Table of Contents - Player One Amusement Group · 2017-08-10 · Ticket Notch: Blue wire on pin 6...

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Transcript of Table of Contents - Player One Amusement Group · 2017-08-10 · Ticket Notch: Blue wire on pin 6...

Page 1: Table of Contents - Player One Amusement Group · 2017-08-10 · Ticket Notch: Blue wire on pin 6 Ticket Run: white wire on pin 8 -Have your card swipe system tap into the Bill/Coin
Page 2: Table of Contents - Player One Amusement Group · 2017-08-10 · Ticket Notch: Blue wire on pin 6 Ticket Run: white wire on pin 8 -Have your card swipe system tap into the Bill/Coin

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Table of Contents

REVISION HISTORY ..........................................................................................................................................2

BASIC COMPONENTS ......................................................................................................................................3

GAME PLAY/ SEQUENCE BEHAVIOR ...............................................................................................................4

GAME SETUP ...................................................................................................................................................6

MAIN ELECTRONIC COMPONENTS .............................................................................................................. 15

TECHNICAL OPERATION ............................................................................................................................... 20

PROGRAMMING OPTIONS ........................................................................................................................... 22

ERROR CODES AND TROUBLESHOOTING GUIDE ......................................................................................... 26

ASSEMBLIES AND DIAGRAMS ...................................................................................................................... 31

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REVISION HISTORY - 01/22/16: REV-A: Created.

- 02/03/16: REV-B: Small revision for first release.

- 02/24/16: REV-C: Changed Chaos feature shipping arrangement and added wiring positions for

all switches.

- 04/19/16: REV-D: Cover page updated and coin per credit changed.

- 08/31/16: REV-E:

- 06/26/17: REV-F: Changed Images with old revision parts.

Benchmark Games Inc. holds exclusive copyright in the Hardware and Software contained within

this game machine. Benchmark also owns the copyright in the ARTWORK DESIGNS, MUSIC, and

original SOUND EFFECTS that are incorporated in the game machine. No part of this artwork, music,

sound effects, images, displays, software or firmware may be reproduced in any way without the

express written permission of Benchmark Games Inc. Benchmark Games Inc. also retains other

various intellectual property rights in the game machine including pending patent rights, trade press

rights and trademarks.

PERSONS WISHING TO MAKE USE OF ANY OF THE INTELLECTUAL PROPERTY DESCRIBED ABOVE

SHOULD CONTACT BENCHMARK GAMES INC. IN THE FIRST INSTANCE.

Every effort has been made to ensure that the information contained within this manual is accurate.

Benchmark Games Inc. reserves the right to make alterations without prior notice.

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BASIC COMPONENTS

Monster Drop Chaos is a new spin to the Monster drop game. Players have to drop a ball onto the

wheel and try to time it correctly to win big time scores. The wheel, located in the middle of the

playfield, has 18 value holes including two designated “Chaos” features. When the Ball lands inside the

“Chaos” hole an event occurs in which 18 balls descend from the carrier, above the playfield, and

bombard the wheel with the opportunity to gather more points than the Mega Bonus. Monster Drop

Chaos also has a 42” display that hangs over the playfield, giving animated attractions to keep players of

all ages engaged and interested to see what will happen next.

Marquee

Display/Screen

Playfield/Wheel

Coin Tower

Ticket Door

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GAME PLAY/ SEQUENCE BEHAVIOR I. Power-up Initialization Sequence:

• Ball Drop clears

• Chaos carrier clears

• LED’s are all on

• Display shows analysis progress

• Boards checked

• Sound on

• If credits are on the game, the game will automatically enter game mode. If no credits

are on the game, the game will enter attraction mode.

II. Attraction mode:

• Various light patterns are shown while some background sound plays on.

*Note: there is a low-activity rest period (which is programmable). See section

Programming Options, before these sequences are re-triggered, to avoid being too

repetitive.

III. Adding Money (Coin-Mech./ Card-Swipe system/Bill Acceptor):

• “Coin-in” or “Bill-in” sound is hear on corresponding speaker.

• When enough money/tokens is added to buy credit(s), the current credit value will be

shown on the large display located above the playfield, and the game will enter play

mode.

IV. Play Mode:

• Game will enter play mode.

• Gameplay music will sound.

• Drop Ball button will blink.

• Display shows, “Time Your Drop!”

• Speakers will say, “Press button to play!”

V. Mystery Value

• The ball has to fall through the opening on the wheel labeled “mystery”

• The display will flash numbers in which one will be randomly selected as a payout.

VI. Game Win, Mega Bonus:

• The ball has to fall through the opening on the island in the middle of the wheel.

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• Payout tickets will be the amount

located at the top of the Display inside

the game.

• Display will show, “Bonus”.

• Mega Bonus music plays while

speakers say, “Wow! You win it all!”

Playfield LED’s Flash.

VII. Game Win, Chaos:

• The ball has to fall through one of the

two raised holes on the wheel.

• The speakers will say, “CHAOS!” and

“Multi-ball Play!”

• 18 balls will drop from the carrier

above the playfield

• The display will post the list of values

that will accumulate to a total sum of

points

VIII. Chaos within a Chaos:

• The ball has to fall through one of the two raised holes on the wheel.

• The speakers will say, “CHAOS!” and “Multi-ball Play!”

• The original chaos has to finish and then the game will reload 10 balls into the ball

carrier

• Once the correct number of balls has been placed in the carrier the Chaos feature will

begin.

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GAME SETUP I. Unloading/Assembly

• Monster Drop Chaos is shipped

in the following configuration.

• The Marquee and the Mounting

Components (2) will be located

in the lower cabinet in a box

along with ¼-20 Hex bolts (2),

24 balls, ticket bins.

• Take out the Mounting

Components and the ¼-20 x 3”

Hex bolts (2).

• Attach the Mounting

Components to the top of the

cabinet as shown in Figure 1.

• Once the Mounting Components

are installed the marquee will be

fixed by aligning the slots on the

back of the marquee with the

tabs on the front of the

Mounting Components.

• Once the Marquee is set on the

mounting brackets, twist the

locks under the lower slots to

secure the Marquee in place as

shown in Figure 2

1

2

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• Open the box that was located in the cabinet on top of the wheel in the playfield, which

its contents should be the Mega-Bonus Island, and the Chaos feature.

• Pull out the Chaos feature, using at least two people, carefully install the ball carrier by

lifting it so that the arms pass through the slots and then push the carrier to the side so

that the arms will catch and hang from the parallel bars across the top, as shown in the

figure below with the BLUE arrows.

• There are three harness connections for the Chaos feature, all are accessible from the

back of the game by opening the door with the display attached, the location of the

harnesses are in the figure below with the GREEN rectangles.

Front View

Back View

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• The Mega Bonus Island is located in

the same box as the Chaos feature.

• Reach into the hole in the middle of

the playfield wheel grabbing and

connecting the harness of the island

to the one in the game.

• Remove the four acorn nut located in

the middle of the playfield wheel,

and place the Mega Bonus so that the

Island sits flat on the wheel surface,

using the four acorn nuts to secure it

to the playfield as shown in the figure

to the right, in the red circles in the

center.

II. Power Up

• The power cord is inside a box located in the lower cabinet.

• Connect the power cord to the power box near the power switch (red circle), and run

the wire through the hole in the bottom of the cabinet (blue circle) to the nearest

outlet. (View is from the lower back door of the cabinet)

• Press the switch, on top of the power box to turn the game on.

Figure 5

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III. Recommended Inputs

• Setting up Coin Comparator

o The Coin Comparator is a

section of the Coin Mech. that

compares one of your tokens

or quarters to the inserted

coin by the player. If the coins

do not match, the Coin Mech.

will return the inserted coin

to the player.

o The Coin Mech. is attached to

the coin tower in the front of

the cabinet.

o Detach the Coin Mech. by

unscrewing the lock nuts on

the back of the four carriage

bolts.

o Pull up on the tab of the Coin Mech. that states, “Slide to replace coin.”

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o Place your token, under the lifted tab, in-between the two edges.

o Reattach the Coin Mech. to the button assembly by screwing the lock nuts onto the

four carriage bolts, and connect the wires so that the yellow wire is on top shown

below in blue, and the switch is in the up position as show in the red, as shown

below

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ALTERNATIVE COIN/BILL AND CARD-SWIPE CONFIGURATIONS

There are a several alternative Card Swipe systems and Bill Acceptor configuration possibilities,

depending on your location. These are described in a general fashion as follows.

Note that the system expects the following timing ranges for any pulses:

Low time: 40-80ms

Up time: 100-150ms

CARD SWIPE SYSTEM

The Coin-Mech and/or Bill Acceptor can be replaced to set up a swipe-for-credits, or e-tickets scheme.

This is the recommended set up:

-Remove the Coin-Mech and/or Bill Acceptor and install your card swipe systems in the lower front door.

[Contact customer service if custom plastic plates for this purpose are required].

-Some of the necessary signal lines are available on the connector at the door:

> Enable signal, output.

> Bill acceptor line/Coin-in line, input

For the ‘Run’ and ‘Notch’ signals, you can tap directly from the lines on the Ticket Dispenser drawer, or

from the following pins at the control to coin door harness connection (9 pin UCL)

Ticket Notch: Blue wire on pin 6

Ticket Run: white wire on pin 8

- Have your card swipe system tap into the Bill/Coin signal line.

- Configure your card swipe system for a 1-pulse-per-swipe response or 4-pulse-per-swipe

- If tapping the coin signal line (Gray/yellow), when having 1 pulse-per-swipe, 1 swipe will count as 1 coin

internally.

- If tapping the bill signal line (Gray/yellow), when having 4 pulse-per-swipe, 1 swipe will count as 4 coins

internally.

- Configure the game to provide the necessary credits for the ‘coin’ count indicated above and the actual

money you will charge per-swipe.

- If possible (strongly recommended), hook up your system to the enable line (White/Yellow), so that the

game can stop money intake in case of any machine error or fault.

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COIN MECHS

It is possible to use other coin mechanisms on this machine. The wiring harness terminates on both Spade

type connectors and an IDC connector for this purpose, the signal lines are:

# Wire Color Signal

Yellow 12V

Gray/yellow & Gray/Orange Coin Signal

White/yellow Enable (low=enable, high=disable) (this should

be hooked to coin-mech ground)

Black GND, actual DC Ground

Notes:

The ‘Device Ground/Enable’ line comes from the Mini High Current Board, as commanded by the main CPU

to enable or disable money intake. It is necessary that your coin-mech device has a coin-lock ‘reject’

solenoid so that this feature is available.

Normally, for an Imonex, if it has a coin reject solenoid, you hook the solenoid’s ‘ground’ to the enable line,

so that the game can control it.

For an electronic coin-mech, like the MPU, you hook up the coin-mech’s ‘ground’ to the enable line.

IV. Adjustments

• Ball Drop Adjustment

o The Ball Drop Assembly, located at

the top of the cabinet can shift and

may not be aligned correctly with the

wheel.

o If the Ball Drop Assembly is not

aligned correctly the balls dropped

onto the wheel will never be able to

fall directly into the holes on the

wheel, thus not making Monster Drop

Chaos a skill game.

o To re-align the Ball Drop Assembly,

obtain two straight edges (i.e. straight

piece of wood, or material that is sure

to be straight) longer than 30 inches

in length.

o Turn Monster Drop Chaos off.

o With straight edges in hand, run the

straight edges down both sides of the

Ball Drop Assembly and rest the

bottom ends on the wheel.

o Make sure there is a hole directly under the ball drop.

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o If the straight edges rests on the wheel and are equal distant to the center of

the hole on the wheel, then the Ball drop Assembly is correctly aligned as

shown below on the left side.

o If the straight edges are not equal distant to the center of the hole on the

wheel, as shown below on the right, then the Ball Drop Assembly needs to be

adjusted.

o Grab a Philips head screw driver (P2), preferably with a neck longer than 9”.

o Slightly loosen the two

screws which lock the Ball

Drop Assembly in place in

the red circles, as shown

to the right.

o Shift the Ball Drop

Assembly in the direction

in which will align the

opening with the

corresponding hole on the

playfield.

o Use the two straight

edges to confirm that the

Ball Drop Assembly is in

the correct position

before tightening the two

screws to fasten in place.

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V. Taking off Wheel

o To take the wheel off of the

playfield, several parts need to

be removed before this task can

be done.

o Firstly, unscrew and remove the

four acorn nuts that are

fastening the island to the

playfield, along with the island

itself as shown to the right.

o Secondly, remove all four

corners of the playfield by

unscrewing all 16 screws

anchoring the plates to the

playfield as shown below.

o The wheel is now able to be lifted out of the cabinet.

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MAIN ELECTRONIC COMPONENTS I.PCB board location, Main Control Panel

• The PCB panel is located in the lower cabinet, through the front door on the right side.

II.Power Distribution Board

Part# PCB0032

QTY: 3

Location: On the PCB panel that is inside the lower cabinet on the right side.

Distributes DC power from the power supply to the different devices, through a Poly-Switch (thermal, resettable fuse) for each voltage circuit. Note that for convenience, the “Programming Options” button are also located on this board, even though they’re not power related.

Power is distributed in the following manner (worst case estimations):

BOARD/DEVICESESTIMATED CONSUMPTION

IO-Expander 0.1 A Stepper 5.1 A Amplifier 0.35 A Playfield Lights/Marquee 20A

Display 1 A Related Note: There are 2 AC fuses on the Power supply IEC-130 receptacle (12.5 Amp, 250 V).

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III.IO-Expander

Part#: 500KIT003

QTY: 1

Location: On the PCB panel that is inside the

lower cabinet on the right side. ID-Switch

settings: 0000

Controls column light strips throughout the

game, receive signals from optos on

playfield, and receives information from the

encoders, inputs from the coin mechs, and

notches from the ticket dispensers, while

receiving the programming-button signals coming from the Power Distribution Board.

IV. Single-Stepper controller

Part#: PCB00040

QTY: 1

Location: On the PCB panel that is inside the lower

cabinet on the right side.

The stepper-motor controller board handles the low-

level control of the games motors.

V. Amplifier

Part#: 500PCB052

QTY: 1

Location: On the PCB panel that is inside the

lower cabinet on the right side.

Amplifies low power audio signals and send

them to speakers.

VI. PC

Part#: 500PCB100

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Hard drive Part # 500PCB115

QTY: 1

Location: On the PCB panel that is inside the

lower cabinet on the right side.

Sends and receives signals to and from

switches all over the game, while driving the

programs on the display screen.

VII. Opto Sensor (Horseshoe Opto)

Part#: PCB0078

QTY: 1

Location: Under the wheel in the playfield.

The Horseshoe Opto is acting as a position marker for

the wheel.

VIII. Opto Sensor (Transmitter)

Part#: PCB00029

QTY: 4

Location: two on the ball drop assembly, one on the Chaos

loading tunnel, one on the ball return chute under the

playfield.

The transmitter will send an IR signal across a pathway to a receiver, when the signal is block

by a ball, the game will be able to count how many balls have passed.

IX. Opto Sensor (Receiver)

Part#: PCB00025

QTY: 4

Location: two on the ball drop assembly, one on the Chaos

loading tunnel, one on the ball return chute under the

playfield.

The Receiver sits opposite of the Transmitter and when the IR

signal is disturbed, it sends a signal to the PC.

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X. Coin Mech. (Factory Default)

Part#: ELM00301

QTY: 1

Location: The Coin Tower on the front of the game.

XI. Hard-Meter pair (optional only)

Part#: 500ASM020

QTY: 1 set

Location: Front right side of the lower cabinet.

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XII. Ticket Dispensers (Intelli-Triple Series)

Part#: 112ASM001

QTY: 1

Location: On the Ticket Door, the front left of lower cabinet.

ID Switch setting: 0000 (off-off-off-off).

On this game, the ticket dispensers use the standard ‘Run’ and ‘Notch’ signals common in

the redemption industry.

For more information, see Benchmark’s Ticket Dispenser manual.

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TECHNICAL OPERATION

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Inter-Board Communication: 485 Serial pair

The Circuit Boards communicate with each other using a 485 differential

wire-pair network, using the SNAP software protocol layer.

- On this machine, this wire pair has colors Blue and Gray.

- The Main CPU Board acts as the master, initiating commands

and receiving responses from the slave boards.

- Like-boards differentiate from each other by means of an ID

Switch setting.

- See the previous pages to find each board’s ID-Switch location

and setting.

Note that we indicate the required on-off state of each micro

switch in the previous pages with 1’s and 0’s, respectively.

- The following PCB board(s) are NOT connected to the 485

network:

➢ The Power distribution board

-Note that the 485 network wire-pair chain jumps from board to board:

➢ In some places the chaining is done by double-crimps at the connector (these are usually 2-pin

connectors)

➢ In other places, PCB traces on the board itself carry the chain from a pair of connector pins to

the next (usually a four-pin connector); thus, disconnecting such a board’s 485 might actually

disconnect the rest of the 485 chain. Keep this in mind when troubleshooting or replacing

parts.

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PROGRAMMING OPTIONS

• To enter Programming mode, press the left and right button on the highest Power

Distribution Board on the Control board panel to the right side of the lower cabinet.

• The large display inside the cabinet and above the playfield will present a list of all the

modifiable programs.

• Using the middle button on the Power Distribution Board to scroll down the list and the

left and right button to increase or decrease the values of the programs.

PROGRAMMING MAIN MENU

The List of programs appears on the screen in the same order they are listed below.

1- PASSWORD

This option allows the password to be changed by the customer’s preference. The

default password for the game is 0000.

2- PLAY VOLUME

This option allows the customer to change the setting of the volume while Monster

Drop Chaos is in game mode.

Range: 0 – 100 Default: 50

3- JACKPOT VOLUME

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This option allows the customer to change the setting of the volume when a

Mega bonus has been awarded to a player. Range: 0 – 100 Default: 75

4- ATTRACTION FREQ.

This option allows the customer to change the rest time in-between the attractions

of Monster Drop Chaos.

Range: 0 – 10 Default: 1

5- COINS PER CREDIT

This option allows the customer to change the amount of credits received to the

player from inputting one coin in Monster Drop Chaos.

Range: 0 – 16 Default: 4

6- JACKPOT START VALUE

This option allows the customer to change the start value of the bonus feature

at the top of the display. This number will change corresponding to a change in

the tables, but can also be manipulated manually. Range: 0 – 100,000

7- JACKPOT INCREMENT

This option allows the customer to change the increment that the bonus feature will

increase after every credit input.

Range: 0 – 8 Default: 1

8- JACKPOT MAX VALUE

This option allows the customer to change the maximum value at which the bonus

feature will be able to reach.

Range: 0 – 100,000 Default: 100,000

9- WHEEL TABLE

This option allows the customer to change the table in which the wheels values will

correspond with. The table values are as follows:

Range: 1-5 Default: Table 3

Table amounts for the wheel:

Table 1 - $0.25

Table 2 - $0.50

Table 3 - $1.00

Table 4 - $1.50

Table 5 - $2.00

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10- WHEEL SPEED

This option allows the customer to change the speed at which the wheel in the

playfield rotates.

Range: 1 – 5 Default: 4

11- MERCY TICKET

In Some jurisdictions, a minimum return of tickets is required. This option allows the

amount of tickets to be set.

Range: 1 – 5 Default: 1

12- 2₵ TICKET MODE

This option allows the customer to change the ticket value from the original 1₵ per

ticket to 2₵ per ticket

Range: on-off Default: off

13- # OF PLAYS METER

This shows the value of which a certain number of plays have been performed in

the game since last reset. There is an option to reset the number back to zero.

14- # OF JACKPOTS HIT

This shows the value of which a certain number of Bonuses have been performed in

the game since last reset. There is an option to reset the number back to zero.

15- # OF CHAOS HIT

This shows the value of which a certain number of Chaos have been performed in

the game since last reset. There is an option to reset the number back to zero.

On the bottom of the screen are three visual buttons, which are “Cancel”, “Select Preset”, and

“Confirm”. To select one of the three, press the scroll (middle) button until the desired tile is

highlighted. Then press the left or right button to finalize the selection. The “Cancel” button will undo all

previous changes done since programming mode has been open. The “Select Preset” button will return

the game back to default settings. The “Confirm” button will save all the changes made to the programs.

Once one of the bottom three tiles have been selected the game will return to attraction mode if there

are no credits on it, or game mode if there are credits active on it.

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ERROR CODES AND TROUBLESHOOTING GUIDE TROUBLESHOOTING GUIDE

Following a methodical approach will make it easier for you to resolve issues with any type of equipment.

In most cases, machinery consists only of a set of input signals, a process for those signals, and some

resulting outputs. Separating the system into these three areas lets you have a clear map when looking for

solutions.

In general terms, to isolate a fault, you usually follow these steps (not necessarily in this order):

I. INPUT (from button switch, etc.)

• Determine if the related input signals (i.e. button, etc.) are reaching the processing stage, usually a

PCB board.

• Determine if its related input signal reaches the control system (i.e. board), by measuring

continuity in the wires.

• If there is still some doubt on the consistency of the connection, you can ground the input on the

board directly, by removing the connector in question and using a small wire to bypass the

harness and bring ground (or the appropriate signal) to it.

II. PROCESS (usually a PCB board)

• Check if power is reaching the device. If it’s a PCB board, it usually has a static LED light showing

it’s powered.

• Check if board is running, usually showing a separate flashing LED light.

• Check if the board has the right program, by checking the firmware name sticker on the board

surface.

• Swapping the board for a known-good replacement is a very common way to determine right

away if the problem lays with the board. Be mindful though, that there might be an external issue

that damages the board in the first place. That’s why it’s important to first check the power

voltage has the proper level, etc.

• If there are more than one like-boards on the machine, swapping them around will let you know if

the problem follows the board or if stays with the assembly section.

III. OUTPUTS (to light, solenoid, motor, or another PCB board)

• Determine if the process output signals are reaching the end-device

• Measure continuity on the wires from the output of the PCB board to the end device.

• If there is still some doubt regarding the connection, try activating the device directly by

disconnecting the output connector from the board, and using a spare piece of wire to feed it the

proper signal.

• For example, disconnecting the hi-current output board and feeding ground to one of the output

pins on the harness side, to activate a solenoid directly for a brief moment.

• Like in the other examples, swapping the device for a known good unit also helps in narrowing

things down.

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MONSTER DROP CHAOS ERROR CODES

There are two type of errors that can occur. One type of error will stop game play and will be presented

in the middle of the large display, while the other type will not stop game play, but will be presented on

the bottom of the large display.

Fatal Errors (Game play stop)

- E 01: Com Port Error Plug in USB to 485 Cable

• This error occurs when USB to 485 cable is not connected.

• Check both ends of the wire to confirm both sides are plugs in.

• If error still occurs replace cable.

• If error still occurs switch boards out.

- Error: Stepper Control

• Unable to communicate with stepper control board.

• Check connections between the PC and the stepper control board.

• If error still occurs switch stepper control board for another.

- Error: IOE1

• Unable to communicate with IO Expander control board.

• Check connections between the PC and the IO Expander.

• If error still occurs switch stepper control board for another.

- Error: Diverter Switch 1

• Unable to sense diverter position switch at drop ramp position.

• This is the Switch that is located to the right of the diverter motor above the playfield if

looking from the rear.

• Check Connections between the Switch and the IO Expander.

• If error still occurs change out switch.

• Black to common, gray/ green to normally open (NO)

• If error still occurs change out IO expander.

- Error: Diverter Switch 2

• Unable to sense diverter position switch at Chaos dispenser position.

• This is the Switch that is located to the left of the diverter motor above the playfield if

looking from the rear.

• Check Connections between the Switch and the IO Expander.

• If error still occurs change out switch.

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• Black to common, gray/red to normally open (NO) If error still occurs change out IO

expander.

- Error: Loading Drop Ramp

• Unable to complete a ball loading cycle onto drop ramp.

• This is the pair of optos on the Drop ramp above the playfield that are directly positioned

near the drop arm.

• Check to see if the ball lift assembly, on the right side when looking into the rear lower

doorway, has a ball jam.

• Check to see if the Blower motor or the gate lift motor are functioning correctly

• If the game lift motor is not turning off, change out the switch located on the bottom of

the assembly (wiring position: black to common, Gray/White to Normally Open (NO)).

• Place an object in between the optos to see if the signal is becoming interrupted, by

seeing a red LED on the receiver opto that will appear while the signal is disturbed and will

not illuminate if the signal is received.

• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

- Error: Loading Chaos

• Unable to complete a ball loading cycle into chaos dispenser.

• This is the pair of optos that are located in the opening in which the balls enter the chaos

feature.

• Check to see if the ball lift assembly, on the right side when looking into the rear lower

doorway, has a ball jam.

• Check to see if the Blower motor or the gate lift motor are functioning correctly

• Place an object in between the optos to see if the signal is becoming interrupted, by

seeing a red LED on the receiver opto that will appear while the signal is disturbed and will

not illuminate if the signal is received.

• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

- Error: Chaos Load Switch

• Unable to sense balls coming across chaos loading switch into dispenser.

• This is the pair of optos that are located in the opening in which the balls enter the chaos

feature.

• Place an object in between the optos to see if the signal is becoming interrupted, by

seeing a red LED on the receiver opto that will appear while the signal is disturbed and will

not illuminate if the signal is received.

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• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

- Error: Chaos Wheel Home Switch

• Unable to sense chaos wheel home switch.

• This is the switch that is located on the front right side of the Chaos feature if looking from

the front.

• Check to see if the DC motor on the back side of the Chaos feature is functioning correctly.

• Check the connections between the switch and the IO Expander.

• If error still occurs change switch

• Black to common, Gray/Brown to Normally Closed (NC) If error still occurs change IO

Expander.

- Err: Drop Switch 2

• Failed to detect drop ramp switch 2 (rear switch) (on startup, game’s not allowed to go

into play mode).

• This is the pair of optos on the Drop ramp above the playfield that are positioned behind

the dropping mechanism.

• Place an object in between the optos to see if the signal is becoming interrupted, by

seeing a LED on the receiver opto that will appear while the signal is disturbed and will not

illuminate if the signal is received.

• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

Non-Fatal (play continues, error reported at screen bottom)

- E 03: Out of Tickets

• All tickets have been dispensed.

- E 04: Ticket Dispenser

• Loss of communication with ticket dispenser.

• Check all connections

- Err: Score Sensor

• Failed to detect score sensor (on startup, game’s not allowed to go into play mode).

This is the optos just under the drop hole from the playfield into the lower cabinet.

• Place an object in between the optos to see if the signal is becoming interrupted, by

seeing a LED on the receiver opto that will appear while the signal is disturbed and will not

illuminate if the signal is received.

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• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

- Err: Score Wheel Home Sensor

• Failed to detect play wheel home (on startup, game’s not allowed to go into play mode).

• This is the Horseshoe opto that is positioned on the playfield on the right side under the

wheel.

• The wheel has to be taken off the playfield. Refer to the “Taking the Wheel Off” section

(Page 14), at the end of the Game setup section.

• Place an object in between the sensor to see if the signal is becoming interrupted. A LED

illumination will confirm that the signal is indeed being disturbed.

• Check connections between the Opto’s and the IO Expander. If error still occurs change

the transmitter opto If error still occurs change the receiver opto.

• If error still occurs change the IO Expander.

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ASSEMBLIES AND DIAGRAMS

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