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.
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
© 2000 - 2004