Arcade Wacky Ducks Manual Service 11 01 07 User

2013-11-28

User Manual: Arcade Wacky Ducks 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 VOLTAGE ADJUSTMENTS

SET-UP / TESTING.……………………………….…....PAGE 6 - 9
•
•
•
•

SAFETY PRECAUTIONS
PROGRAMMING YOUR GAME
OPTION MODES
TESTING

SET-UP / TESTING (NEW JERSEY)..………….…....PAGE 10 - 13
•
•
•
•

SAFETY PRECAUTIONS
PROGRAMMING YOUR GAME
OPTION MODES
TESTING

QUICK TROUBLESHOOTING………….……………..PAGE 14
•

PROBLEMS & SOLUTIONS

REPAIR…………………………………………………..PAGE 15 - 21
•
•
•
•

OPERATIONAL BACKGROUND
MECHANICAL REPAIR
ELECTRICAL / ELECTRONIC REPAIR
MAINTENANCE

PARTS LISTINGS………………………….………..….PAGE 22
SCHEMATICS & WIRING DIAGRAMS....…………....PAGE 23 - 35

ICEDOC WK9001
REVISION C

11-01-07

2

INTRODUCTION
All electronics are fully operator adjustable and are
adjusted via convenient programming buttons located just inside the coin door. The game allows the
operator to choose a timed game or a random hit
game depending on the operators' location. (Please
see the Game Play section below and the programming section for further information).

GAME FEATURES
Thank you for your purchase of the new WACKY
DUCKS™ redemption game from I.C.E.
Through an exclusive agreement with JUPITER
GAMES, I.C.E. is able to bring you an innovative
product with all of the features and reliability you've
come to expect in our games.

GAME PLAY

The game is constructed of a quality 7 ply MDO plywood cabinet. The cabinet is then sealed, painted
and decaled using laminated graphics that resist
most common cleaning agents. All metal parts are
powder coated for maximum beauty and durability.

The game can be set up to be played in two different
ways. Both ways are described below.

TIMED GAME

The game uses creative lighting techniques to draw
game players to it and to enhance game enjoyment.
Long lasting rope light is used for the marquee that
is mounted behind a multi-color graphics panel to
create an attractive rainbow pattern. Flashing ducks
and super bright sign grade florescent lighting round
out the lighting package.

The player inserts their money into the game to begin. Behind the row of ducks are Frog displays that
have a "time" indicator on them. Once the player
tries to hit his first duck, the count down timer will
begin. (The timer will also begin if the player does
nothing for ten seconds or more). Once the timer
begins, the player needs to hit as many ducks as
possible before time runs out.
The player will be awarded tickets based on how
many ducks have been knocked down. The player
may also receive "mercy" tickets if they were unable
to hit any ducks.

A unique cartoon like Punching Glove on a scissors
mechanism gives the game a fun way for Kids to
play the game. The mechanism has been extensively tested for durability and reliability. The solenoid coil that drives the mechanism is fan cooled
and thermally protected. The coil is also operated on
low voltage D.C. power.

ONE HIT GAME

The game electronics are at the same time high
tech, yet all drive components are chosen for their
long history of reliability. Surface mount components
and programmable logic arrays keep the board size
to a minimum and the reliability to the maximum.

In this version of the game, the player inserts his
money to start the game. Then the Frog display will
show a random number of "Tickets" that can be
won. This number will constantly continue to change
during game play. The player can hit the punch button multiple times, however the game ends once the
player hits a duck. The player then wins the tickets
that were displayed at the time of the hit.

A high quality digital audio amplifier is used to recreate some of the funniest sounds you'll ever hear
in a game. A variety of funny duck sounds will keep
you laughing for hours on end.
The ducks move along a belt that is powered by a
heavy-duty 12-volt gear motor. This motor has been
chosen for its long lasting and cool running capabilities. It has a full-length drive shaft for greater reliability.

NOTE: This game is generally set up as a "One Hit"
game. The operator can however set the game up
for a different predetermined number of hits.

3

ASSEMBLY
LOCKS

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
REASON AS GIVEN ABOVE. USING AN IMPROPERLY GROUNDED GAME COULD VOID YOUR
WARRANTY.

6. Remove the 7/16" bolts and fender washers
from the rear of the game. There are five of
these.

HAVE A QUALIFIED ELECTRICIAN CHECK
YOU’RE A.C. RECEPTACLE TO BE SURE THE
GROUND IS FUNCTIONING PROPERLY.

TOOLS NEEDED
To assemble your game you will need a 7/16" socket
or box wrench.

INSERT WIRES HERE
7. Get someone to help and move the
Duck / rainbow marquee into position. Insert
the rope light and speaker wires through the
hole in the back of the game. Tighten the bolts
to the marquee.

Note: For normal game servicing you will need two
different size Allen wrenches which are provided.

INSTALLATION

MOUNTING
BOLTS

1. Remove the cardboard box from the pallet.
2. Cut banding that holds the game to 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.
3. Remove all of the shrink-wrap and packaging
from the game and marquee.
4. Find the location that the game will be placed
in and move into rough position.
5. Remove the "Wacky Ducks™ sign on the front
of the game by rotating the two locks, and
lifting up on them.

8. Inside the game, connect the rope light and
speaker wires.

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

115
125

200-220 V.A.C.
220-250 V.A.C.

230
250

Snap the fuse holder assembly back into the
power module.

•

Plug the power cord back into the receptacle
in the power module, and into the wall outlet.

NOTE: WHEN CHANGING VOLTAGES FROM THE
115-125 TO 230-250 RANGE, LOWER THE MAIN
FUSE AMPERAGE VALUE BY ½.

VOLTAGE SETTING

90-110 V.A.C.
110-130 V.A.C.

•

WHEN CHANGING FROM THE 230-250 TO 115125 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.

Plug the game in, turn the power on and play a
couple of game. Pay attention to the sound volume of the game.

ADJUSTING VOLUME
A.C. LINE VOLTAGE
ADJUSTMENT

There are two volume control potentiometers on the
Main P.C. Board. The top one controls the theme
music and the bottom one controls the sound effects
such as Duck sounds, etc. Adjust these during game
play.

To adjust the game for a different A.C. voltage:
•

Unplug the game from the outlet.

•

Disconnect the power cord from the power
module.

FINAL ASSEMBLY

•

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.

After the volume is adjusted, proceed to the set up /
testing section to prepare the game for your location.
When all testing is done, re-install the "Wacky
Ducks™ Sign, remove the keys, and roll the game
into its final location. Lower the adjustable leg levelers to keep the game from moving.

•

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.

YOUR GAME IS NOW READY TO PLAY. IF
YOU HAVE ANY FURTHER QUESTIONS OR
COMMENTS REGARDING THE GAME,
PLEASE CALL OUR SERVICE DEPARTMENT
AT 1-716-859-0360

5

SET-UP / TESTING
SAFETY PRECAUTIONS

PROGRAMMING BUTTON

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

Press this button to enter or exit the PROGRAMMING mode. You will notice when you are in the
Programming mode, as the displays in the Frogs will
change.

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.

This button is used to change from one option to the
next. When this button is pushed, the option number
is shown in the display window of the RIGHT HAND
Frog.

HAVE A QUALIFIED ELECTRICIAN CHECK
YOU’RE A.C. RECEPTACLE TO BE SURE THE
GROUND IS FUNCTIONING PROPERLY.

ADVANCE

REPLACE ALL INCANDESCENT BULBS WITH
PROPER ICE SUPPLIED BULBS ONLY.

This button is used to change the value within the
option. When this button is pushed, the value will be
shown in the LEFT HAND Frog.

PROGRAMMING YOUR GAME
TICKET RESET BUTTON

This section will give you a detailed explanation of
the functions and operating characteristics of each
of the programming buttons.

When the game runs out of tickets, it keeps track of
how many are owed. When more tickets are inserted, the game will attempt to dispense all of the
tickets that are still owed. If the operator does not
wish to dispense these tickets when reloading, press
the "Ticket Reset" button BEFORE replacing the
tickets. The tickets Reset buttons are located inside
the coin doors.

PLEASE READ THIS SECTION CAREFULLY TO
AVOID PROBLEMS WITH YOUR GAME.
PLEASE NOTE: THE PROGRAMMING AND
TICKET RESET BUTTONS ARE LOCATED INSIDE THE LEFT HAND COIN DOOR. ADDITIONALLY, THERE IS A SINGLE TICKET RESET BUTTON INSIDE THE RIGHT HAND COIN DOOR.

OPTION MODES
DISPLAY INFORMATION

MODE 0
(COINS PER CREDIT)

THE RIGHT HAND FROG DISPLAY WILL SHOW
YOU THE OPTION YOU ARE IN. THE LEFT HAND
DISPLAY WILL SHOW THE VALUE OR SETTING
FOR THAT OPTION.

This option determines how many coins are necessary to start a game. The range for this game is 110. The default value for this mode is "1"

6

SET-UP / TESTING
MODE 1
(GAME LENGTH)

MODE 5
(VALUE OF XX)

This mode determines how long the game lasts in
SECONDS. The range for this value is 5-60.
The default value for this game is "10"

This option determines the number of tickets to dispense each time a dispense order is given by OPTION MODE 4. The range for this option is 1-9. The
default value for this option is "1".

MODE 2
(COIN OR CREDIT COUNTER)
MODE 6
(JUST FOR PLAYING TICKETS)

This mode determines if the coin counter will count
coins or credits. (Example: If it takes 3 coins to start
a game, then 3 coins would equal 1 credit). Setting a
"0" equals coins. Setting a "1" equals credits. The
default value for this option is "0".

This mode determines the amount of "Mercy" tickets
paid to the customer ion the event that they do not
win any tickets during normal game play. The range
for this option is 0-99. The default value for this option is "3"

MODE 3
(TIME BETWEEN HITS)

NOTE: THIS OPTION FUNCTIONS IN THE TIMED
GAME MODE ONLY.

This mode determines how long the game will make
the player wait between hits of the punching glove.
The number shown X 100 milliseconds equals the
actual time. (Example: 10 X 100 milliseconds equal
1 second). The range for this option is 10-50 (1 to 5
seconds). The default value for this option is "10"

MODE 7
(ATTRACT TIME)
This mode determines the period of time between
attract modes. The numbers in this option represent
minutes. The range for this option is 0-90. Setting a
"0" equals turning the attract mode OFF. The default
value for this option is "3

MODE 4
(DUCKS PER XX TICKET DISPENSE)
This option determines how many ducks must be
knocked down each time XX tickets can be dispensed. (See OPTION 5 for value of XX) The range
for this option is 1-9. The default value for this option
is "1".

MODE 8
(ATTRACT MODE TYPE)
This option determines which type of attract mode is
set.

FOR EXAMPLE, if the value set in OPTION 4 is "2"
and the value set in OPTION 5 is "3", the game
would dispense 3 tickets for every 2 ducks knocked
down.

0= Mode Disabled
1= Audio only
2= Motion only
3= both motion and audio
The default value for this option is "3"

7

SET-UP / TESTING
MODE 9
(FACTORY RESET)
This mode has the capability to reset all options to
the factory default values. The range for this option
is 0-1. Setting a "1" will reset all values. The default
value for this option is "0" (no reset)
NOTE: THE GAME CAN ALSO BE RESET TO
FACTORY DEFAULT VALUES BY TURNING THE
GAME OFF, REMOVING THE BATTERY FROM
THE MAIN P.C. BOARD. , WAIT A FEW MINUTES
THEN TURN THE GAME BACK ON.
THE ABOVE PROCEDURE IS ALSO VALUABLE IF
FOR SOME REASON THE GAME ELECTRONICS
WERE TO LOCK OR FREEZE UP.

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 to be sure the duck belt is tracking
properly. If not, check the mechanical repair
section for adjustment procedures.

·

Be sure all external fasteners like those of
the cover glass and puncher housings are
installed and tight.

8

SET-UP / TESTING
If you have the type shown in the photo below, there
are no adjustments. The fuse located at the bottom
of the printed board is the only user serviceable
item.

ROPE LIGHTING
The rope light in the marquee is operated by a rope
light controller located behind the WACKY
DUCKS™ sign.
Determine which type of controller is installed in your
game. (See photos)
If you have the type shown in the photo below, use
the following instructions:
Check to see that the rope light controller is set as
follows:
1. The "CHASE" mode switch should be set to
position #2.
2. The "SPEED" mode knob should be turned
fully clockwise, then rotated back about ¼
inch.

FUSE

NOTE: THE "SOUND" MODE KNOB IS NOT USED.

IF YOU HAVE ANY QUESTIONS REGARDING
THE PROGRAMMING OPTIONS, PLEASE
CONTACT OUR SERVICE DEPARTMENT
SOUND CONTROL

PHONE:
FAX:
E-MAIL:

SPEED CONTROL
CHASE CONTROL

9

1-716-759-0360
1-716-759-0884
service@icegame.com

SET-UP / TESTING
NEW JERSEY
SAFETY PRECAUTIONS

PROGRAMMING BUTTON

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

Press this button to enter or exit the PROGRAMMING mode. You will notice when you are in the
Programming mode, as the displays in the Frogs will
change.

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.

This button is used to change from one option to the
next. When this button is pushed, the option number
is shown in the display window of the RIGHT HAND
Frog.

HAVE A QUALIFIED ELECTRICIAN CHECK
YOU’RE A.C. RECEPTACLE TO BE SURE THE
GROUND IS FUNCTIONING PROPERLY.

ADVANCE
This button is used to change the value within the
option. When this button is pushed, the value will be
shown in the LEFT HAND Frog.

PROGRAMMING YOUR GAME
This section will give you a detailed explanation of
the functions and operating characteristics of each
of the programming buttons.

TICKET RESET BUTTON

PLEASE READ THIS SECTION CAREFULLY TO
AVOID PROBLEMS WITH YOUR GAME.

When the game runs out of tickets, it keeps track of
how many are owed. When more tickets are inserted, the game will attempt to dispense all of the
tickets that are still owed. If the operator does not
wish to dispense these tickets when reloading, press
the "Ticket Reset" button BEFORE replacing the
tickets. The tickets Reset buttons are located inside
the coin doors.

PLEASE NOTE: THE PROGRAMMING AND
TICKET RESET BUTTONS ARE LOCATED INSIDE THE LEFT HAND COIN DOOR. ADDITIONALLY, THERE IS A SINGLE TICKET RESET BUTTON INSIDE THE RIGHT HAND COIN DOOR.

DISPLAY INFORMATION

OPTION MODES

THE RIGHT HAND FROG DISPLAY WILL SHOW
YOU THE OPTION YOU ARE IN. THE LEFT HAND
DISPLAY WILL SHOW THE VALUE OR SETTING
FOR THAT OPTION.

MODE 0
(COINS PER CREDIT)
This option determines how many coins are necessary to start a game. The range for this game is 110. The default value for this mode is "1"

10

SET-UP / TESTING
NEW JERSEY
MODE 1
(GAME LENGTH)

MODE 5
(VALUE OF XX)

This mode determines how long the game lasts in
SECONDS. The range for this value is 5-60.
The default value for this game is "10"

This option determines the number of tickets to dispense each time a dispense order is given by OPTION MODE 4. The range for this option is 1-9. The
default value for this option is "1".

SETTING A "0" FOR THIS MODE WILL PUT THE
GAME INTO THE "RANDOM TICKET" MODE.

MODE 6
(JUST FOR PLAYING TICKETS)

MODE 2
(COIN OR CREDIT COUNTER)

This mode determines the amount of "Mercy" tickets
paid to the customer in the event that they do not
win any tickets during normal game play. The range
for this option is 0-99. The default value for this option is "3". Tickets are paid up front.

This mode determines if the coin counter will count
coins or credits. (Example: If it takes 3 coins to start
a game, then 3 coins would equal 1 credit). Setting a
"0" equals coins. Setting a "1" equals credits. The
default value for this option is "0".

NOTE: THIS OPTION FUNCTIONS IN THE TIMED
GAME MODE ONLY.

MODE 3
(TIME BETWEEN HITS)

MODE 7
(ATTRACT TIME)

This mode determines how long the game will make
the player wait between hits of the punching glove.
The number shown X 100 milliseconds equals the
actual time. (Example: 10 X 100 milliseconds equal
1 second). The range for this option is 10-50 (1 to 5
seconds). The default value for this option is "10"

This mode determines the period of time between
attract modes. The numbers in this option represent
minutes. The range for this option is 0-90. Setting a
"0" equals turning the attract mode OFF. The default
value for this option is "3

MODE 8
(ATTRACT MODE TYPE)

MODE 4
(DUCKS PER XX TICKET DISPENSE)

This option determines which type of attract mode is
set.

NOT USED

0= Mode Disabled
1= Audio only
2= Motion only
3= both motion and audio
The default value for this option is "3"

11

SET-UP / TESTING
NEW JERSEY
MODE 9
(FACTORY RESET)
This mode has the capability to reset all options to
the factory default values. The range for this option
is 0-1. Setting a "1" will reset all values. The default
value for this option is "0" (no reset)
NOTE: THE GAME CAN ALSO BE RESET TO
FACTORY DEFAULT VALUES BY TURNING THE
GAME OFF, REMOVING THE BATTERY FROM
THE MAIN P.C. BOARD. , WAIT A FEW MINUTES
THEN TURN THE GAME BACK ON.
THE ABOVE PROCEDURE IS ALSO VALUABLE IF
FOR SOME REASON THE GAME ELECTRONICS
WERE TO LOCK OR FREEZE UP.

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 to be sure the duck belt is tracking
properly. If not, check the mechanical repair
section for adjustment procedures.

Be sure all external fasteners like those of the cover
glass and puncher housings are installed and tight.

12

SET-UP / TESTING
NEW JERSEY
If you have the type shown in the photo below, there
are no adjustments. The fuse located at the bottom
of the printed board is the only user serviceable
item.

ROPE LIGHTING
The rope light in the marquee is operated by a rope
light controller located behind the WACKY
DUCKS™ sign.
Determine which type of controller is installed in your
game. (See photos)
If you have the type shown in the photo below, use
the following instructions:
Check to see that the rope light controller is set as
follows:
1. The "CHASE" mode switch should be set to
position #2.
2. The "SPEED" mode knob should be turned
fully clockwise, then rotated back about ¼
inch.

FUSE

NOTE: THE "SOUND" MODE KNOB IS NOT USED.

IF YOU HAVE ANY QUESTIONS REGARDING
THE PROGRAMMING OPTIONS, PLEASE
CONTACT OUR SERVICE DEPARTMENT

SOUND CONTROL
SPEED CONTROL

PHONE:
FAX:
E-MAIL:

CHASE CONTROL

13

1-716-759-0360
1-716-759-0884
service@icegame.com

QUICK TROUBLESHOOTING
GAME WILL NOT START

NO A.C. POWER
POWER MODULE SET INCORRECTLY
FUSE BAD IN POWER MODULE
FUSE BAD ON MAIN P.C. BOARD
NO CREDITS
BAD COIN MICRO SWITCH
BAD TRANSFORMER
BAD GAME HARNESSING
BAD MAIN P.C. BOARD

CHECK POWER AT A.C. RECEPTACLE
CHECK VOLTAGE SETTING
CHECK OR REPLACE FUSE
CHECK OR REPLACE FUSE
INSERT PROPER AMOUNT OF COINS
CHECK OR REPLACE MICRO SWITCH
CHECK TRANSFORMER VOLTAGES
CHECK W / METER & REPAIR IF NEEDED
REPAIR OR REPLACE MAIN P.C. BOARD

DUCKS WILL NOT MOVE

BAD DRIVE MOTOR
BAD DRIVE TRANSISTOR
NO CREDITS IN GAME
BAD FUSE ON MAIN P.C. BOARD
BELT BINDING

REPLACE DRIVE MOTOR
REPAIR OR REPLACE MAIN P.C. BOARD
ADD CREDITS TO GAME
CHECK OR REPLACE FUSE
SEE MANUAL FOR BELT ADJUSTMENT

TICKETS WILL NOT DISPENSE

BAD TICKET DISPENSER
BAD GAME HARNESSING
NO TICKETS IN GAME
GAME PROGRAMMED IMPROPERLY

CHECK FOR JAMS OR REPLACE
CHECK W / METER & REPAIR IF NEEDED
ADD TICKETS TO GAME
RE-PROGRAM TICKET DISPENSE OPTION

DUCK MARQUEE WON'T LIGHT
OR FLASHES INCORRECTLY

CHECK CONTROL UNIT FOR POWER
BAD FUSE ON ROPE LIGHT P.C. BOARD
IS LIGHT CONTROL SET CORRECTLY
ROPE LIGHT NOT CONNECTED
ROPE LIGHT BAD OR SHORTED

IS SWITCH TURNED ON
CHECK OR REPLACE FUSE
SEE SET-UP FOR DIRECTIONS
HOOK UP ROPE LIGHTING
REPLACE ROPE LIGHTING

DISPLAY DUCKS WILL NOT
LIGHT OR FLASH OR STAYS
LIT

BAD LIGHT BULB
BAD HARNESSING
BAD TRANSISTOR ON MAIN BOARD

CHECK AND REPLACE BULB
CHECK W / METER & REPAIR IF NEEDED
REPAIR OR REPLACE MAIN P.C. BOARD

FROG DISPLAYS DON'T WORK
OR WORK INCORRECTLY.
EYE LIGHTS DON'T FLASH

BAD FROG DISPLAY
BAD HARNESSING
BAD LIGHT BULB

REPAIR OR REPLACE P.C. BOARD
CHECK W / METER & REPAIR IF NEEDED
REPLACE BULB

NO SCORE WHEN DUCKS
ARE KNOCKED OVER

BAD FROG DISPLAY
BAD MICRO SWITCH
MICRO SWITCH WIRE BENT WRONG
BAD HARNESSING

REPAIR OR REPLACE P.C. BOARD
REPLACE MICRO SWITCH
REBEND WIRE FOR OPTIMUM CONTACT
CHECK W / METER & REPAIR IF NEEDED

NO FLORESCENT LIGHTING

BAD FLORESCENT BULB
BAD LIGHT BALLAST
BAD WIRING

REPLACE BULB
REPLACE BALLAST
CHECK W / METER & REPAIR IF NEEDED

NO SOUND OR SOUND LOW

BAD SPEAKER
BAD WIRING
VOLUME SET TOO LOW

REPLACE SPEAKER
CHECK W / METER & REPAIR IF NEEDED
ADJUST VOLUME (SEE MANUAL)

PUNCHING GLOVE DOESN'T
WORK OR WORKS SLOWLY

BAD DRIVE TRANSISTOR
BAD THERMAL SWITCH
BAD COOLING FAN
BAD PUSH BUTTON SWITCH
BAD HARNESSING

REPAIR OR REPLACE MAIN P.C. BOARD
TEST OR REPLACE SWITCH
REPLACE FAN
CHECK OR REPLACE SWITCH
CHECK W / METER & REPAIR IF NEEDED

14

GAME REPAIR
OPERATIONAL
BACKGROUND

MECHANICAL REPAIR
PUNCHING GLOVE ASSEMBLY
OVERVIEW

The WACKY DUCKS™ game has been designed to
be as easy as possible to repair.

The punching glove system is designed for high reliability and safety. The assembly can be designed
with simplicity in mind, as the solenoid is driven for
maximum pull in strength.

The duck belt can be easily adjusted while in the
game, yet can be removed easily from the game if
replacement should ever become necessary.
The punching mechanisms have been designed for
easy access by simply removing the access covers.

The solenoid is driven by approximately 35 DC volts.
This voltage may be higher or lower depending on
your A.C. voltage at the wall.
The solenoid is fan cooled to allow for higher voltages that will in turn provide the higher pull in
strength.

TROUBLESHOOTING PHILOSOPHY
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.

Since fan cooling is necessary under a high game
play mode, the solenoid is protected by a bi-metal
thermal switch that is strapped directly to the solenoid bobbin. This switch assures that if the fan fails,
the solenoid power will be shut down before the coil
could be damaged.

Next, check to see that all of the connectors are
firmly seated and that none of the wires have been
pulled out of them.

The thermal switch is run "IN LINE" with the solenoid
power. This simple arrangement is very reliable and
easy to troubleshoot.

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.

TESTING THE COIL
TESTING FOR POWER - Disconnect the coil from
the connectors. Using a voltmeter, measure that
voltage is present during game play if the punch button is pressed. There should be a voltage of 30+
volts D.C. If you do not see this much voltage, but
do see some, your meter is probably too slow to see
the voltage, as it is only on for approximately 100
milliseconds. If you don't see any voltage at all, the
solenoid driver F.E.T. on the main P.C. Board could
be bad. It could also be that the push button is not
sending a signal to the main P.C. Board.

Use extreme caution when using probes or voltmeters if the game is powered up. If doing continuity
checks, it is important to disconnect the harnessing
at both ends, as attached they may yield erroneous
results.
If a P.C. Board is suspected as the cause of a problem, check to see that all of the components on the
board are firmly attached. Pay special attention to
any socketed devices.

If you see voltage to the coil, but the mechanism
won't fire, check that the thermal switch is working
correctly. When the thermal switch is cool, disconnect the wires from its leads and do a continuity test
across the switch terminals. You should see continuity. If you don't, the switch needs to be replaced.

If light bulbs are suspected, swap them with one that
is known to work to narrow the problem down to either a bulb or P.C. Board.

15

GAME REPAIR
If you see that the thermal switch is good, check to
see that the coil and the diode on the coil are good.

3. Remove the 2 square drive screws that hold the
cardboard fan shroud in place.

Disconnect the coil and unsolder 1 side of the diode.
Do a resistance check to see that there is infinite
resistance in one direction. If there is no resistance
in either direction the diode is bad. If the diode is
bad, there is also a chance that the drive transistor
and / or fuse could be bad as well.
If the diode tests good, check to see the resistance
of the coil. It should measure approximately 3.8
ohms. This resistance will vary some depending on
the temperature of the coil. If the resistance is significantly more or less, the coil should be replaced.
4. Remove the wires that attach to the solenoid.
5. Remove the 4 screws that hold the assembly
into the cabinet. NOTE: IF THERE ARE SPACERS TO ADJUST THE SOLENOID ANGLE BETWEEN THE PUNCHER BRACKET AND CABINET, BE SURE TO USE THEM IN THE SAME
PLACE WHEN REASSEMBLING THE GAME.

COIL REPLACEMENT
1. Remove the 2 bolts that hold the punching mech
cover in place.

2. Disconnect the micro switch assembly from the
push button and remove the cover.

16

GAME REPAIR
6. Remove the hex nuts that secure the 2 long
shoulder bolts to the puncher mounting bracket.
Unscrew the two shoulder bolts from the puncher
mounting bracket. The puncher assembly should
now be able to be removed.
7. Remove the 2 screws that hold the coil retaining
bracket to the puncher bracket. The solenoid
may now be removed.
8. Assemble in the reverse order.
NOTE: WHEN RE-ASSEMBLING THE PUNCHER
ASSEMBLY, BE SURE TO USE LOCK-TITE ON
THE SHOULDER BOLT THREADS AND RETAINING NUTS.

GLASS RETAINER
3. Remove the Masonite "pond" covers that are
held in place with Velcro.

DUCK BELT ASSEMBLY
ADJUSTMENT AND REPAIR

4. Remove the wires that are connected to the D.C.
motor. NOTE: MARK THE WIRES TO BE
SURE THE MOTOR DOES NOT RUN BACKWARDS WHEN THE GAME IS POWERED
BACK ON. IF THE BELT RUNS BACKWARDS
THE BELT COULD BE SEVERELY DAMAGED.

There are two different adjustments that should be
occasionally performed on the belt assembly.
The first is an adjustment to get the proper amount
of tension to the duck belt. This is important to prevent the ducks from hanging too low on the bottom
of the belt, and to help insure proper tracking.

MOTOR WIRES ON THIS END

The second type of adjustment is to set the tracking
accurately to the center of the belt board.
NOTE: BOTH OF THE ABOVE ADJUSTMENTS
ARE NECESSARY WHEN THE BELT NO LONGER
RUNS CENTERED ON THE BELT BOARD OR
WHEN REPAIRS TO THE DUCK BELT ASSEMBLY
ARE PERFORMED.

MOTOR REPAIR
1. Turn off A.C power

CONVEYOR MOUNTING BOLTS ARE
LOCATED IN THIS AREA ON BOTH SIDES

2. Remove cover glass by removing the 4 Allen
screws that hold the glass retainer.

1. Remove the 4 bolts that hold the belt assembly
into the game.
2. Remove the belt assembly from the game. BE
CAREFUL NOT TO SCRATCH THE GAME
WHEN REMOVING THE ASSEMBLY. Place the
assembly on a suitable work surface.

17

GAME REPAIR
7. Loosen the 4 adjusting bolts on BOTH ends of
the assembly to loosen up the duck belt.

IF THE BELT RUNS BACKWARDS THE BELT
COULD BE SEVERELY DAMAGED.
5. Remove the 4 bolts that hold the belt assembly
into the game.
6. Remove the belt assembly from the game. BE
CAREFUL NOT TO SCRATCH THE GAME
WHEN REMOVING THE ASSEMBLY. Place the
assembly on a suitable work surface.

LOOSEN THESE SCREWS
(BOTH SIDES)

7. Loosen the 4 adjusting bolts on BOTH ends of
the assembly to loosen up the duck belt.

8. On the DRIVE MOTOR SIDE of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.

8. On the DRIVE MOTOR SIDE of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.

9. Loosen the Allen set screws that holds the small
roller bearing to the motor shaft.
10. Remove the 4 screws and nuts that hold the motor to the assembly.
11. RE-ASSEMBLE IN THE REVERSE ORDER.
12. NOTE: TIGHTEN THE SCREWS THAT HOLD
THE MOTOR TO THE ASSEMBLY JUST TIGHT
ENOUGH TO JUST SQUEEZE THE GASKET
MATERIAL. OVER TIGHTENING COULD
CAUSE SHAFT MIS-ALIGNMENT AND / OR
EXCESSIVE MOTOR NOISE.

SET SCREWS UNDER BELT

13. FOLLOW THE DUCK BELT ADJUSTMENT
PROCEDURES AT THE END OF THIS SECTION.

BEARING SET SCREW
9. Loosen the Allen set screw that holds the small
roller bearing to the motor shaft.

BELT REPLACEMENT

10. Remove the 4 screws and nuts that hold the motor to the assembly.

1. Turn off A.C power
2. Remove cover glass by removing the 4 Allen
screws that hold the glass retainer.
3. Remove the Masonite "pond" covers that are
held in place with Velcro.
4. Remove the wires that are connected to the D.C.
motor. NOTE: MARK THE WIRES TO BE SURE
THE MOTOR DOES NOT RUN BACKWARDS
WHEN THE GAME IS POWERED BACK ON.

18

GAME REPAIR
6. FOLLOW THE DUCK BELT ADJUSTMENT
PROCEDURES AT THE END OF THIS SECTION.

DUCK BELT ADJUSTMENT
1. PRELIMINARY ADJUSTMENT - Loosen the 4
bolts that hold the duck belt assembly to the
cabinet. They should be loose enough that the
entire unit can be slid back and forth easily.

MOTOR MOUNTING SCREWS

2. Loosen the eight bolts that are used to tighten
the belt. There are 4 bolts on each end.

11. On the IDLER ROLLER side of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.

3. Loosen the bolts that secure the roller bearings
to the assembly, and re-tighten them at the midpoint of their adjustment slots.

12. Loosen the Allen setscrews that hold the idler
roller shaft and slide the shaft out.

4. Tighten the bolts on the idler roller end of the
assembly about ½" from the innermost position.
5. Pull on the motor end of the assembly to remove
slack from the belt.
6. NOTE: WHEN THE BELT SLACK IS ADJUSTED PROPERLY THERE WILL BE NO
MORE THAN 2 INCHES OF DROOP ON THE
BOTTOM SIDE OF THE BELT.
7. If there is more than 2 inches, retighten the belt.

8. FINAL ADJUSTMENT - Start a game and notice
how the belt track.
9. If the belt tracks to one particular side, loosen
the bolts that adjust the roller bearings and move
the roller in or out for proper tracking. This can
be done during a game when the belt is moving,
if done carefully.

LOOSEN THESE SCREWS
13. Remove the 4 adjusting bolts on both ends of
the assembly, separate the end brackets and
remove the belt.

10. It may be necessary to adjust both ends once or
twice to get the optimum tracking.

14. RE-ASSEMBLE IN THE REVERSE ORDER.
15. NOTE: TIGHTEN THE SCREWS THAT HOLD
THE MOTOR TO THE ASSEMBLY JUST TIGHT
ENOUGH TO JUST SQUEEZE THE GASKET
MATERIAL. OVER TIGHTENING COULD
CAUSE SHAFT MIS-ALIGNMENT AND / OR
EXCESSIVE MOTOR NOISE.

19

GAME REPAIR
6. The rainbow plastic will now come off of the marquee. Replacement of the rope light is now possible.

11. NOTICE: DO NOT LET THE BELT DRAG ACROSS
THE DUCK-UP RAMPS. THIS COULD CAUSE DAMAGE OR FRAYING OF THE BELT MATERIAL OR
COULD DAMAGE THE SEWN BELT SEAM.

BULB REPLACEMENT
ROPE LIGHT
1. Remove the WACKY DUCKS™ sign from the front of
the game.

2. Disconnect the rope light connector and the 2-wire
speaker harness.

ROPE LIGHT
7. Re-assemble in reverse order.

FLASHING DUCKS
1. Remove the WACKY DUCKS™ sign from the
front of the game.

DISCONNECT WIRES HERE

2. Unscrew the single wood screw that holds the
light socket in from THE BOTTOM of the duck.

3. Remove the WACKY DUCKS™ marquee from
the game by removing the 5 bolts and washers
that hold it to the cabinet.
4. Remove the speaker (duck feet) from the marquee.

REMOVE THIS SCREW
3. DO NOT REMOVE THE DUCK BY PULLING
ON IT. IT IS GLUED IN PLACE AND IS NOT
MEANT TO BE REMOVED. IF IT IS REMOVED
BY MISTAKE, IT MUST BE RE-FASTENED USING SILICONE ADHESIVE ONLY.

REMOVE BOLTS FROM DUCK FEET & DUCK
PROFILE

4. Re-assemble in reverse order.
5. Remove the duck graphic from the marquee.

20

GAME REPAIR
2. Unplug the frog display board.

FROG EYES

3. Remove the 3 screws that hold the P.C. Board to
the frog display.

1. Untwist bulb socket from rear of frog P.C. Board.
BULB SOCKETS

4. Re-assemble in the reverse order.

MAINTENANCE
Maintenance is easy, as the game requires very little
service under normal use. For your customers to get
the greatest enjoyment from the game, please perform the following periodically:
•

Clean the cabinet with soapy water or a commercial cleaner such as Fantastik™ or Formula
409™. Do not use any chemicals such as alcohol, benzene, or paint thinners that could damage the finish. Finish cleaning the cabinet by applying a good quality spray furniture polish.

2. Replace bulb.

•

Clean the glass with a good quality glass
cleaner.

3. Re-insert socket into board and check for proper operation.

•

Adjust the Duck Belt to assure proper tracking
and operation.

ELECTRICAL / ELECTRONIC REPAIR

•

Clean the coin mechs with a soapy water solution to remove dirt and grime.

MAIN P.C. BOARD

•

Clean the push buttons if they become sticky in
use.

•

Clean dirt and grime from the punching mechanisms if they become sluggish.

1. Turn off all A.C. power and remove the power cord
from the A.C. receptacle.
2. Remove the WACKY DUCKS™ sign from the front
of the game.

NOTE: DO NOT USE ANY LUBRICANT ON THE
PUNCHING MECHANISMS, AS THIS WILL ONLY
ATTRACT DIRT, WHICH WILL BIND, AND SLOW
THE UNITS. If the punching mechanisms still respond sluggishly after cleaning, check you’re A.C.
line voltage to be sure it matches the way your game
is set.

3. Remove all of the P.C. Board connectors, noting
where each one connects onto the board.
4. Remove the 4 hex fasteners that connect the board to
the cabinet.
5. Re-assemble in reverse order.

IF YOU HAVE ANY QUESTIONS REGARDING
THE PROGRAMMING OPTIONS, PLEASE CONTACT OUR SERVICE DEPARTMENT

FROG DISPLAY BOARD
1. Remove the cover glass retainer by removing the 4
Allen head screws, and remove the cover glass.

PHONE:
FAX:
E-MAIL:

21

1-716-759-0360
1-716-759-0884
service@icegame.com

PARTS LISTING
MECHANICAL PARTS
FP1019
HD1052
WA5001
WK1001
WK1014
WK1020
WK1022
WK1023
WK1025
WK1026
WK1050
WK1051
WK1052
WK3005X
WK3010
WK3011
WK3012
WK3013
WK3014
WK3015
WK3016
WK3020
WK3021
WK4001X
WK9001

ELECTRICAL / ELECTRONIC
PARTS

LEVELER FOOT
SWIVEL CASTER
TRIPLE COIN DOOR
CONTROL BOX
RAMP (DUCK LIFT)
PUNCH ASSEMBLY BRACKET
SPRING PLUNGER LINK
SCISSOR PIN
COIL RETAINER BRACKET
HINGE WASHER, SQUARE
BEARING, CONVEYOR ROLLER
HINGE, DUCK TARGET
PLUNGER SPRING
CONVEYOR ROLLER W / GRIT
PLUNGER LINK BLOCK 1 ½ SQ.
PLUNGER LINK #1
PLUNGER LINK #2
PLUNGER LINK #3
PLUNGER LINK #4
PLUNGER LINK, END
PUNCHING GLOVE
DUCK, SMALL BABY
DUCK, LARGE MAMA
CONVEYOR BELT ASSEMBLY
SERVICE MANUAL

211
2005
2026
2133CW
2364X
HH5005
PC20224
PC20238
PC20239
WK2001X
WK2002X
WK2007X
WK2008
WK2009
WK2032X
WK2034X
WK2133CTLX
WK8284X

GRAPHICS & DECALS
7031
7033
7047
WK7000
WK7001
WK7002
WK7003
WK7004
WK7005
WK7007
WK7008
WK7009
WK7010
WK7012
WK7013
WK7014
WK7021
WK7023
WK7024
WK7025
WK7026
WK7028
WK7029

FOR INDOOR USE ONLY DECAL
WARNING, POWER DIS DECAL
WARNING, VHO BULB ONLY
OUTSIDE LEFT CABINET DECAL
OUTSIDE RIGHT CABINET DECAL
CABINET INSIDE LEFT DECAL
CABINET INSIDE RIGHT DECAL
FROG DECAL
POND DECAL
REAR BACKDROP DECAL
DUCK DISPLAY DECAL
EYEBALL DECAL
LOWER CABINET FRONT DECAL
LEFT CONTROL PANEL
INSTRUCTION DECAL (TIME)
RIGHT CONTROL PANEL
PROGRAMMING DECAL
INSTRUCTION DECAL (TICKET)
FROG "TICKET" DECAL
CLOUD
RAINBOW MARQUEE BACKGROUND
FRONT HEADER SIGN
DUCK MARQUEE DECAL

22

LOW TICKET SWITCH
LIGHT BULB, #906
THERMAL SWITCH
ROPE LIGHT, CHASING 110 VOLT
FAN ASSEMBLY
TICKET DISPENSER
12-VOLT COUNTER
BULB SOCKET, TWIST
LIGHT BULB, #161
POWER SUPPLY
TRANSFORMER
POWER MODULE
DRIVE MOTOR
COIL, INCLUDES SLEEVE
DISPLAY P.C. BOARD ASSEMBLY
MAIN P.C. BOARD ASSEMBLY
ROPE LIGHT CONTROLLER
BALLAST ASSEMBLY

23

24

25

26

27

28

29

30

31

32

4

3

2

1

D

D

TO MAIN HARNESS
ACH
GRND
ACL

1
2
3

BLACK
GREEN/YELLOW
WHITE

18 "
#PC20217

#8284 - WORKHORSE 120V
#WH6-120-6
BALLAST

3 PIN PLUG #2206
Pin 2: SOLID PIN #2100S
Pins 1+3: 20-14 AWG #8260

YELLOW
RED
RED
RED
RED

C

C
11 1/2"

33
#WK8239XSOCKET ASY
.250 #653T

#SR8239SX-SOCKET ASY
W/SPRING

#8282MALE
M

M .250 #654

#8280-FLOURESCENT BULB ( F48T12VHO )
M .250 #654

B

.#8252FEMALE

W / SPRING

YELLOW

18 "

#2558

36 "

TITL
E

A

Wacky Ducks

DESCRIPTION

3

#WK8284X-BALLAST ASY
#WK8239X- SOCKET ASY
3/14/00

DATE

4

B

2

REVISED

6/14/01

FILENAME

WACKY
DUCKS.VSD

DRAWN BY

CHERYLZ1

PAGE

1

6 OF 8

A

34

35

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



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