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F

TM

OWNERS AND SERVICE MANUAL


F I R S T REVlSlON

COPYRIGHT 1995 INNOVATIVE CONCEPTS IN ENTERTAINMENT INC.


LICENSED FROM G.L. TECHNOLOGY

INTRODUCTION
GAME FEATURES
FULL COURT FEVER 1s d revoluticna~ concept I
Corn OFrated baskedxll games. You wil see that
this game mc!udes many featwes vhtch make it the
obwous chofce for your locaoon.
FULL COURT FEVER PJY. FEVER ,ncorporates d
basket that iootcs horn side 10 sldc and moves back
and forth. Depending on whtch game has b e e n
chosen. the baskecwdl move to variaus OlFiERENT
postoons ss he grne progresses. This movement
adds many shooting angles to challenge the player.
The mechamsm that operates dw unique capao!l~Cy
is very reliable and sample I design.
steel gears
make he drive mechanism almost immune to rueag
and d built in htgh tech mulo-plate clutch aosotbs
any stresses that can be generated by even the most
deliberate abuse. The chaws also incorporates ivgh
strength roller wheels, ehminating any mz,!ntenance
on the drive surfaces of the game. 0G1er !han
mutme cleaning thlr makes the game torally
maintenance free.

Cut

CONTROL PANEL Amactive L.E.O. displays xe used


to display ail scoring rnd v!al infonnason such as
time. credits. and hjgh score. ihc contml panel is
laid out in a convenwnt use, mendly fashion.
making it easy for players to opente.
TAMPER PROTECTION. FEVER has excepoonsl
tamper cirwtry Integrated to the mlm P.C. Board. If
the game 4s over. and someone attempts to open
the ball gate. an dlarm wll sound for ten seconds. If
someone scores a basket when tic game II not in
play, the oasket WIII Tim amund. to prevent fonder
lstcmpu at game play. If my fwther bsket, d~c
made due to mtent~onal vandrlism, the game will
then sound dn alarm. Thhls feature can not be
defeated by game players, ss the game is supponed
bj .s hea? duty rechatgeablc bancy with e butit m
recharging circuit. Even If the game is unplugged.
t h e ant,-tamper cwcwtry wll contfnue to h.incoon. AI
I operator you cd of coune turn this opoon off,
disabling the alarm through programmmg
mode.

by

HEAW DUTY CONSTRUCTION II Incorpomted


throughout the game by smg only heavy gge
metals and
be assembled
and dtsasscmoled many t!mts wthout any harm to
the game. You wll ~oorec~ate this feature If you
move your games oirco.

plast~u. The game cm

HIGH TECH CAME ELECTRONICS. Solid sr~tc


l !e~trontCs arc used throughout the game.
MATE-LOCK Connectors dm used tntoughour the
g a m e for Chew rugged relidbliity ss well II makmg it
wtuaily lmposstble to connec: harnessing the wrong
way. Heavy duty optical scnfon ate used
throughour
Digital sound efieco xc used for optimum
dependabllity. Over twen~, sound effect are
incorporated lnlo the round effect cwcu~tw The
g a m e electromcs have been hfghly mtegr;ted mto
the Mdln PC. Board assembly, making II edsv to
reprv games. The game hss d h,ll feature r;lf test
system IO make trouble shootmg easfel
OillONS A Octet aispnser and/or s dollar bkll
vslidatot, can be ordered wth your game.

GAME PLAY

,..$.r,.cil;
-.

ASSEMBLY
BEFORE YOU BEGIN
WARNING: WHEN INSTALLING THIS CAME, A
THREE PRONG GROUNDED A.C. RECEPTACLE MUST
BE USED. FAILURE TO 00 THIS COULD RESULT IN
SERIOUS IN/UPY TO YOURSELF OR OTHERS.
FAILURE TO USE A GROUNDED RECEPTACLE COULD
ALSO CAUSE IMPROPER CAME OPERATION. OR
~AMACE THE ELECTRONICS.
DO NOT OEFEAT THE GROUND PRONG ON THE
P O W ER CORD FOR THE SAME REASONS A S GIVEN
ABOVE. USING AN IMPROPERLY GROUNDED
OUTLET COULD VOID YOUR WARRANTV.
TOOLS NEEDED: Before you start you wli w.snt the
following stems:
.7/16 Combination Wrench
.7/16 Deep Well Socket
Ratchet
Side Cutters
. Adjustable Phers

.
.

FULL COURT FEVER is an l lec:mmechan,cal coin


operated dmsemet game designed to be piayed
by one to four playen.

It you plan on movmg our game oiten. or ,would


like to speed up asrem I: ly, I cordless Ratchet IS d
good Idea.

There xc three different games that cdn be played


on the game....

our game ,equ,ns d MINIMUM CEILING HEIGHT


of 96 (8 feet). Check clearance before proceeding.

QUICK SHOT is the last word when it comes :o


exciung Full Court basketball acuon. In this
exrmng game. tke basket and backboard move to
diffznnt pos~oons every three seconds. This means
the player gcrr ihc fniing of shoatmg the bail fmm
all over the basketball coun. 8ut you better shoot
quxk. cause that balker could move any second. in
facr !he ability for the basket to move :o all there
different poslnons is so unique. #ts covered by
United States Patents!
RUN . N -SHOOT us as exciong .ss QUICK SHOT with
one bug dihmncc! The basket does not move until
lou make the shot. Th!s cleatos e totally different
feel to the
game player.

SET-UP
1. To begm, remove the game tram the shlpping
coti,ers.
2. Locate the mna:n framewo.+ of the game and lay il t
o n 10 wie.
3. Locate the two U shaped legs, and insen them
mto the bottom of the frame. At the front of the
tnme. use the set ot holes closet to the bottom ot
the iegs. At the leer of the frame. use the holes
fwther from the bottom of the legs. Secure with
( 4 ) l/4-20 I 2 l/2 bolu, (8) flatwashers. a n d
(4) nylock nuts.

HOT SHOT 4s I game simtlar to the traditional


baske!bail games already on the market. However.
we have maoe thus an even more excmng game
The net remams staoona~ II the plaver shoot, over
and over. Two poall are awarded fdr each basket
scored. When 10 sKods rema, I me game. the
hoop moves back mto Three Potnt Range. and
awards te player 3 potnts for alI baskets scored.

4. Stand the hame up. and move into its permanent


locabon. It II s good Idea to carry the frame rather
than shoe it.

LINKING ,s a popular optlo I locaoons **hew


more than 1 game IS to be used. The games s,e
Imked* to add direct head to head .mon bewean
the gnme players. This opoon is built into each ms,n
p.:. board. and IS dS e a s y ss connecong a pnone iine
and settmg d number in the programmIng mode.

5. Move the cabinet to the hont of the fmme ,


bolt it to the frame by mstalling the mountmg
and into
bolts thmugh the back of tJ?ke front
the rear of the cabmet. Secure with (9) l/4.20 I
3 l/2 bolts, and (2) Rat washers.

NOTICE: IT WOULD BE A COO0 IDEA TO GET HELP


WHEN LIFTING THE CAME TO THE UPRIGHT
POSITION. THREE PEOPLE RECOMMENDED. THIS
WILL HELP KEEP THE CAME FROM SLIDING WHEN
LIFTED.

and

I I

6.bentLocate
the harness that is tie-wrapped up II the
of the frame. Cut the tie-wrap, and feed the

harness down through the frame, and into the


ooemna in the w.sr of the cabmet. Connect the
hsrnesito the connector located mside the
c.sbinet. Secure the harness to the bottom of the
frame with s tie-wrap through the t\e down block
provided.

7. Assemble the mesh framework, using the wo


lzlrge frame sides, and the three connecting pipes
supplied. Assemble, using (6) 114-20 x 2 full
thread boltr, and (6) Rat washers.
a) Feed the pipes through the be wraps that .sce
connec:ed to the mesh.
11) Separate the 2 hames until the popes go
between them.
c) Star( the bolts by hand, then secure wth I
wrench.
NOTE: DO NOT OVER fIGHTEN THE BOLTS IN THE
mm. OR THE INSERTS C O U L D 3f D A M A G E D . BE
CAREFUL NOT T O C R OS S THROB T H E BOLTS INTO
THE PIPES.

8. Install the rebound

guard using (2)


1/4-20x 1 3/4* bolti. (4) Rat washers. and (2)
nylock nuts.

NOTE: WHEN INSTALLING FOR A 9 FT. CAME, USE


THE. BOTTOM SEl OF HOLES ON THE FRONT OF
THE. MESH FRAME, THE MIDDLE SET GF HOLES FOR
A 8 l/2 FT. CAME, AN0 THE UPPER SET OF HOLES
FOR AN 8 FT. CAME. (WHEN SETTING UP AN 8 FT.
CAME, YOU MAY WISH TO OMITTHE REBOUND
GUARD.)
9. l,nstdll the Mesh Frame io the game. It can be
adjusted to three heIghti: 9. 3.5. and 8 FT.
Please install to the highest possible height.
b sliding the frame mside the game to
c,ne oftb l 3 sea of mounting holes. and secure
wth (4) l/4-20 I : l/2 silver allen head bolts,
.and(4) Rat washers.

j nstall

10. Install the backboard post and backboard to the


turntable at thus bme.
a) Feed the gray cable located I the
turntable through the backboard post.
b) Install (2) l/4-20 i 2 l/2 bolts. (4) flat
washers. and (2) nylock nuts to secure
the tube to the turntable. The bola llre
installed in a c~osctoss fashion.
c) Install the backboard to tic backboard
tube. feeding the gray cable through the
backboard ppe.1

CUSTOMIZING YOUR GAME

ASSEMBLY
d) When ~nstelling the backboard, install d
l/4 bolt temporarrky throu h the
backboard pope to the back L ard tube to
hold it in olace.

the grey cable to the blue cable,


makmg sure the tonneclOrs dre snapped
m t!ghr. Push any excess wring beck into
the backboard ppe.

e) Connect

NOTE: FOR THE 9 FI. HEIGHT, LUVE A 9 INCH


SP4CE BFWEEN THE TOP OF THE BACKBOARD
AN0 THE UESH. FOR THE 8 112 FT. HEIGHT, LEAVE
A 3 INCH SPACE, AND FOR THE 8 iT. HEIGHT,
LEAVE NO SPACE.
1

1. Adlust

the backboard hebght AS NOTED ABOVE.


This will ellow the proper arc for the ball when I[
II shot. Secure the backboard wth (2) 114.20~2
1 IZ baia,(4) Ha! washers. and (2) nylock nuts.

12. Put the basketballs into thr ame BE SURE


4 THIS COULD
T H E Y ARE NOT O V E R INFM ED.
CAUSE THE BALL GATE TO OSCILLATE
EXCESSIVELY

13. Plug the game I. and follow the game set up


procedures listed in this manual.
14. Open the control panel on the game by
removing the 3 dllen head bolts and washen
that secure the panel to the frame. Tilt the panel
forwards, and connect the battery harness to
the f&n
Board. The battery connector will
be the only one loose I the cabmet. Re-iarten
the control panel.
IS. Test the game completely after set-up. and cd,,
our sewice department If you have any
problems, questIons, or comments.

LINKING
For IinkIng hook up imtruct~ons, see optlo? ~19
under Customizing.
THANK YOU FOR YOlJR PURCHASE OF THE
FULL C OU R T FEvERrU BA S K E T BA L L G A M E

CUSTOMIZING YOUR
GAME
This section will discuss clrees such as wning up
credits. time pr amc, awards, etc. The section
below wll show 4 ow to enter into the game
programming mode and how
edjust many of the
games operatmg par&neters.

4. To change tie shown v&c to 1 lower number,


press the mtddlc Flayer Select button.
Below, 111 the game options are shown. along with
the bjode number.

to

ENTERING SET-UP MODE


must enter set-up mode to adjust all of the
qamt features. This can be accomplished in the
following manner..
YOU

I, Open the games coin door. This is the upper


door located in the center of the lower cabineL
2. Locate the Counter / Programming button. It II
located on e bracket that is attached to the <ash boa
enclosure. The Counter / Programming button
mstructlon decal us located on the Cdsh box
enclosure. This ~111 gweyou a bnef description of
the features oudined below, as well as how to se
t h e m .

3.

Press the Counter I Pmgramming button.

4. if you wish to only mad the Counter, look at


the player displays to get the latest counter
mformauon. The drsplay should k mad from the
top left (player tl) position. Once you we done
reaoing the counter, press the Counter /
Programming button once again to return to game
Play.

CHANCING CAME
SETTINGS
When you push the Counter / pmgnmming button.
you will nobce that along wtli the counter numbers
shown i? the player #* Iwtionr, there is e Ul
shown in the credits / time left display. This is the
counters mode number. Each programmable
mode on the game has cl number associated wth
11.
c

3. To qhange the shown value to * higher number,


press the top tame Select bum%

1,

To advance thmugh to the different modes, press


the *start button. Each push ol the button will
advance au to the next mod& Whenewr ou ere
done wt
.z any programming changer. pus r, the
Counter / Programming button to return to normal
gaame play.
2. The current value for each mode will be shown in
the player 114 Iwtion.

MODE #I
COUNTER

The counter is used :a keep I running total of emes


olaved on the machine since it wycls first built. 9.
his
;o;nter is not re-sembie unless power is removed
from the battery back-up on the P.C. Board (small
round battery).
is removed from the P.C. Board, all
ustom game settmgs will have to be

MODE #2
COiN MECHANISM #I
Thus e jusu how many coins c)re required to receive
1 on the game ON THE LEFT HAN5 COIN
1 credt
MECHANISM. Set this number to rcflec: how mrxny
coins you wish. Example: 2 Quarters per credit. Enter
the number 2.

MODE #>
COIN MECHANISM #2
This adjusts the amount of coins needed to receive 1
credit on tie grmc ON THE RIGHT HAND COIN
MECHANISM. This mechamrm II set diffwendy, so it
can be used for hactionrl credits. For normal use.
set 1 1 * for this mode. If you wish to use this for
coins with 1 different value than that of coin mech
Xl. coptact our sewice deprtment for setup
infomwtion for your particular application.

FREE PLAY
You Cain set your u~~c up for fme play by adjusting
the coins per cre3It br coin 1 to 0

CUSTOMIZING YOUR GAME


MODE #4
CREDITS PER BILL
Tha opdon controls how many credlct
RCCIYC for each b,ll msrned.

Semng th!s number to 0 w!ll turn off the


dirpnscr.

M O D E #lO
JUST FOR PLAYING

you will

GAME
-CUSTOMIZING YOUR
.,.
.
3. If the game II powered down during a game.
(Someone t mg IO keep the ball gas open). The
ball gate wtl7 also automabcally dose at thn rime.
4. If the bail gate is open when the game is
enables the alarm. A
powered up. A semng of
rettmg of 0 turns the alarm mode off.

This feature is valuable in 2 respeclc......

MODE #S
CURRENT CREDITS
Thns displays the credits currently in the game. YOU
can manually remove or add credits to the game by
changmg the value o! this number.

MODE lf6
TIME PER CREDIT
adjusts, in seconds. how long each game will
1.s~ The ame can be adjusted from 70. 45
seconds. 9he recommended [~me br all games is 40
seconds

This

MODE #7
GAME 1 POINTS PER AWARD
aU$o

licken are glvcn rwey for the


This
how ma
Quack Shot game.riyhe number displayed is how
many panu must be secured for MCH ticket or card
awerued. Sctung thu number to 0 w!ll turn off the
dispenser.

MODE #8
GAME 2 POINTS PER AWARD
Thor adjusts how many ticketi are given away for the
*Run -n _ Shoot game. The number displayed is
how many @no must be scored for EACH txkct or
card awarded. Setang this number to 0 will [Urn
off the dispenser.

MODE #9
GAME 3 POINTS PER
AWARD
The adjusts how many tIcketi are g!ven awry for the
Hot Shot game. The number displayed is how
many pomts must be scored for WCH ticket or card
awarded.

1. This can be ret to any value desired. so that if a


player,
speaally a young ch,ld can nor get the
mintmum pcmtl rquired to cam awards through
the above setings. awards can sU.11 k dispensed.

2. Thu seamg can gdve a predecermmed amount of


tickets or cards per game. RECAROLESS of pamts
scored, I ! the poina per award a n d w i n n e r
settings are set m 0.

MODE #ll
WINNER AWARDS
This setting is used by itself if you want the WINNER
ONLY to get awards I a multiple player game. Tire
number of awards dispensed 1s detcmr~ned by tie
number selected. A semn ot 0 will turn of! Uvs
8
option. Tne winner awer I are m addltlon to any
other awards being dispepsed.

MODE kl2
AWARD THRESHOLD
This mode is used 10 ret the mmtmum * of pointi
needed to get any awirdr whatsoever. Set the
number to match the score you wash to achieve
before awards are dispnsed. Settmg thas number !o
0 turns me ootion off.

MODE #13
AUDIBLE ALARM MODE
ON/OFF
Thts feature is a great deterrent to Ompermg. The
alarm w,ll sound under the followmg condluonr:
I. If the bail gate II forced open when a game II nor
in progress, or wedged open by bottles. cue sticks.
etc.
2. If the game IS over, or turned off, and 4 or more
bells are thrown through me hooo. the game WI/I
consider this a tamper condltion. This prevents
olaven f7om cononumo to olav. even If thev cut tne
be& mesh and remov; rh; bills i an an;mpr to
play for free.

MODE #18
CAME #3 FREE GAME
THRESHOLD

u s e !hlS

MODE #14
AlTRACT MODE
ON/OFFi-lXE
rening to contrai me of acvact mode
lp.e

you would Ilke. Semng a1 gaves you a[tract mode


sound only. Semng a2 gives you movement of the
basket only. Senmg 3 3 gaveryou sound AN0
movement of the bask=!. Srmng a-0 turns the
enrac: mode off.

MODE #15
AlTRACT 1 NTERVAL
Thas dete-m,nes the length of tame between arvect
modes. Change ,DIS number 10 change Ihe amount
of ame I MINUTES be-con attract modes. Semrg
tits nlrmber to 0 turns :hrs oooon off

MODE #i 6
GAME #l FREE GAME
THRESHOLD
This oouon allows you IO selcc: a POINT
THRESHOLD. where d f?ee game WI/I be awarded for
the game of QUICK SHOT. Once thu threshold is
reached. a FREE CAME wll be awardea :o the
slayer. playmg the game at that tjme. The tiee game
IS awarded ~mmedlareiy atier completion of :he pad
game where the tnreshold had been broke.
Senlng the vaiue of t,vs opon to 0. rums t h e
ootlon off Any other value se6 that as the rhresnaid
value. We iecsmmend 40 ?OlNT; as a good rraning
point or :he QUiCK StiOT game.

MODE #17
GAME X2 FREE GAME
THRESHOLD
This ootto comrols Ihe :REE CAME rea,ng <or
R U N - N - S H O O T . Ree, :o ootlon ~16 for ceta,ii

This option controls the FREE CAME seting for


HGT SHOT Refer to optan e16 for decals.

MODE #19
LINKING STATION I.D.S
NOTE: FAILURE TO OBSERVE THE INSTRUCTIONS
LKTED BELOW WILL RESULT IN IMPROPER
0 ELATION OF ANY GAMES WHICH HAVE BEEN
LI KED TOCSHEA.
Edal h linked game must be :onnected wkth a
common modular prone line. Use no longer than a
cord to link ihe gamer together.

I Zft.

Connect the games together by snappmg a phone


line into a iacx al the Deck of the mam ox. board
on the hnr game. Connect the cord to the rack on
th back of me p-c. board on the second gbme.
(JI en more than 2 games 6re linked. connec: a
second ?hone cqrd to the back of the iame game.
and run It C me game next to IC and so on.
Wnen the imklrg opPon II used, each game must
have iu own un~oue I.D. Number so the games
car) properly link ano JIk !o each other. Enter mode
19 on a11 games, :hen ret a nurr~oer that 13 different
for ex g a m e The lumwcs usea ma be 0 th:ii 13.
TM numbers : 4 and ; 5 are rese?,ed or
r the iackpot
marquis (sold 3s a reoarate optzon)
ObTrr/e Liar game I.D.s on all games are dlfferenr,
than exmt orogrammmg mode on all games at the
*aTle rime.

MODE #20
CREDIT DISCOUNTING
ihi!, mode enables :he game to g,ve the players an
ex:?a game whe mumole tolls arc,nsened. The
numoer snown wail be now many cans must be
\nse,ned for an extra game. &mole: remng e 6
would mean that for evev 6 cams msened. an extra
game would be given. Semng a 0 turns tnu mode
off. The oefauit ~ai,,e *or t.n,s mode )I 0.

CUSTOMIZING YOUR GAME


MODE #21
1 GAME TYPE ONLY
Thus mode allows the operator 10 ret the game to
play vpe of game only. Either quack rhog
run-n-rhool 01 hot ,hot. Th,l opoon should only be
uwd for SP~CI~I prpc~c~. do ihere is 0 way t.3
graphically ellmmate the other game opoorrr irom
The Control panei. k,, a SpeCldl pane, 4,
purchased from I.C.E. Th#x mode could be uufu
if nmnmg tournamenrr where the iame
game must be played.

iowever.

It is easy and adwabie to test your game aker


mxallat~on. Aker the game is ret up and all opttons
have been ret up correctly, periorm the foilow~ng
tests:

1. Test for proper

acceptance of money

2. Test for proper dispensing of bckeu. if


you hare set that opuon.

5. Be sure to check your clectmmc game counter.


dnd wnte down any inio you may wlrh to rKord.
6. When terong [Inked gamer. be lure all of the
game rcores show up properly.

bj The face panel push buttons should light If they


are workmg correctt,.
C) M~vc the coin mech. micm switch wire$. An
audible sound will be heard ii they a~ work:lng
COneCtly.
d) Shoot 1 ball into the basket. If the sensor is
worklog correctly. an audible sound will be
heard.
e) Notzce that *here are 2 recs of numbers mat
appear on me S~~ntt~r. If ma encoder ~anlon
IIC wofkmg pmperly, a ICC of numoelf Wlil
scroll up 01 down when the basket mover.

CHECK W/ VOLTMETER
CHECK W/ VOLTMETER
CLEAN CHASSIS
CLEAN BALL BEARINGS
TIGHTEN MESH
REPAIR OR REPCACE OECX
REPCACE STOP BQACKET

CAME DOES NOT TAKE OR


A00 MONEY CORRECTLY

BAO MAIN P.C. BOARD


BAO MICRO SWITCH OR O.B.V.
BAO WIRING TO SWITCH OR O.B.V.
CAME PROGRAMMING SET WRCNC

REPLACE MAIN P.C. BOARD


REPLACE SWITCH OR O.B.V.
CHECK WI VOLTMETER
RE.SET CAME PROGRAMMING

CAME DOES NOT OISPENSE


TICKETS CORRECTLY

BAD TICKET DISPENSER


BAO WIRING TO OISPENSER
OUT OF TICKETS
TICKET SENSOR IS OlRPl
OISPENSER IAMMEO
CAME PROCR4MMINC SET WRONG
BAO MAIN P.C. BOAR0

NO OR LOW CAME SOUNO

VOLUM E TURNED DOWN


OEFECTIVE VOLUME POT
BAD SPEAKER
BAD WIRING TO MAIN P.C. BOARD
BAD MAIN P.C. BOARD

BALLS SC NOT DISPENSE


QUICKLY ENOUGH, OR IAM
IN THE CAME

CAME HAS EITHER TOO MAN OR


iO0 FEW BALLS

ALARM GOES OFF


FREQUENTLY

BALL GATE UNNOT CLOSE


BALL SENSOR WORKING INCORRECTLY
BAO MAIN P.C. BOARD
BALLS lAMME IN GATE

OISP~LAV L.E.D.S 00 NOT


WORK PROPERLY

BAD MAIN 0.C. BOARD


BAD FUSE ON MAIN P.C.BCARO

REPUCE P.C. BOARD


CHECK ALL FUSES

CAME WILL NOT RETAIN


CilSTOM PROGRAM SETTINGS

BAO MAIN P.C. BOARD


BAO OR WEAK MEMORY SATTERY

REPCACE P.C. BOARD


REPILACE JAlXRY ON MAIN
PC. BOARC

LINKED GAMES TO NOT


SCORING OR WORKING
CORRECTLY.

CAME l.O.S SET THt SA*ME

CHANCE ALL GAMES TO


DIFFERENT I.D. NUMBERS

To aill the self test mod.?. pror the Counter,


programming button msadc the coin door.

NOTE: WHEN SElTINC UP MULTIPLE


GAMES IN THE SAME LOCATION,
ITS A GOOD IDEA TO TURN THE
AlTRACT MODE OFF ON ALL BUT 1
CAME.

SOLUTION

BAD WIRING TO MOfOR


BAD WIRING TO ENCODER
CHASSIS BEARING SURFACE OIRN
TURNTABLE BALL BEARINGS OIAN
TURNTABLE CmlNt STUCK ON MESH
SCRATCHED OR 0AO ENCODE9 DECAL
TURNTABLE STOP BRACKET MISSING

Perform the followirg tcsu when iq thds mode:


a) Push the face pane, push buttons t0 check for
thev proper operarron. An audible sound WI/I be
heard if worilng properly.

PROBABLE CAUSE

BASKET DOES NOT MOVE


FROM SIOE TO SIOE
CORRECTLY (CONTINUED)

sconng

Setring a 3 turns rhls optton off. The default for


thlf mode II 0

Th,s allows you to enter tht BURN-IN, SELF TEST


MODE whxh can be very handy in problem
diagnorou. To enter this mode. press and hold the
CAME SELECT and START burron at the same Dmc
WHEN IN MCOE #,.

PROBLEM

3. Test fw proper game play. including proper


4. Test for proper retenuon of game memory. when
the game power if shut off, and turned back on.

BURN-IN SELF TEST MODE

QUICK TROUBLE St-iOOTING

GAME TESTI NG

Ser a 1 to play qwk shot only.


Set d 2 10 p!ay run-n-r~oot only.
Set a 3
play hot shot only.

to

MAINTENANCE &TROUBLE SHOOTING

TURN UP VOLUME
REPCACE POT
REPLACE SPEAKER
CHECK W/ VOLTMETER
REPLACE MAIN P.C. BOAR0
CAME IS OESICNEO TO WCRK
WITIf 7 BALLS.

(SEE BALL GATE)


(SEE BALL SENSORS)
REPMACE MAIN P.C. BOARD
TOO MANY BALLS IN CAME

._ _. ._. -_____-- ___._... ---

MAINTENANCE & TROUBLE SHOOTING


QUICK TROUBLE SHOOTING
PROBLEM

SOLUTION

PROBABLE CAUSE

INSPECT MAlN FUSES


CHECK POWER CORD
CHECK SREAKER BOX
QEPuCE CORO
REPLACE BULB
CHECK W/ VOLTMETEQ

NO SPOTLIGHT

840 FUSE AT POWER UOOULE


CAME UNPLUGGED
TRIPPED CIRCUIT BREAKER
DAMAGED POWER COQO
BURNED OUT EUL8
GAME WIRING 3AO

yRLL;$EE WILL NOT OPEN


C

5~0 OR LOOSE tAICQ0 SWITCH


6.40 FUSE ON MAIN P.C. BOARD
BALI WlRlNC TO SWITCH OR MOTOR
BAD MAIN P.C. BOAR0
BAD GEAR BOX
BALL GATE STOP SET IMPROPERLY

CHECK OR RE.TIGHTEN
CHECK ALL FUSES
,CHECK WI VOLTMETiR
REPAIR OR REPLACE P.C. BOARD
REPLACE GEAR BOX
RE-ADIUST TILL CAM TOUCHES
MICRO SWITCH

PUSH EUnONS 00 NOT


UCHT OR WORK PROPERLY

BAO BULB IN BUTTON


BAD M:CRO SWITCH IN BUTON
MO WIRING TO UAIN P.C. BOAR0
BLOWN FUSE ON MAIN P:C. BOAR0
BAD MAIN P.C. BOARD
BUllON STUCK SHUT

CHANCE LIGHT BULB


REPLACE MICRO SWITCH
CHECK VI/ VOLTMETER
CHECK ALL FUSES
REPLACE MAIN P.C. BOAR0
REMOVE AN0 CLEAN BUllON

BALLS 00 NOT SCORE


CORRECTLY

BAO I.R. TRANSMl7ER


BAD I.R. RECEIVER
TRANS. 8 REC. NOT LINED UP
TP.ANS OR REC. HARDWARE LOOSE
TRANS. OR REC. DlRiY
BAD HARNESSING OR WIRING
BAD MAIN P.C. BOARD
BAO BATTERY

REPLACE TQANSMlTriR
REPLACE RECEIVER
CHECK ALLICNMENT
TIGHTEN HARDWARE SNUGLY
CLEAN (USE NO SOLVENTS)
CHECK W/ VOLTMETER
REPLACE MAIN P.C. BOARD
CHECK CHARGING CIRCUIT OR
REPLACE EATERY

BASKET DOES NOT MOVE


FOQWAQO OR BACKWARD
CORRECTLY

BAD MAIN P.C. BOARD


BAO WIRING T3 MOTOR
BAD WIRING TO ENCOOEQ SOAR0
YO ENCODER P.C. BOAQC
BAO ENCOOER ALLlCNMENTTr3 RAIL
RAIL OECAL SCRATCHED OR BAO
ENCODER SPACING INCORRECT
BAO LINEAR MOTOR
WIRING BINDING ON FRAMEWORK
CHASSIS BINOINC ON MESH OR ROPE
CHASSIS WHEELS BINDING
CHASSIS WHEELS HAVE FLAT SPOT
CAMEASSEMBLEO,IMPQOPERLY

REPLACE MAIN P.C. SOAR0


CHECK WI VOLTMETER
CHECK WI VOLTMETER
REPLACE ENCOOER P.C. BOARD
ADlUST ALLICNMENT
REPAIR OR REP LACE DECAL
CHECK SPACING BENJEEN LEDS
REPLACE MOTOR
CHECK FOR BINDING
CHECK FOR BINOINC
CHECK WHEEL ROTATION
REPLACE CHASSIS WHEELS
CHECK FOR RUBBING ON
FRAME OR CABINET

BAD MAIN P.C. BOAR0


BAO ROTARY MOTOR
BAD ROTARY ENCOOER P.C. BOARD
BAO CLUTCH

REPLACE MAIN P.C. BOARD


REPLACE MOTOR
REPLACE ENCOOEQ P.C. 3OAQC
REPLACE CLUTCH

_- _-___. . .~

BASKET OOES NOi MOVE


FROM SIDE TO SIDE
CORRECTLY

_..__

_- ____~_. ..-_- -.

I-

MAINTENANCE &TFtOUBLE SHOOTING


OPERATIONAL
BACKGROUND
followng will outhne the basic opr*t!ng
nr~ncipal, of the FULL COURT FEVER ba,hetball
same.

The

The positioning system of the FULL COURT FEVER


barkerball game I , operated by gear moton that
control both the lmear and rotary action of the
game, and an opbcal rrackmg system to contml the
aci~al pormonmg of the basket assembly.
The linear (back and forth) motor, is a 60 R.P.M
motor wch heavy duty gearing incorporared into
the gear baa itself. The motor is a 6-24 volt OS.
motor. operated at 12 volts D.C. Thl, ear motor is
attached to the side of the chassis met 4 amsm, and
it, output gear mate, with a rack gear attached to
ooe of the ride rails. When the motoris acttvated.
rhl, move, the barker mechanism bac4 and forul.
The <otar/ (side to side) ear motor is also a 6-24
volt O.C. rnotol, operatei at 12 volt, O.C. T?ll,
motor
at 15 R.P.M.. a, this motor is
connected straight up through the chassis and into
tne turntable a,sembly:Smce the gea; motor turn,
slowly, and is connected directly, mi, could cause a
high amount of swe,, from the constant changing of
direcnon. a, well a, someone mraring the turntable
by hand.

operates

To cwnte~ the stress level, imposed on the rotary


gear motor. we have mcorporated a heavy duty.
compac: hlction clutch assembly to counter ANY
stresses or shocks the gear motor might mew. This
clutch I, rated to last over 20 million revolution,.
Because of its design. the clutch actually geb
stronger after this me. As the average game played
wll turn the clutch less than revolution. It is eary
to see why the clutch will last a long ome.

The actual pos8uoning of the turntable and chassis is


controlled by 2 ldentlcal optical encoder P.C. Boards
located on and I the chassis. These OptIcal
encoder, Iwk at decals. one of which I, located on
one of the gwde rati,. and the other, on the bottom
of the rummble. These decal, have a series of bar,,
or black and refiecove ,!lver stripe, on them. When
the gear motor, move the basket mwhamsm back
and forth, the sensor see the bars go by them. A,
tie bar, go by. they reflect light to rhe renron.
creatmg puire, that the m,croproce,,or on the ma,
P.C. Board counts. The game proqrammmg COY=
the pulse,. and conven, :he,e mto numoer, wklch
are used to powdon the chaws and turn the motor,
on 01 off. When the game I, fint powered up. there
is no way for the renron to know where the cha,,G
or tumtaole I, positioned. For this reason them are
black ama, at the IimlU of travel on both the linear
and rorav decal,. When :ha game is firs1 powered
up, the gear motor, wll N unul the chartl, and

turntable move toa position


the black area,. Tht, leb the
hommq po,lt!on for both
posibonmg. The game then

where the sensor, see


microprocessor get a
linear and rotary
know, where It I, .

lhe game incorporate, a thmugh beam infra-red


opucal dececon system for counnq balls chat q o
through the hoop. The system use, pulse technology
to rcfect ANY light that doe, not conform to the
requ~remena ret forth by Be ~~CVO~IC, conralned
wthln the rensoon. Thl, eliminates annoylnq
problem, that can sometime, affect optical senrmg
system,.
lhe ball gate use, micm witches to determme
p&tiomnq of the gate, which arc activated by the
crm on the ball gate ,haf?_
All of the gear motnn UK a combination of
hardware and software control to protect against
c,vcr current damage. When an over curreni
condibon is detected, the motor, will shutoff
zlutomatically. The game m!croproce,,or will then
decide whether or not the motor should be turned
on. tt will also determine at that t!mc which way the
motor should run.

MECHANICAL REPAIR
MPORTANT: USE ONLY I.C.E. REPLACEMENT PARTS
YOJRCAME. USING N0N.I.C.E.
APPROVED PARTS COULJ VOID YOUq WARRANTY.
AN~ COULO CAUSE SERIOUS DAMAGE TO THE
CAME, OR INIURY TO OTHERS.

JN H E N SERVICING

IF YOU HAVE ANY QUESTIONS RECAROINC REPAiR


AFTER READING THIS SECTION, CALL OUR SERVICE
0EPARTMENT BEFORE PROCEEDING AT
1-800-342-3433
WARNING: OBSERVE ALL SAFEP/
IPRECAUTIONS WHEN WORKING ON THE
COLOR MONITOR. DISCHARGE CURRENT
IFROM T H E M O N I T O R I N A C C O R D A N C E W I T H
IPROCEDURES WHICii C A N B E F O U N D I N T H E
MONITOR SERVICE MANUAL.
WHEN WORKING ON THE MOVING BASKET
DEVICE OR BALL GATE MECHANISM, IT IS
EXTREMELY IMPORTANTTO REMOVE
BATTERY POWER FROM THE GAME. AS WELL
.A5 A.C. POWER. THE BAi7ERY POWER CAN BE
R EM O V ED EITHER BY D I S C O N N E C T I N G 1
LEAD FROM THE BATTERY. OR REMOVING
THE 2 PIN MATE.N-LOCK C O N N E C T O R F R O M
THE MAIN P.C. BOARD.

MAINTENANCE &TROUBLE SHOOTING


BALL GATE SERVICE.

. Remove both ba,rery and A.C. power


. Remove the 4 balu that hold the ball deflector
to the udes of the frame.
. Remove the w,o bolt, that hold the ball gate
bearmg in place. (HINT: d long exrC~lOn 0 d
nrchel ian be helptut for IhI, OperatlOn.)
. Pull the ball gate from the end by the
beanng toward, you ( the rear of
the game ).
. The gear rrotoc can now be pulled away
from the rerammg bracker

. ~ntd the c~~trnl

panel from the front of rhe


game to gain acce,, to the Main P.C.8.

. Unplug the mateaiock connector from


the Ma, P.C.B., cut any tie--rap,.
and remove the ball gate assembly.
. Remove the 2 allen head set xrewr, to
remove the ball gate ho? the gear
mcror.

and star washer, to


remove the micro switcn mounting
bracket from tie gear motor.

SERVICING FOR

ROTARY&LINEAR GEAR MOTORS


FRICTION CLUTCH
ROTARY. LINEAR SENSORS (ENCODERS)

I
I

REPLACEMENT BULB:
IS0 WAn INDOOR SPOTLIGHT

. Remove both battery and A.C. power.


. The turntable whnch ruppons the basket
be removed to gajn access to the
moron.

must
gear

HOOP SENSOR REPLACEMENT

. Turn off all

AS. power to the game. and


unplug the oartey back-up circuq.
(disconnect the 2 pm mate-lock connezor
horn the P.C. Board.)

IMPORTANT: USE THE EXACT SAME SPACER


ARRANGEMENT WHEN REPLACING THE ENCOOER
SENSORS. FAILURETO MAINTAIN PROPER SPACING
COULD RESULT IN TPE INAElllM OF THE SENSORS
TO RMO THE ENCODER OECALS.

Srandmq I the ball return way, unscrew the


410 ,ciew, fiat hold, the ,en,ot(,) ,o the
sensor rmg. c&It me UC wrap mat guide, the
vwre at tie top of the oackboard tube.

a) Remove the round olasoc cover.


Disconnect the hame,, at the
opening in the center of tie
turntable. (3. Pin Connector,.:

NOTE: NOTICE THE WAY THE O-RINGS ARE


USE0 ON THE SENSOS b BE SURE TO RE-USE
THEM WHEN RE-INSiAllINC THE SENSORS,

b) Carefully remove the 3 alien


bolts that hold the amtable
to the chassis. 00 not lose
the bolt_, into the turnfable
coyer.

Cur the :le wrap, that hold the 2 sensor wire,


together.

. Remove and replace the sensor(s)


. Run the sensor harnersmg through tie

. Remove the 4 screws

. NOTF.: When removing wire, from the


micro swtche, or motor, it is VERY
important to make sure all wire, are
returned to tfwr proper tcrmmals. Failure
to do :hi, will result I imprcp,er
operation of the ball ate. dd Colo
damage the
T.z c wwe, are color coded,
be ee,y to document where each wre

so 1t4!
goes.

backboard mounong brackcu.

c) Lift the turntable carefully


hum the chassis, be>ng
careful not to damage ihe
optr_al sensor, or the wmng
that come, through the
center of the turntable.

. Make ,ure there I, an even amount of ,,ack


commg from both sensor wre,. Tie wnp the
wwe, together tmmedlately behmd the sensor
ng.

. Make sure

there is enough slack I me wire,,


so the sensor nng and et CS rwmg freely.

game.

IMPORTANT: Mark the position of the


mr_ro switch mountmg bracket so the
switch actuators 4 line up Correctly
with me cam on the ball gate when the
unit is re-assembled.
se thread locking compound on the
allen head ret screw, ahen
rc.a,,emoling the ball gate to the gee!

RE test tor proper operation


Temooranly

shut off AS. Power.


rw~nnect 8anev, and turn A.C. Power back
on.

GUIDE RAIL CLEANING


The, bearing design of this game make, it
unrreccruy to perform regular mamtenance on the
ratI 1. however the surface, of the guide rail, should
be ~cpt clean and free of dirt and dust from tie
basketball,. Clean the nil, penodically, using
alcohol or a slmdar cleaner.

ROLLER WHEEL CLEANING


Ociarionally, you will need to c!edn the roller
wh.eei, on the turntable. or the turntable may not
rotate or go back and forth poperly.

* Remove the rumtable

a, described m tBe
seaon for ser-wcmg ROTARY AN0 LINEAR
CMRMOTORS.

. Remove the turntable horn the same. and


cover the rotary decal wlh a p&e of plastic
and some tape.

. Spray WO 40 or a similar

cleaner into the


bearing, unbl the lubncant corna out of the
bearing, totally clean. Route the bearing, a,
spray the lubncanc

1you
.
* Oil the bearing,

MECHANICAL
MAINTENANCE

LIGHT BULB REPLACEMENT

IMPORTANT: FOLLOW THE SUGGESTED


MAINTENANCE TO ENSURE THE BEST
OPERATION POSSIBLE FOR YOUR GAME.
PLEASE PAY SPECIAL AlTENTlON TO THE
SECTION REGARDING RAILADIUSTMENT.
THIS WILL HELP EXTEND THE SERVICE LIFE OF
THE MOTORS AND ELECTRONIC
COMPONENTS.

WARNINGTURN OFF CAME POWER BEFORE


REPLACING THE LIGHT BULB.
. Replace the bulb by remowng the screw, that
sectIre the Control panel to the game. Carefully
remove the control panel. and set 11 on the
front of the game. Reolace the light bulb. and
install the control panel 10 Ihe game.

with 35 weight motor oil.

. Clean the top of the chaws, unol all built up


drt I , removed.
. R+-arrcmole.

. Stuff excess wmng anto the backboard tube,


and secure cablmg to the tube w,th a heavy
duy t,e wrap.

. When wvicing the clutch, it is not


necessary to remove the motor from the
chassis. Loosen the 2 allen head ret
screw, and pull up on the clutch. uurg a
twsting motion, to remove the clut:h.

Of*,.

Assemble m reverse order of


di,a,scmblY. Qhten all hardware
securely. . -

MAINTENANCE & TROUBLE SHOOTING

and test for proper operanon.

GENERAL

CLEANING

C!c.rn the suhccs of the ;ab,net and decal, wth e


commercial cleaner such a, 409 or Fanrasuc. 00
NOT use cleaner, such a, Wildcat pmball cleaner or
alcohol, it can take the finlrh off of the decal,.
Use PLEDGE on all plasoc and pamted surface,.
Tha product work, e;pecially well on clear plart~cs.
Plerlse note that other spray pollshe, do not work d,
well.

BASKETBALLS
The basketballs should be checked ever/ week for
mflaoon. A bqcle ore puma and mflatmg
needle can be purchased at any rpomng goods
store. and mo,t large d,,count store,.

prwcr

Keepm3 ihe ball, properiy ,nflated w/I make ,t more


difficult to pull them past the bail gate. it 41 also
create more rcalisoc basketball ecuon when
mtcractmg wth the hoop

-1

MAINTENANCE & TROUBLE SHOOTING


Any 7 basketball wll wo?k wth th,s game.
N OTE: 00 NOT OvERINFlATE THE SASKETSALLS.
THl5 CAN CAUSE JAMACE TO THE CAME AND
WILL SHORTEN THE LIFE OF THE BALLS.

RAIL ADJUSTMENT
Rani ad~urrneor 8s im*oNnl !O 97Sure the PrOper
optrarion at me chaws.
IMPORTANT: IF THE RAILS 4RE NOT AOIUSTEO
PROPE;I?Y. T HE CAME ELECTRONICS WILL NOT
ALLOW THE CHASSIS TO MOVE.
Se sure :i-at an avenge 3116 soacjng 8s malnucned
beween the lined, optical encoder P.C. Soard
wnsofi and the gwde r.11. The encoder xensoix on
be seen on the r,de of rlw chdss~s opposite the gear
motor berneen the rati and me chaws.
You ,.,,,I roxe 3 small tnan uiar dewces comfng
through J hole ,n the s,de o 4 the chars% There dre
the encode sensors.
io adjuri dirconnect the gamer A.C. and Battery
power.
Push the ch.ssas t,, the hont of the game. Loosen the
gwde ia,;, as nrcesrarf to dchwve 13116 rpac~ng
between the r.,l 2nd the front of the ser,sor. Use the
rpxer gage provided. lt 1s 3116 IhIck. Tighter Ae
raii(rj.
AVOiO GAklACINC THE L:Nti\R ENCODER DECAL
LOCATED ON THE ~NSIOE OF THE CUIOE RAIL..

Re-connec: 4.C. and 5attet-y power


test for proper o!xrat,on.

to the game. and

MAINTENANCE & TFQJBLE SHOOTING


The 5 mos iR0f.i THE SOlTOM OF THE
TRANSFORMER UP are ds follows:
240
210
115
90
0

V.A.C.
VA.C.
V.A.C.
V.A.C.
V.A.C.

These numbers arc also indicated on the transforme,


#tIeif.
The 4.C. w!?t that II on one of :he above taps. II ihe
oriy wire you should move. Please use I blank

MAIN P.C. BOARD


iMPORTANT: BEFORE REMOVING Ti(E MAIN P.C.
BOARD OR CliANClNC THE MEMCRY BATTERY, CO
INTO THE OPTIONS MODE. AN0 RECORO YOUR
COUNTER AND CAME 5mlNt5. SO THEY CAN SE
RE.ENTERED A FTER SERVICING HAS SEEN
c0hrP~ETE0.
The Mann P.C. Board is located on the back of the
Control P3nel. Remove the 3 bolts mat hold the
panel to the q%ne. and flip the cowol panel out.
Remove all AS. power before rcmowng the Mam
P.C. Board.
fb:Jdlnect ail Mate-lock connectors from the P.C..
Remove the IIX rclammg fasteners, and remove the
PC. Board.
lnstdll in the reverse order
If lnrtalling a new memory battery or new P.C.
Board, after instailat~on. reset all c~tom game
programrmng into system memory.

BALL SENSORS
The Dali sensors we I through beam Inha-red pa,,.
To test. walk into the game. and pilss I ball :rough
the hooo when d game of HOT SHOT ,I bcmg
played. (Choose HOT SHOT because the basket w,ll
only move once dunng the course of the game.,
NOTE: 00 NOT USE YOUR HAND TO TEST THE
SENSOR, AS THE INFPA.RED SEAM CAN USUALLY
SEE THROUCw 4 HAND. AN0 WILL NOi GIVE YOU
AN ACCUpATE Xi;.

When you pars the ball through the hoop, you


should hear the swsh round fmm the game. If you
hear the sound, the sensors TIC good,
If you do not hear the sound, check the transmttw
sensor with an I.R. Oerector card (Radio Shack pan
no. 276Q99). The Vlnsrmtte? is the ~mt wth the lit
1.e.d. in tt If you do not see any reflected I.R. light,
do 1 voltage check to be wre the senson are
reccivm power. If the rcnson are not rccewng
power, PI the power problem and proceed.
If you see reflected I.R. light pcrtorm * conrmuity
(check to make sure the rtgnal from the I.R. wcewer
is gcttmg back [o the mam P.C. Soard.
If you have no RflCCted light when it has been
wrabhshed that there II p&w. you have 1 defcctwe
TRANSMIlTER.
If you have reflected light_ and have csrablirhed that
l wmnq between the wcc,vw and Mwn P.C.
roard II good, there 1s a htgh probabllq that the
veceww II bad.

Ii

Thee is one final check you can make


be sure the
problem is not m the Maw P.C. Board. use 1 wwe
jumper CI paper clip and lump bcween pms
I2 B-14 on the PS Connector of the MaKI P.C. Board.
lfyou do th!s when 1 grme II in progress. a swish
und should be hzlrd each time you
OMENTARILY jump fhosc terminal% If the round is
!?card. and the wing to the sensor II good. and the
tnnsmltteI works correctly, then the receiver II
defimtely bad.
If you need to replace either of the %csols. refer to
the Hoop Sensor Replacement section 4 the.
mechdmcal rcpa,r dred for d,rections on how to
R@Ce the XSOtS.

ROTARY / LINEAR SENSORS


The Rotary / Linear sensors can bc checked l ar~iy.
Fut the game into the opttons mode (as described
.
wrlier in tits manual). and enter the Burn In Self
Test mode. You will nooct 2 seu of numbers on
the digItal readouti. These numbers should change
when the basket changes posmon. You WIII owe a
correl.t,o~~ bewee the number, and which 1x1s II
nnowng (roq 01 Imear). If e!ther set of numbers do
root move when the oasket moves this ~111 prove
there II d problem wth one of the sensors. Th,s
should however oe obwour as to whtch sensor II
bad howevw. because rhaf prrt,cular ax,, should
~10s be workmg correctly. Example: If the numben
wc not mowng for the i~nedl dwe. the 1ie.r dnvc
Itself should also be 3) not mowng correctly or
b) not .movmg bt all. If not mowng St dil. see If !ne
numben change If you move the cnass~s or
tlJmOble by hand (YOU could have 3 bad gear
fl?OtOr).

OPTIONAL ACCESSORIES

MAINTENANCE &TROUBLE SHOOTING


ELECTRONIC AND
ELECTRICAL REPAIR
The following secoo w,ll descnbe npdlr procedures
and trouble chooung hlnrc for tie game eIecvoics.
Please read the sectlo Operational Bdchground I
the begInning of M~~tcace and Trouble
Shooting to
good understanding of the games
bas,c operrong parxnettrs.

get a

WARNING: EXERCISE CAUTION WHENEVER


WORKING WITH ELECTRONICS, THEY CAN BE
VERY SUSCEFTI8LE TO OAMAGE FROM SHORT
CIRCUITING, OR PHYSICAL ABUSE. A L W A Y S
UNPLUG THE CAME WHEN WORKING ON
HIGH VOLTAGE ARMS OF THE CAME. SUCH
AS THE TRANSFORMER OR MONITOR.
USE EXTREME CAUTION WHEN USING VOLT
METERS TO 00 CIRCUIT CHECKS IF Tf C A M E P O W E R HAS BEEN LEFT ON.
ALWAYS REMOVE THE BAlTERY BACK-UP
POWES WHEN WORKING ON THE CAME.
THIS IS NECESSARY, AS SOME CIRCUITS ARE
CONSTANTLY UNDER POWER FROM THE
BAlTERY.
WHEN USING A VOLT MEFEQ, BE SURE IT IS
SETTO THE CORRECT VOLTAGE OR
RESISTANCE RANGE. BEFORE USING. THIS
CAN PREVENT P3SSI-ACE TO THE P.C.
BOARD OR MISDIAGNOSIS.
ALWAYS REMOVE POWER TO THE CAME
WHEN PLUCCINC OP UNPLUGGING P.C.
BOARDS.
IT IS NECESSARY TO USE I.C.E. REPLACEMENT
PARTS TO CONTlNUE.4ARRANl-f
COVERAGE.
USE OF NON-I.C.E. APPROVED PARTS WILL
NOT ONLY VOIO YOUR WARRANPI, BUT
COULO CAUSE SERIOUS HARM TO THE
CAME, OR CAUSE SERIOUS BODILY INJURY.
IF YOU HAVE ANY QUESTIONS REGARDING
REPAIR AFTER QEAOINC THIS SECTION. CALL
OUR SERVICE DEPARTMENT AT
1-800-342-3433 BEFORE PROCEEDING.

FUSES
Fuses TIC the first thong thhat should be checked
when the g4mc l ,ther appears not to r*ork, 01 to
urorkjncorrectly.
There are 5 fuses 8 the game. 2 of tnem act located
in the enclosum where the electronics arc located.
where the power cord enten the game.

To check o, se~xe tie fuses, FIRST REMOVE THE


POWER CORO. FAILURE TO REMOVE THE POWER
CORD COULD RESULT IN SERIOUS INjURY OR
OEATh. Then. using 1 small Hat blade scrrwdrlvcr.
pry the fuse horn he fuse holder. Pull the fuse from
the fuse block, and test he fuses. Be sure to replace
the hrses with rhc same type and value.
There are I fuses located CT. the maa PC. Board.
These pmtcct the low voltage s,des of the game. the
5 volt and 12 volt s,des, A.C. & O.C. ac sure game
power is off when chccklng or replactng these fuses.
Replace the Ma, PC. bard fuses w,tf? the orqnal
type and value. USE SLO-EL0 MOQ l-YPE fuses
only. Other types of slo-blo fuses m&y cause
strange problems with the game.

TRANSFORMER
YOU MUST REMOVE ALL A.C. POWER FROM THE
CAME WHEN SERVICING THIS COMPONENT. IT IS A
COO0 IDEA TO ACTdALLY REMOVE THE POWER
CORD FROM THE WALL OR FLOOR OUTLET WHEN
CHANCING THE TRANSFORMER.
CAREFULLY document where each color wire goes,
BEFORE rcmovtng any wftes.
Remove the 4 screws Slat hold the transformer to
the game frame.
Replace and reconnect the transformer.
TAKE ANY FAST-0~s THAT WERE 0~ THE 0~0
TRANSFORMER TO COVER THE UNUSEO A.C.
TERMINALS OFF. AN0 TRANSFER THEM TO THE
NEW TRANSFORMER. THIS IS tiECE5SARY. AS ThE
L64OS ON THE TRANSFORMER HAVE POWER ON
THEM.

OVERVIEW
IF YOU 00 NOT FIND ANSWERS TO YOUR
QUESTION5 IN THIS SECTION, R&FER TO THE
ACCOMPANYING MANUAL FOR YOUR PARTICULAR
PRODUCT. FOR CALL OUR SERVICE DEPARTMENT
AT 1-716-813-0441

TICKET DISPENSER
Refer to (he suppIled se~lce manual for all
l1oimatIo. otne- ml software rett1ngs.
The ticket d,spenrer comes pre-set from the facto?
to dispense 1 IICLCI for evev 5 pofnts scored. I
ado,tlon to thas, 11 the game player did not xort
enough po~ntr to get 1 acker. the game I( preset to
give the piayer 1 xket iust for playing
These setungs can be adlusted by changing the
t,cket opt,ons 3 the GAME OPTIONS mode. If you
cnange the ~erno7 banev or ma, P.C. Board, you
may have to reset the values for these oot~om.
You cd dlsoense d dIMrent amount of tlckeu for
each game by adjusting the CAME Xx POINTS PER
AWARD s.?tt,g. For instance. s,nce it II easjer to
score plav~nq HOT SHOT than it II playing
QUICK &ciT*, you may wish to give out less
ttckets oer po,t on HOT SHOT than on *QUICK
SHOT. &ample 1 ticket pet 5 pomtr on QUICK
SHOT. and t,cket per 8 po,ts on HOT SHOT

You c:a ako set the game up so that the winner of


MUL.llPLE player ames ONLY, wins bckell. or that d
certa~ amount o ?pomu must be scored BEFORE
ANY tlcketc will be dispensed. This is the threshold
optlo.

BILL VALIDATOR
Refer to the suppIled manual for all lnfotmatio
other than software settmgs.
The valcdator normally requtres no adfustmeno
other than check,g to see that the proper voltage II
present. This validator runs on 12 volt O.C. power.
with .s mfnimum of 11.5 volts O.C. The vaildator will
not work correctly with voltages below that
spec~hed.
The vlidator may work strangely, or not dt all If it is
grounded improperly.
The !t
1 should be cleaned pct,odlcally to ensure
proper operat~o. Blow out as much din as posslb!e.
the use & cotton swab (a-up) to get IM the front
opemng to remove any remanning dart or debris.
Clean the stacker belb with d rubbei rquvenator.
Clean any other din from the umtwlth isopropyl
.ICOhOl.

T h e ame comes fmm the factory pre-set at 2 credtu


per b
,/I. You ca change this by entenng the
CAME OPTIONS screen. ( see CAME OPTIONS
sett ngs sectlo for more Informaoon.)

CHANCING A.C. VOLTAGES


When you mce~ve your game from the factoy, II
should already be set to the pmoer AS. volrage. If
for some reason however, it needs to be set to I
different A.C. voltage. follow these dirtcbons.
Unplug the game fro*m the A.C. oudet
The A.C. input taps for the transformer are located
on the kont Iek hand stde of ihe transformer, as
viewed horn the openung of the access door.
The A.C. ups can be funner tdenufleo by the fact
that there TIC 5 tdps I I row. (The only place on the
transformer where there are 5 taps I I row.)
.Thc bonom Up 6s the 0 volt Pp. One side of the
A.:. line should always be lek attached to thns
lCl7,dl

PACE 23

ABOUT LINKING
With LINKING !t will be porrlble for your customers
to eqoy eratmg Head to Hea compet~uon when
two O, more FULL COUR T FEVER gamer are
connected together. In tact you can lhnk as many as
tourteen FULL COURT FeveP gamer together.

PARTS LISTINGS
MECHANICAL PARTS

llmm
IIF
UF7003
F7WS
BF7ca
tww7
w7001)
IF7009
Ewocd
187007
7031
7032
7033
7035
7037
7039
7OAl
lF9001

C a m e lnk!ng $5 accomphrhed through the Link


button located I the upper left hand comer of the
control panel. When enough money is rnrerted (to
the game to cresre one I, mo<e credits, the Link
button wall begm to Rash. If a player on another
game pushes the\r Lmt button. the gamer are
now Ihnked together. Once rhe gamer are IInked
together. they become 1 player only games. When
any at the players on any ot the linked gamer push
rhe game select button, the g>me select L.E.D. wtli
change O .,I of the gamer. When any of I?
players push the Start button, the game begmr.
Wher the game 1s over, the top tour players are
ranked on the display. The game spotlight wil tlarh
for the WI~?.

TICKET SETTINGS
Ticket rettnngs will work in the ,ame fashion as
a regular FULL COU4T FRENZY llrU game. Be
sure all of the gamer linked together are ret
E X A C T L Y ther rame. Uwng different rettmgr
could yield unexpected results.

NOTE: WHEN LIKKINC 1 OR


MORE GAMES TOGETHER, IT IS
ADVISABLE TO TURN THE
AlTRACT MODE OFF ON P.LL
BUT 1 GAME. THIS WILL
ELIMINATE STRANGE SOUNDS
FROM MORE THAN 1 AlTRACT
MODE PLAYING, BUT NOT AT
THE SAME TJME.

GRAPHICS AND DECALS

ELECTRICAL AND
ELECTRONIC PARTS

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