GAME ADJUSTMENTS FOR

"ROLL A BALL"

There are several operator adjustments available on the Gamemasters "Roll A Ball" game. These adjustments are
accessed via the Switch panel in the service draw. Each of these functions will be explained later in detail.

There is one band of 8 switches on the PCB.

Normal position for all switches on the PCB is OFF.

Switch
1 GAME DISABLE
2 PROGRAM MODE ENABLE
3 STEP UP
4 STEP DOWN
5 PROGRAM ADVANCE (NEXT MEMORY LOCATION)
6 COIN 1 (20c) INPUT
7 COIN 2 ($1) INPUT
8 COIN 3 ($2) INPUT

To alter the programming level push the switch on the furthest left hand side of the switch panel down to the on position. (The switch assembly is found inside the slide out draw which houses the PCB.) A red light will come on next to
this switch to tell you it is in the on position. Leave it in this position).

When this switch is first turned to the "ON" position, a zero (0) is displayed in the credit display and balls remaining
display on the scoring unit. This is the first memory location.

ADV push button is used to advance to the next memory location. Pushing the switch and releasing it advances
one memory location. (Shown on Credit remaining and Balls played displays).

UP push button is used to increase the level in a particular memory location. Pushing the switch and releasing it
advances the level by one. (Shown on large score displays).

DOWN push button is used to decrease the level in a particular memory location. Pushing the switch on and
releasing it decreases the level by one. (Shown on the large score displays)

When the PGM switch is pushed again the CPU exits the programming mode. (The red light now goes off to tell
you that you are out of the program mode. Ignore the displays at that time as they will be reset when the next game
starts or the unit is turned off then on again.

Do not turn the power off when you are in the programming mode.

EXTRA FEATURES

GET HLP

If this message is displayed in the attract mode, it means that the machine is either out of tickets or there is a Ticket jam.
Add more tickets or un-jam the ticket dispenser then press the reset button near the ticket dispenser.
The machine will then vend out the remaining tickets to the player.

HI or LO

This message displayed in the attract mode means that the machine has either too many or not enough balls installed.
Inside the coin door there is a ball release button to release a ball from the ball trough if there are too many balls.

A Lo ball indicates that a ball has been bowled in either the wrong machine or that the ball has been stolen.
Eg. If you have two or more machines placed side by side with one machine showing "HI" and another showing
"LO" then you would release a ball from the "HI" machine and place it into the "LO" machine.

IN EITHER CASE THE MACHINE(S) WILL STILL WORK EVEN IF THEY ONLY HAVE ONE BALL LEFT.

INSIDE THE COIN DOOR

1) There is a SERVICE CREDIT BUTTON which will give one credit each time it is pushed but it will not
register on any meter.

2) There is a BALL RELEASE BUTTON which will release one ball. If you wish to check on how many balls
are installed or if you have too many balls (caused by wrongful bowling) and you wish to eject these from the machine.

 

MEMORY LOCATIONS

Memory
Location
.Min
Value
.
Max
Value
Factory
Setting
Description
0 0 0 0 NOT USED
1 1 99 01 COIN 1 MULTIPLIER
2 1 99 05 COIN 2 MULTIPLIER
3 1 99 10 COIN 3 MULTIPLIER
4 1 99 05 UNITS FOR CREDIT
5 1 99 01 COIN 1 METER INCREMENT
6 1 99 05 COIN 2 METER INCREMENT
7 1 99 10 COIN 3 METER INCREMENT
8 0 08 00 VOLUME LEVEL OF SPEECH
9 1 09 09 NUMBER BALLS PER GAME
10 0 08 00 BACKGROUND MUSIC VOLUME
11 0 99 20 1st SCORE LEVEL
12 0 99 30 2nd SCORE LEVEL
13 0 99 40 3rd SCORE LEVEL
14 0 99 50 .4th SCORE LEVEL
15 0 99 10 4th SCORE ADDER
16 0 50 01 1st SCORE TICKETS VENDED
17 0 50 01 2nd SCORE TICKETS VENDED
18 0 50 01 3rd SCORE TICKETS VENDED
19 0 50 01 4th SCORE TICKETS VENDED
20 0 01 01 CLEAR CREDITS ON POWER OFF
21 0 01 00 DISABLE GAME WHEN OUT OF TICKETS
22 1 99 14 GAME TIMER
23 0 01 00 TICKET STORAGE ON JAM / NO TICKET

 

ADVANCED PROGRAMMING

This is done when you wish to make any adjustments to the game software.

The PGM switch must be pushed to the on position.

ADV is used to increment to the next memory location.

UP is used to increment the level required.

DOWN is used to decrease the level required.

 

MEMORY LOCATIONS 1 TO 3.These adjustments are done in conjunction with memory location 4.
To initialise a pricing structure you must first find out the minimum required to give one credit.

eg. 60c = 1 play
$1 = 2 plays
$2 = 4 plays

Therefore 3 coins is the minimum for 1 credit

Memory location 1 = 1
Memory location 4 = 3
After 3 coins 1 credit is obtained.

To work out $1 coin then 2 plays X 3 units for credit = 6

Memory location 2 = 2 x 3 = 6
Memory location 3 = 4 x 3 = 12
eg. $1 = 1 play (20c) $1 = 1 play ($1 coin) $2 = 2 plays ($2 coin)

Memory location 1 = 1
Memory location 2 = 1 x 5 = 5
Memory location 3 = 2 X 5 = 10
Memory location 4 = 5

MEMORY LOCATION 4. This location is used to set your base number of how many units are required for one credit.
As each coin gives out a different number of pulses to the coin line this location must be worked out with your pricing structure in locations 1 to 3.

MEMORY LOCATIONS 5 TO 7. This adjusts the number of pulses given to the coin meter for each individual coin line, so in order for the coin meter to read correctly all locations must be set to read in the same base number of increments.

Location 5 Coin 1 meter increments (Aust 20c line)
When set to 1, coin meter reads in 20c increments.
When set to 2, coin meter reads in 10c increments.

Location 6 Coin 2 meter increments (Aust $1 line)
When set to 5, coin meter reads in 20c increment.
When set to 10, coin meter reads in 10c increments.

Location 7 Coin 3 meter increments (Aust $2 line)
When set to 10, coin meter reads in 20c increments.
When set to 20, coin meter reads in 10c increments.

MEMORY LOCATION 8. This number may be set from 0 to 8. This is to set how loud you wish to have the
speech content as compared to the background music. 0 is the loudest with 8 being minimum volume.

MEMORY LOCATION 9. This is for the maximum number of balls per game.

MEMORY LOCATION 10. This number may be set from 0 to 8. This is to set how loud you wish to have the
background music content as compared to the speech. To be adjusted in conjunction with memory location 8.
0 is the loudest with 8 being minimum volume.

MEMORY LOCATION 11. This is to adjust the score level that you wish to vend the first ticket(s) at.
If set at zero, the machine will vend a ticket(s) when the game begins.

Eg. if you wish to vend a ticket(s) at a score of 200 pts, then you adjust this location to read 20.
The last zero is not displayed.

If you wish to vend a ticket(s) at a score of 250 pts, then you adjust this location to read 25.

MEMORY LOCATION 12. This is to adjust the score level that you wish to vend the 2nd set of ticket(s) at. As per location 11.

MEMORY LOCATION 13. This is to adjust the score level that you wish to vend the 3rd set of ticket(s) at. As per location 11.

MEMORY LOCATION 14. This is to adjust the score level that you wish to vend the 4th set of ticket(s) at.
As per location 11.

MEMORY LOCATION 15. After you have adjusted memory location 14 for the 4th level of ticket win this now
puts into memory an adder for winning more tickets. Eg. if your 4th win is on a score of 400 pts you may wish
to further reward your player every 10,20,30 etc pts after the 4th score win.

MEMORY LOCATION 16. This adjusts how many tickets you wish to allocate on the 1st score break.

MEMORY LOCATION 17. This adjusts how many tickets you wish to allocate on the 2nd score break.

MEMORY LOCATION 18. This adjusts how many tickets you wish to allocate on the 3rd score break.

MEMORY LOCATION 19. This adjusts how many tickets you wish to allocate on the 4th score break.

MEMORY LOCATION 20. If this location is set to 1 then on power down all the remaining credits are cleared to zero.
If this location is set to 0 then the current game is lost on turning power to the game off but all remaining credits when the power is restored will remain in memory.

MEMORY LOCATION 21. If this location is set to 1, when the machine runs out of tickets to vend the machine
will no longer accept any coins.

If this location is set to 0 then the machine will still accept coins and play the games but will not be able to dispense any tickets. THIS IS ONLY VALID WHEN THE MACHINE RUNS OUT OF TICKETS OR IF THERE IS A TICKET JAM.
A MESSAGE ON THE DISPLAY WILL READ "GET HLP"

MEMORY LOCATION 22. This is the game timer. The game timer works in multiples of 1 unit equal to 10 seconds. Eg.
If THE LAST TWO LARGE DIGITS READ 1 3 THEN THE GAME TIME IS 130 SECONDS (2 MINUTES 10 SECONDS)

Minimum is 10 seconds Maximum is 990 seconds (16.5 minutes)

Note: Game over is reached when the player has bowled the max allowed balls OR when the game timer runs out.

MEMORY LOCATION 23. This location controls the storage of ticket information if there is a ticket jam
or the tickets run out. There are two possible states.

A) To store the tickets to be vended until reloaded.

B) To reset the stored value to zero at the start of the next game.

If set to 0, it will accumulate all tickets to be vended, then vend all on reload of tickets.

If set to 1, the tickets will only accumulate the previous game value until the next game starts.

After you have finished programming push the PGM switch to exit the programming mode.
The red light
next to the switch should now be off.

The game will not operate if the programming switch is left on.

If you have missed a location, exit and re enter the PGM mode again, then advance to that location
using
the ADV switch.

CLICK HERE FOR ELECTRONIC COIN ACCEPTOR PROGRAMMING INFORMATION

GAMEMASTERS PTY LTD
Manufacturers of Quality Amusement Machines
2-6 Clinch Ave., Preston Vic 3072 Australia
Ph: +61 3 9471 0410 :: Fax +61 3 94710976

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