where
more than one game is to be used. The games are
“linked” to add direct head to head action between the
game players. This option is built into each Main PC
Board, and is easy as connecting a phone line and setting
a number in the programming mode.

4
ASSEMBLY
BEFORE YOU BEGIN
WARNING: WHEN INSTALLING THIS GAME,
A 3 PRONG GROUNDED A.C. RECEPTACLE MUST BE
USED. FAILURE TO DO SO COULD RESULT IN
INJURY TO YOURSELF OR OTHERS. FAILURE TO
USE A GROUNDED RECEPTACLE COULD ALSO
CAUSE IMPROPER GAME OPERATION, OR DAMAGE
TO THE ELECTRONICS
DO NOT DEFEAT OR REMOVE THE GROUNDING
PRONG ON THE POWER CORD FOR THE SAME REA-
SON AS GIVEN ABOVE. USING AN IMPROPERLY
GROUNDED GAME COULD VOID YOUR WARRANTY.
HAVE A QUALIFIED ELECTRICIAN CHECK YOUR A.C.
RECEPTACLE TO BE SURE THE GROUND IS FUNC-
TIONING PROPERLY.
TOOLS NEEDED
Before you start, you will need the following items:
• 7/16” Combination Wrench
• 7/16” Deep Well Socket
• Ratchet
• Side Cutters
• Adjustable Pliers
• #2 Square Drive Bit
• 5/32” Security Wrench
If you plan on moving your game often, or would like to
speed up assembly, a cordless Drill is a good idea.
Your game requires a MINIMUM CEILING HEIGHT of
96” (8 feet). Check clearance before proceeding.
SET-UP
1. To begin, remove the game from the shipping con-
tainers.
2. Locate the main framework of the game. It may be
easier to assembly if the framework is laid on its side.
3. Locate the two “U” shaped legs, and insert them into
the bottom of the frame. At the front of the frame, use
the set of holes closer to the bottom of the legs. At the
rear of the frame, use the holes closer to the top of
the legs. Secure with (4) 1/4-20 X 2 1/2” bolts, (8) flat
washers and (4) Nylock nuts. (See Fig. 1)
4. Stand the frame up and move it into its permanent
position. It is a good idea to carry the frame rather
than slide it.
NOTE: IT WOULD BE A GOOD IDEA TO GET HELP
WHEN LIFTING THE GAME TO THE UPRIGHT POSI-
TION. THREE PEOPLE RECOMMENDED. THIS WILL
KEEP THE GAME FROM SLIDING WHEN LIFTED.
5. Move the cabinet to the front of the frame and bolt it
to the frame by installing the mounting bolts through
the back of the front legs and into the front cabinet’s
mounting holes. Secure with (4) 1/4-20 X 3” security
head Allen bolts and 4 flat black washers. (See Fig. 2)
6. Locate the harness that is tie wrapped up at the front
of the frame. Cut the tie wrap and feed the harness
through the frame and into the opening in the rear of
the cabinet. Connect the harness to the connector
located inside the cabinet.
Fig. 1
Fig. 2

5
ASSEMBLY
7. Assemble the cage framework using the two large
frame sides and the top. Assemble using (6) 1/4-20 X
1 1/2” button head bolts, (12) flat washers and (6) 1/4-
20 Nylock nuts. (See Fig. 3)
8. Attach the backboard assembly to the cage frame-
work using (8) 1/4-20 x 1” button head screws and (6)
flat black washers. (See Fig. 4)
NOTE: DO NOT OVER TIGHTEN THE BOLTS IN THE
PIPES, OR THE INSERTS COULD BE DAMAGED.
BE CAREFUL NOT TO CROSS THREAD THE BOLTS IN
THE PIPES.
9. Install the Cage Frame assembly to the game. Install
by lifting the frame outside the game to mounting hole
and secure with (4) 1/4-20 X 1 1/2” button head
screws, (4) flat black washers (from the outside of the
Cage Frame) and (4) 1/4-20 joint connectors. (from
the inside of the cabinet) (See Fig. 5)
10. Feed the black/gray sensor cable through the back-
board harness hole. Feed the green/yellow ground
wire from the hoop through the same hole. Connect
the three single pin mate-lock connectors from the
black/gray sensor cable into the gray chassis cable,
and the green/yellow wires that all run along the right
hand side of the game. Connect the single pin mate-
lock connectors as follows:
White to White
Black to Black
Red to Red
Green/Yellow to Green/Yellow
Fig. 3
Fig. 4
Fig. 5

6
ASSEMBLY
11. Install the rebound guard using (2) 1/4-20 X 1 1/2”
button head screws, (4) flat washers and (2) Nylock
nuts. (See Fig. 6)
12. Put the basketballs into the game. BE SURE THAT
THEY ARE NOT OVER INFLATED. THIS COULD
CAUSE THE BALL GATE TO OSCILLATE EXCES-
SIVELY.
13. Plug the game in and follow the game set-up proce-
dures listed in this manual.
14. Open the control panel on the game by removing the
3 Allen head bolts and washers that secure the panel
to the frame. Tilt the panel forwards, and connect the
battery harness to the Main Board. The battery con-
nector will be the only one loose in the cabinet. Re-
attach the control panel.
15. Test the game completely after set-up, and call our
service department if you have any problems, ques-
tions or comments.
I.C.E. SERVICE DEPARTMENT
716-759-0360
NORMAL BUSINESS HOURS ARE:
MONDAY – FRIDAY, 9:00 AM TO 6:00 PM EST
LINKING
For linking hook-up instructions, see Option #19 under
“Customizing”.
THANK YOU FOR YOUR PURCHASE OF THE
NBA HOOPS™ BASKETBALL GAME.
Fig. 6

7
CUSTOMIZING YOUR GAME
CUSTOMIZING YOUR GAME
This section will discuss subjects such as setting up cred-
its, time per game, awards, etc. the section below will
show how to enter into the programming mode and how
to adjust many of the game’s operating parameters.
ENTERING SET-UP MODE
You must enter set-up mode to adjust all of the game fea-
tures. This can be accomplished in the following manner:
1. Open the game’s coin door. This is the upper door
located on the upper right side of the lower cabinet.
2. Locate the Counter / Programming button. It is lo-
cated on the left hand side of the bracket that is at-
tached to the cash box enclosure. The Counter / Pro-
gramming button instruction decal is located on the
cash box enclosure. This will give you a brief descrip-
tion of the features outlined below, as well as how to
use them.
3. Press the Counter / Programming button.
4. If you wish to only read the “Counter”, look at the
“Player” displays to get the latest counter information.
The display should be read from the bottom left
(Player#4) position. Once you are done reading the
counter, press the Counter / Programming button
once again to return to game play.
CHANGING GAME SETTINGS
WHEN YOU PUSH THE Counter / Programming button,
you will notice that along with the counter numbers shown
in the “Player #” locations, there is a #1 shown in the
“Credits / Time Left” display. This is the counter’s “mode”
number. Each programmable “mode” on the game has a
number associated with it.
1. To advance through the different modes, press the
“Start” button. Each push of the button will advance
you to the next mode. Whenever you are done with
any programming changes, push the Counter / Pro-
gramming button to return to normal game play.
2. The current value for each mode will be shown in the
“Player #4” location.
3. To change the shown value to a lower number, press
the middle “Player Select” button.
PROGRAMMING
MODE #1
COUNTER
The counter is used to keep a running total of games
played on the machine since it was first built. This counter
is not re-settable unless power is removed from the bat-
tery backup on the PC Board. (small round battery)
NOTE: If power is removed from the PC Board, all other
custom game settings will have to be re-entered.
MODE #2
COIN MECHANISM #1
This adjusts the amount of coins needed to receive 1
credit on the game’s LEFT HAND COIN MECHANISM.
Set this number to reflect how many coins per credit.
Example: 2 Quarters per credit—enter the number 2.
MODE #3
COIN MECHANISM #2
This adjusts how many coins are required to receive 1
credit on the game’s RIGHT HAND COIN MECHANISM.
This mechanism is set differently, so it can be used for
fractional credits. For normal use, set a “1” for this mode.
If you wish to use this for coins with a different value than
that of coin mech #1, contact our service department for
set-up information for your particular application.
FREE PLAY
You can set your game up for free play by adjusting the
coins per credit for coin 1 to “0”.
MODE #4
CREDITS PER DOLLAR BILL
This option controls how many credits you will receive for
each dollar bill inserted.
MODE #5
CURRENT CREDITS
This displays the credits currently in the game. You can
manually remove or add credits to the game by changing
the value of this number.
MODE #6
TIME PER CREDIT
This adjusts, in seconds, how long each game will last.
The game can be adjusted from 20 to 99 seconds. The
recommended time is 40 seconds.

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CUSTOMIZING YOUR GAME
MODE #7
GAME POINTS PER AWARD
This adjusts how many tickets are given away for the
game. The number displayed set the points required to
win an award. Setting this number to “0” will turn off the
dispenser.
MODE #8
NOT USED
MODE #9
NOT USED
MODE #10
JUST FOR PLAYING
This feature is valuable in 2 respects…..
1. This can be set to any value desired, so that if a
player, especially a young child who can not get the
minimum points required to earn awards, can still be
dispensed.
2. This setting can give a predetermined amount of tick-
ets or cards per game, REGARDLESS of points
scored, if the “points per award” and “winner” settings
are set to “0”.
MODE #11
AWARD THRESHOLD
This mode is used to set the minimum number of points
needed to get any awards whatsoever. Set the number to
match the score you wish to achieve before awards are
dispensed. Setting this number to “0” turns the option off.
MODE #12
WINNER AWARDS
This setting is used by itself if you want the WINNER
ONLY to get awards in a multiple player game. The num-
ber of awards dispensed is determined by the number
selected. A setting of “0” will turn off this option. The win-
ner awards are in addition to any other awards being dis-
persed.
MODE #13
NOT USED
MODE #14
ATTRACT MODE
ON / OFF / TYPE
Use this setting to control the type of attract mode you
would like. Setting a “1” gives you attract mode sound
only. Setting a “0” turns the attract mode off.
MODE #15
ATTRACT INTERVAL
This determines the length of time between attract
modes. Change this number to change the amount of
time in MINUTES between attract modes. Setting this
number to “0” turns this option off.
MODE #16
FREE GAME THRESHOLD
This option allows you to select a POINT THRESHOLD,
where a free game will be awarded for the game. Once
this threshold is reached, a FREE GAME will be awarded
to the player, playing the game at that time. The free
game is awarded immediately after completion of the paid
game where the threshold had been broken.
Setting the value of this option to “0”, turns the option off.
Any other value sets that as the threshold value. We rec-
ommend 40 POINTS as a good starting point for the
game.
MODE #17
NOT USED
MODE #18
NOT USED
MODE #19
LINKING STATION I.D.’S
NOTE: FAILURE TO OBSERVE THE INSTRUCTIONS
LISTED BELOW WILL RESULT IN IMPROPER OPERA-
TION OF ANY GAMES WHICH HAVE BEEN LINKED
TOGETHER.
Each linked game must be connected with a modular
phone line. Use no longer than a 12 ft. cord to link the
games together.
Connect the games together by snapping a phone line
jack on the back of the Main PC Board on the first game.
Connect the cord to the jack on the back of the Main PC
Board on the second game. When more than 2 games
are linked, connect another phone cord to the back of the
Main PC Board on the second game and run it to the pre-
ceding game and so on.

9
CUSTOMIZING YOUR GAME
When the linking option is used, each game must have
it’s own unique “I.D. Number” so that the games can prop-
erly link and talk to each other. Enter Mode #19 on all
games, then set a number that is different for each game.
The number used may be 0 through 13. the numbers 14
and 15 are reserved for the Jackpot Marquee. (Sold as a
separate option)
Observe that game I.D.’s on all games are different, then
exit programming mode on all games at the same time.
MODE #20
CREDIT DISCOUNTING
This mode enables the game to give the players an extra
game when multiple coins are inserted. The number
shown will be how many coins must be inserted for an
extra game. Example: setting a “6” would mean that for
every 6 coins inserted, an extra game would be given.
Setting a “0” turns this mode off. The default value for this
mode is”0”.
MODE #21
NOT USED
MODE #22
BEACON LIGHT POINT
THRESHOLD
This option allows you to select a point threshold, where
the optional point beacon light will turn on. Once this point
threshold value is reached, the beacon light will turn on.
Setting the value to “0”turns the option off. Any other
value sets that as the threshold value.
NOTE: WHEN SETTING UP MULTIPLE
GAMES IN THE SAME LOCATION, IT IS A
GOOD IDEA TO TURN THE ATTRACT MODE
OFF ON ALL BUT 1 GAME.
BURN IN SELF TEST MODE
This allows you to enter the BURN-IN SELF TEST
MODE, which can be very handy in problem diagnostics.
To enter this mode, press and hold the GAME SELECT
and START buttons at the same time WHEN IN MODE
#1.
Perform the following tests when in this mode:
1. Press the face panel push buttons to check for their
proper operation. An audible sound will be heard if
working properly.
2. The face panel push buttons should light if they are
working correctly.
3. Move the coin mech micro switch wires. An audible
sound will be heard if they are working correctly.
4. Throw a ball into the basket. If the sensor is working
correctly, an audible sound will be heard.
To exit the self test mode, press the “Counter / Program-
ming” button inside the coin door.
GAME TESTING
It is easy and advisable to test your game after installa-
tion. After the game is set up and all options have been
set up correctly, perform the following tests:
1. Test for proper acceptance of money.
2. Test for proper dispensing of tickets, if you have set
that option.
3. Test for proper game play, including proper scoring.
4. Test for proper retention of game memory, when the
game power is shut off and turned back on.
5. Be sure to check your electronic game counter and
write down any information you may wish to record.
6. When testing linked games, be sure all of the game
scores show up properly.

10
PROBLEM PROBABLE CAUSE SOLUTION
NO SPOTLIGHT BAD FUSE AT POWER MODULE
GAME UNPLUGGED
TRIPPED CIRCUIT BREAKER
DAMAGED POWER CORD
BURNED OUT BULB
GAME WIRING BAD
INSPECT MAIN FUSES
CHECK POWER CORD
CHECK BREAKER BOX
REPLACE CORD
REPLACE BULB
CHECK WITH VOLTMETER
BALL GATE WILL NOT OPEN OR
CLOSE BAD OR LOOSE MICROSWITCH
BAD FUSE ON MAIN PC BOARD
BAD WIRING TO SWITCH OR MOTOR
BAD MAIN PC BOARD
BAD GEAR BOX
BALL GATE STOP IMPROPERLY SET
CHECK OR RETIGHTEN
CHECK ALL FUSES
CHECK WITH VOLTMETER
REPAIR OR REPLACE PC BOARD
REPLACE GEAR BOX
RE-ADJUST UNTIL CAM TOUCHES
MICROSWITCH
PUSHBUTTONS DO NOT LIGHT
OR WORK PROPERLY BAD BULB IN BUTTON
BAD MICROSWITCH IN BUTTON
BAD WIRING TO MAIN PC BOARD
BLOWN FUSE ON MAIN PC BOARD
BAD MAIN PC BOARD
BUTTON STUCK SHUT
CHANGE LIGHT BULB
REPLACE MICROSWITCH
CHECK WITH VOLTMETER
CHECK ALL FUSES
REPLACR MAIN PC BOARD
REMOVE AND CLEAN BUTTON
BALLS DO NOT SCORE
CORRECTLY BAD SENSOR
SENSOR DIRTY
REFLECTIVE STRIP DIRTY
BAD HARNESSING OR WIRING
BAD MAIN PC BOARD
BAD BATTERY
REPLACE SENSOR
CLEAN (USE NO SOLVENTS)
CLEAN (USE NO SOLVENTS)
CHECK WITH VOLTMETER
REPLACE MAIN PC BOARD
CHECK CHARGING CIRCUIT OR
REPLACE BATTERY
GAME DOES NOT TAKE OR ADD
MONEY CORRECTLY BAD MAIN PC BOARD
BAD MICROSWITCH OR DBV
BAD WIRING TO MICROSWITCH OR DBV
GAME PROGRAMMING SET WRONG
REPLACE MAIN PC BOARD
REPLACE SWITCH OR DBV
CHECK WITH VOLTMETER
RESET GAME PROGRAMMING
GAME DOES NOT DISPENSE
TICKETS CORRECTLY BAD TICKET DISPENSER
BAD WIRING TO DISPENSER
OUT OF TICKETS
TICKET SENSOR IS DIRTY
DISPENSER JAMMED
GAME PROGRAMMING SET WRONG
BAD MAIN PC BOARD
REPLACE TICKET DISPENSER
CHECK WITH VOLTMETER
ADD TICKETS
CLEAN SENSOR ON DISPENSER
REMOVE TICKET JAM
RESET PROGRAMMING
REPLACE MAIN PC BOARD
NO OR LOW GAME SOUND
VOLUME TURNED DOWN
DEFECTIVE VOLUME POT
BAD SPEAKER
BAD WIRING TO MAIN PC BOARD
BAD MAIN PC BOARD
TURN UP VOLUME
REPLACE POT
REPLACE SPEAKER
CHECK WITH VOLTMETER
REPLACE MAIN PC BOARD
BALLS DO NOT DISPENSE
QUICKLY ENOUGH OR JAM IN
THE GAME
GAME HAS EITHER TOO MANY OR TOO FEW
BALLS GAME IS DESIGNED TO WORK
WITH 7 BALLS
ALARM GOES OFF
FREQUENTLY
BALL GATE CAN NOT CLOSE
BALL SENSOR WORKING INCORRECTLY
BAD MAIN PC BOARD
BALLS JAMMED IN GATE
(SEE BALL GATE)
(SEE BALL SENSORS)
REPLACE MAIN PC BOARD
TOO MANY BALLS IN GAME
DISPLAY LED’S DO NOT WORK
PROPERLY BAD MAIN PC BOARD
BAD FUSE ON MAIN PC BOARD REPLACE PC BOARD
CHECK ALL FUSES
GAME WILL NOT RETAIN
CUSTOM PROGRAM SETTINGS BAD MAIN PC BOARD
BAD OR WEAK MEMORY BATTERY REPLACE PC BOARD
REPLACE BATTERY ON MAIN PC
BOARD
LINKED GAMES NOT SCORING
OR WORKING CORRECTLY GAME ID’S SET THE SAME CHANGE ALL GAMES TO
DIFFERENT ID NUMBERS
QUICK TROUBLESHOOTING

11
MAINTENANCE & TROUBLESHOOTING
bly. (Hint: a long extension on a ratchet can be helpful
for this operation.)
• Pull the ball gate from the end by the bearing towards
you. (the front of the game)
• The gear motor can now be pulled away from the re-
taining bracket.
• Remove the two Allen head set screws to remove the
ball gate from the gear motor.
• NOTE: When removing wires from the micro switches
or motor, it is VERY important to make sure all wires
are returned to their proper terminals. Failure to do so
will result in improper operation of the ball gate and
could damage the game. The wires are color coded
so it will be easy to document where each wire goes.
• IMPORTANT: Mark the position of the micro switch
mounting bracket so that the switch actuators will line
up correctly with the cam on the ball gate when the
unit is re-assembled.
• Use thread locking compound on the Allen head set
screws when re-assembling the ball gate to the gear
motor.
• Assemble in reverse order of disassembly. Tighten all
hardware securely.
• Re-test for proper operation
• Temporarily shut off AC power, reconnect battery and
turn AC power back on.
LIGHT BULB REPLACEMENT:
• WARNING: TURN OFF GAME POWER BEFORE
REPLACING THE LIGHT BULB.
• Replace the bulb by removing the screws that secure
the control panel to the game. Carefully remove the
control panel, and set it on the front of the game. Re-
place the light bulb and install the control panel to the
game.
REPLACEMENT BULB:
110 WATT ROUGH SERVICE SPOTLIGHT
HOOP SENSOR REPLACEMENT:
• Turn off all AC power to the game and unplug the
battery back-up circuitry. (disconnect the 2 pin mate-
lock connector from the PC Board)
• Standing in the ball return tray, unscrew the (2)
screws and remove the bracket that contains the sen-
sor from the bracket on the back of the hoop.
OPERATIONAL BACKGROUND
The following will outline the basic operating principles of
the NBA HOOPS™ basketball game.
The game incorporates a Reflex Photoelectric polarized
sensor detection system for counting balls that go through
the hoop.
The ball gate uses micro switches to determine position-
ing of the gate, which are activated by the cam on the ball
gate shaft.
The gear motor uses a combination of hardware and soft-
ware control to protect against over current damage.
When an over current condition is detected, the motor will
shut off automatically. The game microprocessor will then
decide whether or not the motor should be turned on. It
will also determine at that time which way the motor
should run.
MECHANICAL REPAIR
IMPORTANT: USE ONLY ICE REPLACEMENT PARTS
WHEN SERVICING YOUR GAME. USING NON-ICE AP-
PROVED PARTS COULD VOID YOUR WARRANTY,
AND COULD CAUSE SERIOUS DAMAGE TO THE
GAME OR INJURY TO OTHERS.
IF YOU HAVE ANY QUESTIONS REGARDING REPAIR
AFTER READING THIS SECTION, CALL OUR SERVICE
DEPARTMENT BEFORE PROCEEDING AT:
I.C.E. SERVICE DEPARTMENT
716-759-0360
NORMAL BUSINESS HOURS ARE:
MONDAY – FRIDAY, 9:00 AM TO 6:00 PM EST
BALL GATE SERVICE:
• Remove both battery and AC power
• Unfasten the (6) square drive screws and remove the
ball gate housing, located on the right hand side of
the ball gate assembly.
• Unbolt the control panel from the front of the game to
gain access to the control panel.
• Unplug the two mate-lock connectors (2 pin connector
with the yellow/black and brown/white wires and the
three pin connector with the red, black and blue
wires) located to the right of the transformer. Cut any
tie-wraps holding the harnessing.
• Remove the two bolts that hold the ball gate bearing
in place, located on the left hand side of the assem-

12
MAINTENANCE & TROUBLESHOOTING
good understanding of the game’s basic operating pa-
rameters.
WARNING: EXERCISE CAUTION WHENEVER WORK-
ING WITH ELECTRONICS, THEY CAN BE VERY SUS-
CEPTIBLE TO DAMAGE FROM SHORT CIRCUITING,
OR PHYSICAL ABUSE. ALWAYS UNPLUG THE GAME
WHEN WORKING ON HIGH VOLTAGE AREAS OF THE
GAME, SUCH AS THE TRANSFORMER.
USE EXTREME CAUTION WHEN USING VOLTME-
TERS TO DO CIRCUIT CHECKS IF THE GAME POWER
HAS BEEN LEFT ON.
ALWAYS REMOVE THE BATTERY BACK-UP POWER
WHEN WORKING ON THE GAME. THIS IS NECES-
SARY AS SOME CIRCUITS ARE CONSTANTLY UN-
DER POWER FROM THE BATTERY.
WHEN USING A VOLTMETER, BE SURE IS SET TO
THE CORRECT VOLTAGE OR RESISTANCE RANGE
BEFORE USING. THIS CAN PREVENT POSSIBLE
DAMAGE TO THE PC BOARD OR MISDIAGNOSIS.
ALWAYS REMOVE POWER TO THE GAME WHEN
PLUGGING OR UNPLUGGING PC BOARDS.
IT IS NECESSARY TO USE ICE REPLACEMENT
PARTS TO CONTINUE WARRANTY COVERAGE. USE
OF NON-ICE APPROVED PARTS WILL NOT ONLY
VOID YOUR WARRANTY, BUT COULD CAUSE SERI-
OUS HARM TO THE GAME, OR CAUSE SERIOUS
BODILY INJURY.
IF YOU HAVE ANY QUESTIONS REGARDING REPAIR
AFTER READING THIS SECTION, CALL OUR SERVICE
DEPARTMENT BEFORE PROCEEDING AT:
I.C.E. SERVICE DEPARTMENT
716-759-0360
NORMAL BUSINESS HOURS ARE:
MONDAY – FRIDAY, 9:00 AM TO 6:00 PM EST
FUSES
Fuses are the first items that should be checked when the
game is inoperable or works incorrectly.
There are 5 fuses in the game. Two fuses are located in
the electronics control panel on a fuse block to the right of
the fan, above the transformer.
To check or service the fuses, FIRST REMOVE THE
POWER CORD. FAILURE TO DO SO COULD RESULT
IN SERIOUS INJURY OR DEATH. Using a small flat
blade screwdriver, pry the fuse from the fuse block. Pull
the fuse from the fuse block and test the fuses. Be sure to
replace the fuses with the same type and value.
• Disconnect the single mate lock connectors from the
gray sensor cable behind the backboard. Remove the
gray wire feeding through the backboard harness
hole. Remove the sensor assembly. Note how the
sensor cable is attached.
• Remove the sensor from the bracket by pushing the
(2) tabs on the top of the sensor, through the bracket.
Snap in the new sensor.
• Reattach the sensor bracket to the hoop bracket and
reconnect the sensor cable. Be sure to route the sen-
sor cable in the same manner.
MECHANICAL MAINTENANCE
IMPORTANT: FOLLOW THE SUGGESTED MAINTE-
NANCE TO ENSURE THE BEST OPERATION POSSI-
BLE FOR YOUR GAME.
GENERAL CLEANING
Clean the surfaces of the cabinet and decals with a com-
mercial cleaner such as 409™ or Fantastic™. Do NOT
use cleaners such as Wildcat pinball cleaner or alcohol. It
can take the finish off of the decals. Use Pledge™ on all
plastic and painted surfaces. This product works
especially well on clear plastics. Please note that other
spray polishes do not work as well.
BASKETBALLS
The basketballs should be checked every week for proper
inflation. A bicycle tire pump and inflating needle can be
purchased at any sporting goods store and most large
discount stores.
Keeping the balls properly inflated will make it more diffi-
cult to pull them past the ball gate. It will also create more
realistic basketball action when interacting with the hoop.
Any 8” basketball will work with this game.
NOTE: DO NOT OVER-INFLATE THE BASKETBALLS.
THIS CAN CAUSE DAMAGE TO THE BALL AND
SHORTEN THE LIFE OF THE BALLS.
ELECTRONIC AND
ELECTRICAL REPAIR
The following section will describe repair procedures and
trouble shooting hints for the game electronics.
Please read the section “Operational Background” in the
beginning of Maintenance and Trouble Shooting to get a

13
MAINTENANCE & TROUBLESHOOTING
There are 3 fuses located on the Main PC Board. These
fuses protect the low voltage sides of the game, the 5 volt
and 12 volt sides, AC & DC. Be sure game power is off
when checking or replacing these fuses. Replace the
Main PC Board fuses with the original type and value.
USE SLO-BLO MDQ TYPE fuses only.
Other types of slo-blo fuses may cause unexpected prob-
lems with the game.
TRANSFORMER
ALL AC POWER MUST BE REMOVED FROM THE
GAME WHEN SERVICING THIS COMPONENT. IT IS A
GOOD IDEA TO ACTUALLY REMOVE THE POWER
CORD FROM THE WALL OR FLOOR OUTLET WHEN
CHANGING THE TRANSFORMER.
CAREFULLY document where each color wire goes BE-
FORE removing any wires.
Remove the 4 screws that hold the transformer to the
game frame.
Replace and reconnect the transformer.
TAKE ANY FAST-ONS THAT WERE ON THE OLD
TRANSFORMER COVERING THE UNUSED AC TERMI-
NALS OFF AND TRANSFER THEM TO THE NEW
TRANSFORMER. THIS IS NECESSARY AS THE LEADS
ON THE TRANSFORMER HAVE POWER ON THEM.
CHANGING AC VOLTAGES
When you receive your game from the factory, it should
be set to the proper AC voltage. If for some reason how-
ever, it needs to be set to a different AC voltage, follow
these directions.
Unplug the game from the AC outlet.
The AC input taps for the transformer are located on the
front left hand side of the transformer, as viewed from the
opening of the access door.
The AC taps can be further identified by the fact that there
are 5 taps in a row. (The only place on the transformer
where there are 5 taps in a row.)
The bottom tap is the 0 volt tap. One side of the AC line
should always be left attached to this terminal.
The 5 taps FROM THE BOTTOM OF THE TRANS-
FORMER UP are as follows:
240 VAC
210 VAC
115 VAC
90 VAC
0 VAC
These numbers are also indicated on the transformer it-
self.
The AC wire that is on one of the above taps is the only
wire you should move. Please use a blank fast-on, on any
open terminals, to protect against shock hazards.
MAIN PC BOARD
IMPORTANT: BEFORE REMOVING THE MAIN PC
BOARD OR CHANGING THE MEMORY BATTERY, GO
INTO THE OPTIONS MODE AND RECORD YOUR
COUNTER AND GAME SETTINGS, SO THEY CAN BE
RE-ENTERED AFTER SERVICING HAS BEEN COM-
PLETED.
The Main PC Board is located on the back of the Control
Panel. Remove the 3 bolts that hold the panel to the
game and flip the Control Panel out.
Remove all AC power before removing the Main PC
Board.
Disconnect all mate-lock connectors from the PC Board.
Remove the 6 retaining fasteners and remove the PC
Board.
Install in the reverse order.
If you are installing a new memory battery or new PC
Board, after installation, reset all custom game program-
ming into system memory.
BALL SENSORS
Proper operation of the Basketball sensor is crucial to
the proper operation of the game. If you find that there is
no scoring or sound when a basket is made during a nor-
mal game then you should follow the Sensor trouble-
shooting hints provided below.
The basketball sensor is an optical device that uses a
90-degree reflector to minimize changes in ambient light
conditions of your game during the day. The system com-
prises 4 total components for proper operation. The first
component is the main board, second is the harness that
connects the main board to the third component, the opti-
cal sensor, and finally the reflector. All of these compo-
nents need to work properly for scoring to be achieved
during game play.
The optical sensor transmits a polarized beam of near-
infrared light to the reflector, which turns the light 90 de-
grees and returns the reflected beam back to the sensor.
This sensor is located on the back of the hoop. You will
find that there is a visible red light that is facing toward the

14
MAINTENANCE & TROUBLESHOOTING
player and points to the reflector. On the back of the sen-
sor you will find another light that indicates the status of
the sensor. There are 4 conditions that this light can be in.
Condition 1 is a solid red light. This is the normal con-
dition indicating that all is well with the sensor. It is trans-
mitting light and receiving enough light to operate prop-
erly. You should then block the light by placing a basket-
ball in the hoop and the light should go green. If the light
doesn't turn green then you probably have a bad sensor.
If the light goes green and you do not get any scoring dur-
ing the game then you should look into the main board or
harness for the problem.
Condition 2 is a blinking red light. This condition is a
fringing light condition. This means that the sensor has
enough light, but just barely, to work properly. The game
will probably still work in this state but needs to be ad-
justed. See adjusting of the reflector below.
Condition 3 is a green light indicating the sensor be-
lieves it is being blocked all the time. It was not blocked
from power up or condition 4 would occur. This is gener-
ally a bad sensor.
Condition 4 is no light at all. This means that the sen-
sor may not have power so you should check the harness
for proper connections. It can also mean that the sensor
has never seen a beam from itself.
Adjusting of the sensor. A blank white piece of paper is
necessary to adjust the sensor. You place the paper in
front of the reflector at the other end of the hoop. You
should see a red circle of light. This circle indicates the
target of the optic sensor. The circle should be pointed to
the middle of the reflector strip if the paper was not in the
way. If it is not, then you need to bend the bracket holding
the sensor up (towards the hoop) until it is. When you re-
move the paper you should see a solid red light on the
back of the sensor. This indicates all is well. Proceed to
testing the sensor by placing a ball in the hoop and see-
ing that the sensor indicates green. If so then continue to
test the sensor by playing a game. If scoring doesn't oc-
cur properly then look to the main board or harness for
the problem.

15
OPTIONAL ACCESSORIES
OVERVIEW
IF YOU DO NOT FIND ANSWERS TO YOUR QUES-
TIONS IN THIS SECTION, REFER TO THE ACCOMPA-
NYING MANUAL FOR YOUR PARTICULAR PRODUCT,
OR CALL OUR SERVICE DEPARTMENT.
I.C.E. SERVICE DEPARTMENT
716-759-0360
NORMAL BUSINESS HOURS ARE:
MONDAY – FRIDAY, 9:00 AM TO 6:00 PM EST
TICKET DISPENSER
Refer to the supplied service manual for all information
other than software settings.
The ticket dispenser comes pre-set from the factory to
dispense 1 ticket for every 5 points scored. In addition to
this, if the game player did not score enough points to get
1 ticket, the game is preset to give the player 1 ticket “just
for playing”.
These settings can be adjusted by changing the ticket
options in the “GAME OPTIONS” mode. If you change the
memory battery or Main PC Board, you may have to reset
the value for these options.
You can also set the game up so that the winner of MUL-
TIPLE player games ONLY, wins tickets or that a certain
amount of points must be scored BEFORE ANY tickets
will be dispensed. This is the threshold option.
DOLLAR BILL VALIDATOR
Refer to the supplied manual for all information other than
software settings.
The validator normally requires no adjustments other than
checking to see that the proper voltage is present. This
Validator runs on 12 volt DC power, with a minimum of
11.5 volts DC. The Validator will not work correctly with
voltages below that specified.
The validator may work improperly or not at all if it is not
grounded properly.
The unit should be cleaned periodically to ensure proper
operation. Blow out as much dirt as possible. Then use a
cotton swab (Q-Tip) to get into the front opening to re-
move any remaining dirt or debris. Clean the stacker belts
with a rubber rejuvenator. Clean any other dirt from the
unit with isopropyl alcohol.
That game comes from the factory pre-set at 2 credits per
bill. You can change this by entering the “GAME OP-
TIONS” screen. (see GAME OPTIONS settings section
for more information)

16
ABOUT LINKING
With LINKING it will be possible for your customers to
enjoy exciting Head to Head competition when two or
more NBA HOOPS™ games are connected together. In
fact, you can link as many as fourteen NBA HOOPS™
games together.
Game linking is accomplished through the “Link” button
located in the upper right hand corner of the control panel.
When enough money is inserted into the game to create
one or more credits, the “Link” button will begin to flash. If
a player on another game pushes their “Link” button, the
games are now linked together. Once the games are
linked together, they become 1 player only games. When
any of the players push the “Start” button, the game be-
gins.
When the game is over, the top four players are ranked
on the display. The game spotlight will flash for the win-
ner.
TICKET SETTINGS
Ticket settings will work in the same fashion as a regular
NBA HOOPS™ game. Be sure all of the games linked
together are set EXACTLY the same. Using different set-
tings could yield unexpected results.
NOTE: WHEN LINKING 1 OR MORE
GAMES TOGETHER, IT IS ADVISIBLE
TO TURN THE ATTRACT MODE OFF
ON ALL BUT 1 GAME. THIS WILL
ELIMINATE STRANGE SOUNDS FROM
MORE THAN 1 ATTRACT MODE PLAY-
ING, BUT NOT AT THE SAME TIME.

17
MECHANICAL PARTS
NB1005NP Coin door panel, frame
HF1006AX Coin door assembly
HF1007 Ticket door
HF1008 Cash box door
BB1009 Cash box enclosure (Galv.)
HF1016-P200 Sensor Bracket
HF1019 Bracket (backboard side)
HF1039A-P200 Hoop (15 inch)
HF1054 Frame, red
NB1055-P100 Cage Side
NB1056-P100 Cage Top
NB1058 Ball stop rail (Specify color)
NB1060-P100 Ball Deflector
HF1062 Rebound guard mtg. bracket
HS3001 Basketball
NB3008 Basketball Net - White
BB5001 Cash box
5014 Door lock
6459 Allen wrench (security)
PC60615A #2 square drive bit
ELECTRICAL & ELECTRONIC
PARTS
2007 Speaker
2364X Fan assembly
BT2002 Transformer
BB2005 Micro switch
BB2008 Ball gate motor (3269)
BB2023 Long life lamp bulb (5000 hr.)
BT2027X 20 ft. line cord
HF2034X Main PC Board
NB2004 Button - Select
NB2005 Button - Start
NB3004X Net sensor assembly
PC20407 Battery, 3.2 volt
GRAPHICS & DECALS
HF7001 Programming decal
BB7004 Warning power disconnect decal
HF7005 Front cabinet decal
HF7008 Decal I.C.E. logo
7031 “Suitable for indoor use only” decal
7032 “Caution replace fuse…..) decal
7033 “Warning disconnect power…..) decal
7035 “On/off” decal
7039 “Caution hot surface” decal
7041 “6 amp warning” decal
NB7011 Decal (NBA Logo - Ticket Door)
NB7012 Decal (Backing Board)
NB7013 Decal (NBA Logo - Rear)
NB9001 Service manual
PARTS LISTINGS

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