rockin-bowl-o-rama-r..

rockin-bowl-o-rama-r..
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OPERATOR’S MANUAL
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Important
Read PRECAUTIONS and INSTALLATION
Sections before operating game
FCC Notice
Note: This equipment has been tested and found to comply with the limits for a Class A
digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide
reasonable protection against harmful interference when the equipment is operating in a
commercial environment. This equipment uses, and can radiate radio frequency energy
and, if not installed and used in accordance with the instruction manual, may cause
harmful interference to radio communications. Operation of this equipment in a residential
area is likely to cause harmful interference in which case the user will be required to
correct the interference at his own expense.
Copyright 2006 NAMCO AMERICA INC. - All rights reserved
No part of this publication may be reproduced by any mechanical photographic, or
electronic process, or in the form of a phonographic recording, nor may it be stored in a
retrieval system, transmitted, or otherwise copied for public or private use, without
permission from NAMCO AMERICA INC.
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BOWL O RAMA™
Operator’s Manual
TABLE OF CONTENTS
1.0
SPECIFICATIONS
1
2.0
INTRODUCTION
1
3.0
PRECAUTIONS
2
3.1
Installation location
2
3.2
Handling
2
4.0
MOVING AND TRANSPORTING
3
5.0
INSTALLATION
3
6.0
OPERATION
4
6.1
PRE-SERVICE CHECK
4
6.2
TEST MENUS
4
7.0
8.0
9.0
10.0
ADJUSTMENTS
5
7.1
AUDIO ADJUSTMENTS
5
7.2
CURRENCY AND PRICING ADJUSTMENTS
5
7.3
GAME ADJUSTMENTS
7
AUDITS
7
8.1
COIN AUDITS
7
8.2
GAME AUDITS
8
8.3
DETAILED GAME AUDITS
9
8.4
CLEAR GAME AUDITS
10
DIAGNOSTICS
10
9.1
AUDIO TESTS
10
9.2
SWITCH TESTS
11
9.3
LAMP TESTS
11
RESETS
12
10.1
CLEAR AUDITS
12
10.2
SET ALL ADJUSTMENTS TO DEFAULTS
12
10.3
CLEAR COIN AUDITS
12
10.4
CLEAR GAME AUDITS
12
10.5
SET HIGH SCORES TO DEFAULTS
12
10.6
SET HIGH SCORES TO BLANK
12
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Operator’s Manual
10.7
FACTORY DEFAULTS (CLEAR EVERYTHING)
13
10.8
SYSTEM INFORMATION
13
11.0
TROUBLESHOOTING
13
12.0
MAINTENANCE
15
13.0
GAME PLAY
15
13.1
THE BUTTONS
15
13.2
HOW TO BOWL, HOW TO BOWL BETTER
15
13.3
ABOUT THE GAMES
17
1. REGULATION TEN PIN BOWLING
17
2. TRICK SHOT
18
3. TEN PIN POKER
18
4. BLACKJACK BOWLING
19
14.0
OVERALL CONSTRUCTION
20
APPENDIX A:
PARTS LIST
22
APPENDIX B:
WIRING DIAGRAM
27
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Operator’s Manual
1.0 SPECIFICATIONS
Power Supply:
Input Power:
Crated Dimensions:
Installed Dimensions:
Shipping Weight:
Controls:
Convenience Kit:
300 Watt, NAI # RB88-11529-00
120 VAC, 60 Hz, 3 Amps max.
69” H x 34.5” W x 35.5” D
60” H x 31” W x 32” D
320 lbs
1 Trackball, 4 pushbuttons
Operator’s Manual
(1)
Note: Specifications subject to change without prior notice. Modifications and/or
alterations of the Bowl O Rama™ game with kits or parts not supplied by NAMCO may void
the warranty.
WARNING
REMOVAL OF SERIAL NUMBERS AND/OR BAR-CODES FROM PRODUCT OR
COMPONENTS WILL VOID THE WARRANTY
2.0 INTRODUCTION
Namco’s Rockin’ Bowl O Rama™ is a MULTI-player VIDEO game featuring trackballcontrolled on-screen bowling, and 4 large push buttons that perform the following
functions:
1. START/SELECT (Checkmark Icon): This button starts the game, resets the ball on
the approach before taking a shot, selects shots in Trick Shot and selects cards in
Ten Pin Poker.
2. INSTANT REPLAY (Camera Icon): This button plays a slow motion replay of the
last shot. Press the button during the replay to change the camera angle.
3. SCORESHEET (Score Box Icon): Press and hold this button to bring up the score
sheet during the game.
4. JUKEBOX (Musical Notes Icon): This button is used to change the song on the
jukebox. Press it repeatedly to “break” the jukebox and shut it off. Press it again to
start it back up.
1
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Operator’s Manual
3.0 SAFETY PRECAUTIONS
3.1
Installation location
This game is designed for indoor use only.
following conditions must be avoided:
It must not be installed outdoors.
The
1.
Direct exposure to sunlight, extreme high humidity, direct water contact, dust,
high heat or extreme cold.
2.
Vibration. The game must be installed on a level surface with levelers
properly adjusted.
Do not install in an area such that the game would present an obstacle in case of an
emergency (i.e., near fire equipment or emergency exists).
3.2
Handling
1.
Before operating the game, make sure that the main AC power hookup
includes a safety ground. This will ensure safe operation as well as
compliance with the applicable FCC and UL regulations. Measure the AC
power line voltage. Verify that the voltage source is between 110 and 125
VAC.
2.
Before replacing any parts, turn the AC power OFF and unplug the game.
3.
The game includes areas where 120 VAC is present. Take care at all times
to avoid electrical shock whenever inspecting or adjusting the game.
4.
Do not attempt to repair the Printed Circuit Board (PCB) on-site. It contains
sensitive integrated circuit chips that could be easily damaged, even by the
small internal voltage of a multi-meter. Always return the PCB to your
distributor for any repairs. PCB assemblies must be returned as complete
sets.
2
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Operator’s Manual
4.0 MOVING AND TRANSPORTING
The game is designed to be moved by a single person using an appliance dolly:
1) Position the appliance dolly behind the game.
2) Tilt the game slightly forward and slide the blade of the appliance dolly under the
rear two legs of the game. Be sure that both legs are firmly in contact with the
blade of the dolly and are not too close to the edge of the blade.
3) Run the strap of the appliance dolly around the front of the game and tighten
snugly. Be sure the strap runs around the lower housing under the control panel.
Do not run it around the edge of the control panel, as it may slip off. Do not over
tighten the strap as it may damage the lower housing. Tighten it just enough to
keep the game securely attached to the dolly.
The use of moving blankets is strongly suggested to prevent damage to the cabinet..
5.0 INSTALLATION
Setting the Leg Levelers
The game is equipped with six evenly spaced leg levelers under the base. After
positioning the game as desired, run the leg levelers all the way in, or “up”. Then, turn the
leg levelers out, or “down”, just enough to be sure that all six levelers are in contact with
the floor and that the game does not tilt or wobble. If the game rocks or wobbles extend
any legs that are not in contact with the floor by rotating them.
CAUTION!
THE LEG LEVELERS CAN BEND IF THEY ARE TOO FAR OUT!
Connecting the Power Cord
1) Ensure that the voltage selection switch next to the power supply input is set to the
correct voltage (115 for US).
2) Insert the connector of the power cord into the power supply input socket located on
the underside of the lower cabinet housing.
3) Insert the power cord plug into a service outlet.
Switching on the Power
1) Turn on the power switch located on the underside of the lower cabinet housing.
2) Wait for the game to power up. This may take a couple of minutes, during which
time the screen will initially be dark.
3) After the machine has powered up for the first time perform the pre-service check
(see Section 6.1, page 4, “Pre-Service Check).
3
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6.0 OPERATION
6.1
Pre-Service Check
Once the game has started up the first time perform a pre-service check to ensure
everything is working correctly and that nothing was damaged or came loose in shipping.
If any checks fail see page 16, “Troubleshooting”.
1) The LCD display should be bright and clear and the game should be running in
attract mode.
2) Unlock and open the coin door. Inside the door is a small bracket with four
switches. Press the TEST switch to enter the test menus.
3) Roll the trackball or press the REPLAY and SCORESHEET buttons to highlight
“diagnostics”. Press START to go to the diagnostics menu.
4) Go to page 12, “diagnostics”, and perform the audio, switch, and lamp tests to
ensure that all inputs and outputs are operating correctly. The VOLUME UP,
VOLUME DOWN, and SERVICE CREDIT switches are mounted along with the
TEST switch on the bracket inside the coin door. The coin 3 input is connected to
the dollar bill acceptor if the game is equipped with one. Be sure all four signals
from the trackball are toggling correctly.
5) Exit the test mode. Either maneuver back through the menus or simply wait for test
mode to time out and exit on its own.
6) Add credits, either by pressing the SERVICE CREDIT switch or by passing money
though the coin slots.
7) Start up and play the game.
6.2
Test Menus
To enter test mode, press the TEST switch located on the inside of the coin door. The
following main menu will appear:
The highlighted item will appear in red. Other items appear white. To change which item
is highlighted press the REPLAY button to move up or the SCORE SHEET button to move
down, or simply roll the trackball. Press the START button to select the highlighted item.
After a period of inactivity test mode will automatically exit.
4
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BOWL O RAMA™
Operator’s Manual
7.0 ADJUSTMENTS
Adjustments permit the operator to set various parameters and behaviors about the
machine. In general, to change an adjustment, first highlight it (in red), then press START.
The adjustment should turn green. Press REPLAY and SCORE SHEET (or roll the
trackball) to change the adjustment to the desired value. Press START to save the new
setting. The adjustment will return to red.
7.1
Audio adjustments
7.1.1 volume: 25 percent
This sets the volume from 5 percent (minimum) to 100 percent (full) in 5 percent
increments. Pressing the volume up and volume down buttons inside the coin door will
also change this adjustment.
7.1.2 jukebox volume (relative to main): 100 percent
Use this to set the jukebox (music) volume less than the sound effects volume. This is
useful in locations where the game’s music may compete with other sources of music in
the location. It allows the operator to set the jukebox volume to be some fraction of the
game’s volume.
7.1.3 jukebox fadeout after game over: never
This adjusts how long the jukebox should continue to play the current track after the end of
a game. Once this time is reached the track will fade out and cancel. If set to “never” the
track playing at the end of the game will play until it ends. In any case, no additional tracks
will start during attract mode after the end of a game.
7.1.4 back
Select this to return to the previous menu.
7.2
Currency and pricing adjustments
7.2.1 free play: off
Use this to turn free play on or off. When free play is on the remaining currency and
pricing adjustments have no meaning.
7.2.2 currency: dollars ($nn.nn)
Select the type of currency to use. Choices are dollars ($nn.nn) or tokens.
7.2.3 value of coin 1: $0.25
This sets the amount of money, which corresponds to a closure of coin switch 1 (the left
coin switch). If currency is dollars and the left coin slot accepts quarters this should be
$0.25. If the currency is tokens this should be set to 1.
5
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7.2.4 value of coin 2: $0.25
Same as value of coin 1, except for the right coin switch (or center coin switch, if the door
is equipped with three coin slots).
7.2.5 value of coin 3: $1.00
Same as value of coin 1 or 2, except for the dollar bill acceptor (or right coin switch if the
door is equipped with three coin slots).
7.2.6 value of mechanical count: $0.25
This sets how much money corresponds to one count of the coin meter. For example, if
currency is set to dollars and the coin meter is expected to show the money received in
quarters this should be set to $0.25. If currency is set to tokens this should be set to 1, so
that 1 token yields 1 count.
7.2.7 price for a partial game: $0.50
Use this to set the price per player of a partial game (five frames of regulation bowling).
7.2.8 price for a full game: $1.00
Sets the price per player of a full game (ten frames of regulation bowling).
7.2.9 price for a three-game series: $2.50
Sets the price per player of a three-game series of regulation bowling.
7.2.10 price for a trick shot game: $1.00
Sets the price per player of a trick shot game.
7.2.11 price for a blackjack game: $1.00
Sets the price per player of a blackjack game.
7.2.12 price for a ten pin poker game: $1.00
Sets the price per player of a ten pin poker game.
7.2.13 back
Select this to return to the previous menu.
6
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BOWL O RAMA™
7.3
Operator’s Manual
Game adjustments
7.3.1 trackball orientation
This is used to set the orientation of the trackball. The cabinet mounts the trackball in a
rotated position. Be sure this is set to 45 degrees.
7.3.2 difficulty
Sets the difficulty of the game. Easier yields more pin action and reflections off the side
walls, which generally leads to higher pin-fall.
7.3.3 shots which give cards in 10 pin poker: strikes and spares
In ten-pin poker players try to get the best poker hand. This adjustment determines
whether a card is awarded for strikes and spares or just for strikes (more challenging)
7.3.4 length of blackjack game: 7 frame’s
Due to the nature of the blackjack game it tends to have a higher average game time than
the other games. This can be countered by reducing the length of the game. Available
settings are 5, 7, or 10 frames.
7.3.5 back
Select this to return to the previous menu.
7.3.6 set all adjustments to defaults
Select this to set all adjustments to defaults. All audio, currency and pricing, and game
adjustments will be reset to their factor default values. This cannot be undone.
7.3.7 cancel
Select this to leave all adjustments unchanged and return to the previous menu
8.0 AUDITS
8.1
Coin audits
8.1.1 coin 1: $0.00
Amount of money recorded by coin 1.
8.1.2 coin 2: $0.00
Amount of money recorded by coin 2.
8.1.3 coin 3: $0.00
Amount of money recorded by coin 3.
7
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8.1.4 total coins: $0.00
Total money recorded.
8.1.5 service credits: 0
Number of service credits (service credits are added by pressing the service switch inside
the coin door).
8.1.6 up time (since power on): 0:00:00
Time since the game was powered on.
8.1.7 clear coin audits
Select this to clear the coin audits.
8.1.8 cancel
Select this to leave the coin audits unchanged and return to the previous menu.
8.1.9 back
Select this to return to the previous menu.
8.2
Game audits
8.2.1 total 10 pin half-games: 0
Total number of 10-pin half games played. Two player games count 2, three player games
count 3, and four player games count 4.
8.2.2 total full games: 0
Total number of full games played.
8.2.3 total series games: 0
Total number of three-game series games played.
8.2.4 total trick shot games: 0
Total number of track shot games played.
8.2.5 total blackjack games: 0
Total number of blackjack games played.
8.2.6 total ten pin poker games: 0
Total number of ten pin poker games played.
8.2.7 total average play time: 0:00:00 per dollar
Average amount of time played per dollar (or token) received. This gives the operator a
sense of the rate at which the game is earning (average game time).
8
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8.3
Operator’s Manual
Detailed game audits
8.3.1 10 pin half-game audits
1) 1 player 10 pin half-games: 0
Number of one player 10 pin half-games.
2) 2 player 10 pin half-games: 0
Number of two player 10 pin half-games.
3) 3 player 10 pin half-games: 0
Number of three player 10 pin half-games.
4) 4 player 10 pin half-games: 0
Number of four player 10 pin half-games.
5) total 10 pin half-games: 0
Total number of 10 pin half-games.
6) 10 pin half-game total game time: 0:00:00
Total time playing 10 pin half-games
.
7) 10 pin half-game average game time: 0:00:00
Average time per 10 pin half-game.
8) 10 pin half-game average play time: 0:00:00 per dollar
Average amount of time played per dollar (or token) received.
9) back
Select this to return to the previous menu
8.3.2
10 pin game audits
Same as 10 pin half-game audits, above, except for full games.
1)
10 pin series audits
Same as 10 pin half-game audits, above, except for three-game series
games.
2)
trick shot audits
Same as 10 pin half-game audits, above, except for trick shot games.
9
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3)
blackjack audits
Same as 10 pin half-game audits, above, except for blackjack games.
4)
ten pin poker audits
Same as 10 pin half-game audits, above, except for ten pin poker games.
5)
back
Select this to return to the previous menu
8.4
Clear game audits
Select this to clear the game audits
8.4.1 cancel
Select this to leave the coin audits unchanged and return to the previous menu.
8.4.2 back
Select this to return to the previous menu.
9.0 DIAGNOSTICS
9.1
Audio tests
9.1.1 left test tone
Select this to output a 1kHz tone out of the left channel. The current volume setting is
displayed during the test. Press start to end the test.
9.1.2 right test tone
Select this to output a 1kHz tone out of the right channel. Press start to end the test.
9.1.3 center test tone
Select this to output a 1kHz tone out of both channels. Press start to end the test.
9.1.4 back
Select this to return to the previous menu.
10
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9.2
Operator’s Manual
Switch tests
Each input in the machine is listed as follows:
push 1 (instant replay)
push 2 (score sheet)
push 3 (jukebox)
push 4 (start)
coin 1
coin 2
coin 3
service
volume up
volume down
horizontal 1 (yellow)
horizontal 2 (green)
vertical 1 (violet)
vertical 2 (blue)
track X (translated): 0
track Y (translated): 0
When an input is open its name appears in white. When closed, it appears in red. Close
each switch in succession to verify correct operation.
To assist in the diagnosis of trackball problems each of the four trackball inputs are listed
along with their wire colors. Also, a count is shown for X and Y as the ball is spun. If the
trackball orientation adjustment is set to 45 degrees the word “translated” will appear.
Press the test button inside the coin door to exit switch tests.
9.3
Lamp tests
9.3.1 instant replay lamp
Select this to flash the instant replay lamp. Press start to cancel the test.
9.3.2 score sheet lamp
Select this to flash the score sheet lamp. Press start to cancel the test.
9.3.3 jukebox lamp
Select this to flash the instant replay lamp. Press start to cancel the test.
9.3.4 start lamp
Select this to flash the instant replay lamp. Press start to cancel the test.
9.3.5 back
Select this to return to the previous menu.
11
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10.0 RESETS
10.1 clear credits
Select this to clear any credits currently pending to zero.
10.1.1 cancel
Select this to leave the credits unchanged and return to the previous menu.
10.2 set all adjustments to defaults
Select this to set all adjustments to their default values.
10.2.1 cancel
Select this to leave the adjustment unchanged and return to the previous menu.
10.3 clear coin audits
Select this to clear all of the coin audits to zero.
10.3.1 cancel
Select this to leave the coin audits unchanged and return to the previous menu.
10.4 clear game audits
Select this to clear all of the game audits.
10.4.1 cancel
Select this to leave the game audits unchanged and return to the previous menu.
10.5 set high scores to defaults
Select this to reset all of the high scores to their defaults.
10.5.1 cancel
Select this to leave the high scores unchanged and return to the previous menu.
10.6 set high scores to blank
Select this to reset all of the high scores to blank (no scores). This is useful when running
in-house tournaments, as the high score screens are not cluttered with the fictional default
high scores.
10.6.1 cancel
Select this to leave the high scores unchanged and return to the previous menu.
12
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10.7 factory defaults (clear everything)
Select this to set all adjustments to defaults, clear all audits, and reset high scores to their
defaults. Sets machine back to its initial factory state.
10.7.1 cancel
Select this to leave everything unchanged and return to the previous menu.
10.7.2 back
Select this to return to the previous menu.
10.8 system information
Shows the machine’s serial number and software revisions. Press start to exit.
10.8.1 exit
Select this item to exit test mode and return to the game
11.0 TROUBLESHOOTING
For each of the symptoms below a list of items to check are provided. Go through the list
in order to find the most likely cause of the problem.
11.1
1)
2)
3)
4)
No Power (everything is off)
Check that the power cord is plugged in and the game is turned on
Ensure that the service outlet which the game is plugged into is operational
Check that the power supply is plugged into the motherboard securely
Replace the power supply.
11.2 Game Powers On but Does Not Start Up
1) Listen for the pin crash sound on start up. This plays right as the game finishes its
start up sequence and enters attract mode. If this plays but nothing appears on the
screen, see “No Video On Screen”, below.
11.3 No Video On Screen
1) When the game is first turned on the monitor should light up briefly and display the
message “no signal”. If this does not happen see “Monitor Does Not Seem to
Work”, below.
2) If the game does not start up (no pin crash sound is heard) check that all
connections to the motherboard are correct and secure. Do this with the power off,
then, turn the power back on.
3) If a computer monitor is available, try plugging it into the video card in place of the
game’s monitor. Some useful information may be obtained this way as the game
attempts to start up.
13
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11.4 Control Panel Error Message Appears On Screen
This message indicates that the game is unable to communicate with the i/o control board
mounted under the control panel. This board reads the inputs and drives the lamps and
the coin meter. Check to make sure that the i/o control board is plugged into the power
supply and that the DB-9 serial cable connecting it to the motherboard is securely
connected at both ends.
11.5 Coin Switches Do Not Work
Ensure that the coin door is plugged into the i/o control board under the control panel
11.6 Control Panel Switches Do Not Work
Ensure that the control panel harness is plugged into the i/o control board under the
control panel.
11.7 Trackball Does Not Work or Works Erratically
1) Enter test mode and go to the switch test screen under “diagnostics”.
2) Each of the four signals from the trackball are displayed along with their wire colors
for easy identification. Roll the trackball. All four should toggle on and off.
3) If one or more do not toggle, check to make sure the trackball is properly plugged in
and that none of the wires are broken or pulled out of one of the connectors.
4) If the wiring looks correct, the problem is probably with one of the opto encoders on
the trackball. If none toggle the trackball is probably either unplugged or is not
receiving power.
11.8
1)
2)
3)
Buttons Do Not Light
Enter test mode and go to the lamp test under “diagnostics”
Check each lamp. Each test should make its lamp blink.
If none of the lamps work check that the control panel harness is undamaged and is
properly plugged in to the i/o control board.
4) If one or more lamps do not work try replacing the bulbs. The switches are snapped
into their bezels from underneath the control panel. The bezels do not need to be
removed. Twist and pull the switch assembly out from underneath the control
panel. Replace the bulb and perform the lamp test again. If the lamp is functioning
snap the switch assembly back up into the bezel.
5) If replacing the lamp does not correct the problem the trouble may lie in the output
driver on the i/o control board.
11.9 Monitor Does Not Seem to Work
1) When the game is first turned on the display should briefly light up and display “no
signal”. If this does not happen, check to make sure that the power cable from the
monitor is plugged in securely to the power supply. This cable comes down from
the tube which supports the monitor. If the display is getting power but never lights
up, it will need to be removed for servicing.
2) If the display properly displays “no signal” at start up but then never displays any
video from the game, even after the game finishes its start up sequence (as
14
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indicated by the pin crash sound), check to make sure that the video cable from the
monitor is securely connected to the video card on the motherboard. Also make
sure that the video card itself is properly seated on the motherboard. Perform these
checks with the power off, then reapply power to the game. If the game starts up
but still no video appears, the problem is either with the video card or with the
monitor.
12.0 MAINTENANCE
Spilled Liquids
The game is designed so that spilled liquids should not cause any damage. However,
surfaces should be cleaned of any spills promptly to ensure a long service life for the
game. Liquids spilled into the trackball are routed via a rail across the top of the lower
housing over to the right side of the coin door then down and out through a drain hole in
the bottom of the housing and down onto the base. All of these surfaces should be
cleaned regularly to ensure they continue to keep liquids away from important
components.
13.0 GAME PLAY
13.1
The Buttons
1. START/SELECT (Checkmark Icon): This button starts the game, resets the ball
on the approach before taking a shot, selects shots in Trick Shot and selects
cards in Ten Pin Poker.
2. INSTANT REPLAY (Camera Icon): This button plays a slow motion replay of
the last shot. Press the button during the replay to change the camera angle.
3. SCORESHEET (Score Box Icon): Press and hold this button to bring up the
score sheet during the game.
4. JUKEBOX (Musical Notes Icon): This button is used to change the song on the
jukebox. Press it repeatedly to “break” the jukebox and shut it off. Press it again
to start it back up.
13.2
How to Bowl, How to Bowl Better
13.2.1 Call Pins By Number
The pins are called out by number like this:
7
8
4
9
5
2
10
6
3
1
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Always call pins in order. The Lily, for instance, is called out as the 5-7-10, never
the 7-5-10. The 1-pin is called the head pin, while the 5-pin is sometimes called the king
pin.
The pin indicator at the upper right corner of the screen during the game shows
which pins are standing. This can be helpful when one pin is hiding behind another (a
“sleeper”). If you don’t hit it just right the front pin will deflect one way while the ball
deflects the other, leaving the sleeper standing.
13.2.2 Choosing a Ball
When you start the game you can choose to head straight to the lanes or stop in at
the Pro Shop. If you go directly to the lanes you’ll get a random 15 lb. ball. If you choose
to go into the Pro Shop you can pick out your own ball. First choose out a ball. They all
perform the same, so pick one based on how it looks. Next, you can pick the weight. A
heavier ball will deflect less when hitting the pins, and will have more inertia, creating more
pin action. A lighter ball will deflect more when glancing off a pin. It’s easier to throw a
light ball faster than a heavy ball.
13.2.3 Heading for the Pocket
The best chance for a strike comes from hitting the pocket. The pocket is the space
between the head pin and the 3-pin for right-handed bowlers or the head pin and the 2-pin
for left-handed bowlers. The greater the angle of entry into the pocket, the better the
chances are for a strike. This is why experienced bowlers usually throw a hook ball.
13.2.4 Markings on the Lane
The dots and arrows on the lane are there to help you line up your shots. The dots
right next to the foul line are roughly in line with the pins spotted on the pin deck. The
large dot in the center is lined up with the head pin. You can follow the boards on the lane
straight down from the large dot to the head pin. The boards are often numbered as you
move away from the edges. Five boards from the left edge would be L5, while ten boards
from the edge right would be R10.
The arrows part way down the lane allow for more advanced targeting. Rather than
aiming for a pin, experienced bowlers will line up at a specific board on the approach and
aim for an arrow. If the ball rolls over the arrow but doesn’t end up where expected, the
bowler will make an adjustment to the starting position on the approach or to the targeted
arrow.
13.2.5 Throwing a Straight Ball
To throw a straight ball, line up your shot on the approach by rolling the ball left or
right. To throw it just roll forward. The faster you roll the faster it goes, up to its maximum
speed. A lighter ball will have a higher maximum velocity.
When throwing straight your chance of a strike is improved if you start off to one
side and throw diagonally towards the pocket. It’s a little trickier to aim when throwing
diagonally across the lane but the results are worth the effort. Use the arrows for aiming.
16
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13.2.6 Throwing a Hook Ball
Once you’ve mastered throwing the ball straight, the next step is to throw a hook.
Throwing a hook requires adding spin to the ball. The lane is oiled so that it’s slipperier
towards the player and drier near the pin deck. If the ball is thrown with a diagonal spin, it
will slide mostly straight on the slippery part of the lane then grab and turn in the direction
of the spin when it reaches the drier part. This is how an experienced bowler causes the
ball to hook.
To create the necessary spin to hook the ball, start by lining up on the approach by
rolling the ball left or right. When you are in the right spot, start the ball spinning by pulling
it straight backwards. You’ll see the ball spin and a ring of spinning stars (the Spindicator)
will appear to help indicate the direction and speed of the spin. At this point the ball can no
longer move left or right on the approach. Rolling the ball left or right will change the angle
of the spin, pulling it back will increase the speed of the spin. To throw it, roll forward in
the direction you want the ball to go.
If you make a mistake while setting up your shot, press the START/SELECT button
to cancel the spin. This will let you move the ball left or right on the approach again and
start the shot over.
13.3
About the Games
1) Regulation Ten Pin Bowling
Regulation Ten Pin Bowling is just like what you play down at the lanes. You can
choose to play a full game (ten frames), a half game (five frames), or a three-game series
(three full games of ten frames each).
The Rules and Scoring
A game consists of ten frames. Each player gets two chances to knock down all ten
pins on each frame. If all ten pins are knocked down on the first shot, the frame is marked
as a strike and the second shot is not needed. If all pins are knocked down on the second
shot the frame is marked as a spare. If less than ten pins are knocked down after two
shots the frame is considered “open”.
A strike scores ten points plus the pins knocked down on the next two shots. A
spare scores ten points plus the pins knocked down on the next shot. An open frame
scores the number of pins knocked down in that frame.
The tenth frame is treated special in that if the player gets a strike or a spare
additional shots are required to finished the frame (two in the event of a strike, one in the
event of a spare). This is because a strike scores ten plus the next two shots and a spare
scores ten plus the next shot.
2) Trick Shot
In Trick Shot players choose from a variety of difficult leaves and try to pick them up. While
some shots may look impossible every one can be picked up with enough practice.
17
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The Rules and Scoring
Trick Shot has three kinds of shots: shots with only white pins, shots with white pins and
red pins, and shots with white pins and targets on the lane. The player must knock down
any white pins, avoid any red pins, and hit any targets to score. The shots are ranked by
difficulty. The game adjusts the rankings of the shots over time based on the rate at which
each shot is converted. Easier shots are worth fewer points while more difficult shots are
worth more points.
3) Ten Pin Poker
Ten Pin Poker is played just like Regulation Ten Pin Bowling. Additionally, for each strike
or spare the player gets a card (an operator adjustment can restrict cards to strikes only to
increase the level of challenge). Each player can have up to five cards. At the end of the
game the player with the best poker hand wins.
The Rules and Scoring
Scoring is just like Regulation Ten Pin. Additionally, players are awarded a card for each
mark. If a player already has five cards, he or she must discard before drawing a new
card. The player may opt to stand. As the game progresses a marker on the score sheet
will indicate the player or players with the high hand. Hands are ranked using standard
poker rules:
1) straight flush – a straight, all of the same suit. The Royal Flush is the highest
possible hand (10-J-Q-K-A, all the same suit)
2) four of a kind – four cards of the same rank
3) full house – a pair and three of a kind
4) flush – five cards of same suit
5) straight – five cards whose rank are sequential. Ace may be high or low but not
both (can’t wrap, like Q-K-A-2-3)
6) three of a kind – three cards of the same rank
7) two pairs
8) pair – two cards of the same rank
9) high card
Suits are equivalent, so if two players have hands of the same rank which differ only by
suit those hands are considered equivalent.
4) Blackjack Bowling
In Blackjack Bowling each player gets to throw at three full racks of ten pins each. The
goal in each frame is to knock down 21 pins without going over. The player closest to 21
wins all the points for that frame.
The Rules and Scoring
Each player gets three full racks of ten pins per frame and tries to knock down a total of 21
pins without going over. Knocking down a single pin counts as an ace (one or eleven,
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whichever is better). All pins knocked down are added to the pot for that frame.
Whichever player gets closest to 21 without going over wins all the pins in the pot for that
frame while the other players mark zero. A blackjack (a single pin and a strike -- an ace
and a ten or face card) beats 21 earned on three throws. Blackjack doubles the number of
points scored. In the event of a tie the pot is split evenly between the top scorers -- any
remainder in the pot carries over to the next round.. Also, if all players bust the entire pot
carries over into the next round.
19
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14.0 OVERALL CONSTRUCTION
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APPENDIX A: PARTS LIST
*See section 14 for overall game illustrations with part numbers.
IMPORTANT NOTE!
THE FOLLOWING PARTS ARE AVAILABLE AS A SET ONLY AND ARE NOT
AVAILABLE SEPARATELY.
ONE SET CONSISTS OF ONE EACH OF THE FOLLOWING:
RB05-11520-00 PCB, CONTROL INTERFACE
RB05-11524-00 PCB, MOTHER BOARD, ASUS MB-P4S8XMX
RB05-11528-00 HARD DRIVE, 40G, MAXTOR 6E040L0
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DISPLAY ASSEMBLY
Part Number
Description
RB90-11491-00
DISPLAY HOUSING, BACK
RB90-11490-00
DISPLAY HOUSING, FRONT
RB10-11535-00
MONITOR WELDMENT ASSEMBLY
RB10-11536-00
DISPLAY WELDMENT ASSEMBLY
RB10-11537-00
YOKE
RB10-11538-00
DISPLAY YOKE CAP
RB99-11539-00
DISPLAY, TEMPERED GLASS
RB10-11540-00
DISPLAY FLAT PLATE
RB85-11494-00
MONITOR, LCD, LG 20.1” (640 X 480)
RB10-11541-00
DISPLAY L-BRACKET
RB10-11555-00
MOUNT (BRACKET), INVERTER PCB
RB05-11521-00
PCB, BACK LIGHT INVERTER
RB10-11556-00
MOUNT (BRACKET), DVI PCB
RB95-11557-00
CLAMP, DVI PCB
RB05-11498-00
PCB, DVI RECEIVER
RB50-11487-00
HARNESS, LCD INVERTER
RB50-11552-00
HARNESS, LCD POWER
RB50-11495-00
SINGLE LINK DVI-D CABLE (2 METERS)
Display Housing, Back
Outside View
RB90-11491-00
Display Housing, Back
Inside View
RB90-11491-00
23
Display Housing, Front
RB10-11490-00
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Monitor Weldment Assy
RB10-11535-00
Display Yoke Cap
RB10-11538-00
Bracket, Inverter PCB
RB10-11555-00
Operator’s Manual
Display Weldment Assy
RB10-11536-00
Display Flat Plate
RB10-11540-00
Bracket, DVI PCB
RB10-11556-00
24
Yoke
RB10-11537-00
Display L-Bracket
RB10-11541-00
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CONSOLE ASSEMBLY
Part Number
Description
RB10-11545-00
CONSOLE FACE
RB10-11546-00
CONSOLE BACK
VG54-03210-00
SPEAKER, 4”, 4 OHM, UNSHIELDED
VG55-07294-00
FAN, DC, 12V
RB05-11517-00
PCB, AMPLIFIER
RB05-11520-00
PCB, CONTROL INTERFACE
Console Face, RB10-11545-00
Console Back, RB10-11546-00
TABLE ASSEMBLY
Part Number
Description
RB63-11531-00
TABLE, MDF (top and bottom)
RB40-11532-00
TABLE, PLASTIC, 1/8” SILKSCREEN
VG80-11112-03
PUSHBUTTON W/ SWITCH, ILLU, MED, ROUND, CLEAR
RB40-11500-00
DECAL, LEGEND, INSTANT REPLAY
RB40-11501-00
DECAL, LEGEND, JUKEBOX
RB40-11502-00
DECAL, LEGEND, SCORE SHEET
RB40-11560-00
DECAL, LEGEND, START/SELECT
RB10-11489-00
CUP HOLDER
RB05-11499-00
ASH TRAY ASSEMBLY
RB10-11484-00
MOUNTING PLATE, TRACKBALL
RB80-11518-00
TRACKBALL ASSEMBLY W/HARNESS
RB10-11534-00
TRACKBALL LOWER PLATE
RB10-11523-00
ALUMINUM EDGE EXTRUSION, 2” X 10 FEET
RB50-11485-00
HARNESS, CONTROL PANEL
RB32-11516-00
LANYARD, 18”, EYE TO EYE
25
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HOUSING ASSEMBLY
Part Number
RB90-11488-00
RB10-11548-00
RB80-11483-00
RB10-11553-00
RB10-11550-00
RB05-11520-00 *
RB05-11524-00 *
RB05-11525-00 *
RB05-11526-00
RB05-11527-00
RB05-11528-00
RB88-11529-00
RB50-11496-00
RB50-11497-00
RB50-11551-00
VG83-11252-00
Description
HOUSING, COMPLETE
HOUSING, BACK DOOR
COIN DOOR ASSEMBLY w/2coin mechs, 4 mini switches, meter and harness
CASH BOX
CPU MOUNT PLATE
PCB, CONTROL INTERFACE
PCB, MOTHER BOARD, ASUS MB-P4S8XMX
PCB, VIDEO CARD, SAPHIRE/ATI 100573
RAM, 256 MB, DDR400
PCB. CPU, CELE-315BX
HARD DRIVE, 40G, MAXTOR 6E040L0
POWER SUPPLY, SPARKLE, 300W
CABLE, SERIAL, DB9, MALE TO FEMALE, 1 TO 1, 3 FEET
CABLE, AUDIO, 3.5MM STEREO, MALE TO MALE, 6 FEET
HARNESS, DOLLAR BILL VALIDATOR
DOLLAR BILL VALIDATOR
*AVAILABLE AS A SET ONLY
One set consists of:
RB05-11520-00 PCB, CONTROL INTERFACE
RB05-11524-00 PCB, MOTHER BOARD, ASUS MB-P4S8XMX
RB05-11528-00 HARD DRIVE, 40G, MAXTOR 6E040L0
SUPPORT LEG ASSEMBLY
Part Number
RB10-11547-00
RB10-11533-00
Description
MAIN TUBE WELDMENT
TUBE SHROUD
CONVENIENCE KIT
Part Number
RB45-11559-00
Description
MANUAL
26
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WARRANTY
Seller warrants that its printed circuit boards and parts thereon are free from defects in materials
and workmanship under normal use and service for a period of ninety (90) days from the date of
shipment. Seller warrants that its video displays (in games supplied with video displays) are free
from defects in material and workmanship under normal use and service for a period of thirty
(30) days from the date of shipment. None of the Seller’s other products or parts thereof are
warranted. Seller’s sole liability shall be, at its option, to repair, replace, or credit Buyer’s
account for such products which are returned to Seller during said warranty period, provided:
a) Seller is promptly notified in writing upon discovery by Buyer that said products are
defective.
b) Such products are returned prepaid to Seller's plant; and
c) Seller's examination of said products discloses to Seller's satisfaction that such alleged
defects existed and were not caused by accident, misuse, neglect, alteration, improper
repair, improper installation, or improper testing.
In no event shall Seller be liable for loss of profits. loss of use, incidental or consequential
damages.
Except for any express warranty set forth in a written contract between Seller and Buyer which
contract supersedes the terms herein, this warranty is in lieu of all other warranties expressed or
implied, including the implied warranties of merchantability and fitness for a particular purpose,
and all other obligations or liabilities on the Seller's part, and it neither assumes nor authorizes
any other person to assume for the Seller any other liabilities in connection with the sale of
products by Seller.
Namco America Inc. distributors are independent, being privately owned and operated. In their
judgment they may sell parts or accessories other than Namco America Inc. parts or
accessories. Namco America Inc. cannot be responsible for the quality, suitability or safety of
any non-Namco America Inc. part or any modification including labor that is performed by such
distributor.
SERVICE
If you have questions regarding any Namco America Inc. product or require technical support:
Contact Namco America Inc. Customer Service at:
(408) 200-7781 or FAX (408) 436-9554
Hours: 8:00 am - 4:00 pm PST
Parts and repair services for Namco America Inc.
products are available through your distributor.
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