SLAM DUNK GAME ADJUSTMENTS

There are several operator adjustments available on the Gamemasters "Slam Dunk" Basket ball game.
These adjustments are accessed via the Switch panel inside the front door.
Each of these functions will be explained later in detail.There is one bank of dip switches on the PCB.
The 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 INPUT
7 COIN 2 INPUT
8 COIN 3 INPUT
 
To alter the programming levels, use the program switch assembly mounted on the front door. Push the switch on the left hand side of the switch panel down to the on position. ( A red light will come on next to the switch to tell you that you are in the programming mode. Leave it in this position.) When this switch is first turned to the "ON" position, a zero (0) is displayed in the TICKETS display. 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 the TICKETS display).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 the 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 now out of the program mode). The game now goes back into attract mode with flashing displays.
Do not turn the power off  then on again while you are in the programming mode.

GET HELP FEATURE

GET HELP is displayed on the score/timer displays when the machine has run out of
tickets / cards / prize balls or there is a jam on one of those dispensers. You can either look
at each dispenser to determine where the problem is, or see which vend button is not flashing
depending if you have the appropriate score level for that vend. The button which is not flashing
(if you have the appropriate score level ) has the problem on the vending mechanism.
Eg.if the machine was on factory settings and you have a ticket score of 20 then all of the
vend buttons should be flashing. If not, then you have a problem with the vending mechanism
of the appropriate dispenser. If the middle button was not flashing then the problem would be
with the card dispenser.
MEMORY LOCATIONS
Memory Min Max Factory Description
location value value setting
0 0 0 00 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 INC.
6 1 99 05 COIN 2 METER INC.
7 1 99 10 COIN 3 METER INC.
8 0 99 00 VOLUME MAIN SPEECH
9 0 08 04 VOLUME BACKGROUND
10 0 08 10 1st SCORE LEVEL
11 0 99 20 2nd SCORE LEVEL
12 0 99 30 3rd SCORE LEVEL
13 0 99 40 4th SCORE LEVEL
14 0 99 06 4th SCORE ADDER
15 0 50 01 1st SCORE TICKETS VENDED
16 0 50 01 2nd SCORE TICKETS VENDED
17 0 50 01 3rd SCORE TICKETS VENDED
18 0 50 01 4th SCORE TICKETS VENDED
19 1 99 05 TICKETS REQ. FOR CARD VEND
20 0 99 50 TICKETS REQ. FOR BALL VEND
21 1 99 40 GAME TIMER
22 0 01 00 DISABLE GAME ON OUT OF.....
23 0 01 01 CLEAR CREDITS ON POWER
24 0 01 01 DISABLE VEND UNTIL END OF GAME

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 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 10.
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 10pts, then you adjust this location to read 10. If you wish to vend a ticket(s) at a score of 16pts, then you adjust this location to read 16. MEMORY LOCATION 11.
This is to adjust the score level that you wish to
vend the 2nd set of ticket(s) at.
As per location 10. MEMORY LOCATION 12.
This is to adjust the score level that you wish to
vend the 3rd set of ticket(s) at.
As per location 10. MEMORY LOCATION 13.
This is to adjust the score level that you wish to
vend the 4th set of ticket(s) at.
As per location 10. MEMORY LOCATION 14.
After you have adjusted memory location 13 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 20pts you may wish to further reward your player
every 5,10,15 etc pts after the 4th score win. MEMORY LOCATION 15.
This adjusts how many tickets you wish to allocate on
the 1st score break. MEMORY LOCATION 16.
This adjusts how many tickets you wish to allocate on
the 2nd score break. MEMORY LOCATION 17.
This adjusts how many tickets you wish to allocate on
the 3rd score break. MEMORY LOCATION 18.
This adjusts how many tickets you wish to allocate on
the 4th score break. MEMORY LOCATION 19.
This sets the number of tickets required to win to enable
a card vend. MEMORY LOCATION 20.
This sets the number of tickets required to win to enable
a prize ball vend. MEMORY LOCATION 21.
This is the game timer. The game timer works in multiples
of 1 unit equal to 2 seconds.
Eg. if you want the game time to be 60 seconds long
then you would set this memory location to 30. Maximum game time is 198 seconds = 3 min 18 seconds. Which is a setting of 99. MEMORY LOCATION 22.
This function disables the game if you run out of any prize
to vend. Eg. out of tickets.
You can either have this function turned on or off. 0 turns this function off. 1 turns this function on. MEMORY LOCATION 23.
If this location is set to 1, then when the power is turned off,

all remaining credits are cleared to zero.
If this location is set to zero then the current game
is lost on turning the
power off but all remaining credits when the power is restored
will remain in memory. MEMORY LOCATION 24.
By setting this location to 1, you can only vend a prize when
the game has finished.
This prevents accidental pushing of the prize vend switches
on the control panel during game play. By setting this location to zero then a prize can be vended during game play. 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.

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Manufacturers of Quality Amusement Machines
2-6 Clinch Ave., Preston Vic 3072 Australia
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