Kalkomat Comboboxer Technical Information
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Text of the manual
1. Introduction ............................................................................. 3
2. Usage/Purpose ......................................................................... 3
3. Technical Data ........................................................................ 4
4. Assembly/ Construction description ......................................... 4
5. Transport ................................................................................. 6
6. Installation ............................................................................... 6
7. Usage instructions .................................................................... 7
8. Maintenance check list, problem prevention and day-to-day
conservation ........................................................................... 9
9. Quick check for potential errors ............................................. 13
10. Machine setup ...................................................................... 17
11. Spare parts and equipment ................................................... 44
12. Standard replacement parts .................................................. 44
13. Required tools and equipment for servicing the boxing game 44
14. Step by step setup and maintenance instructions ................... 45
Main purpose of this Technical Information is to:
- familiarize user with machine construction,
- provide proper setup parameters, installation and power line
hookup,
- familiarize user with proper and safe usage procedures,
exploitation and conservation.
WARNING! USER MUST FOLLOW
ALL GUIDELINES INCLUDED IN THIS
DOCUMENT FOR SAFE AND LONG
LASTING MACHINE USAGE.
2. Usage/Purpose
Comboboxer is a punch-force and kick-force measuring machine.
The machine is designed to allow players to choose between two game
types: boxing and kicking.
This machine allows to measure punch-force (boxing power
game), kick-force (kicker power game) and play a power tournament game
between up to 6 players, either as a boxing game or kicking game.
Comboboxers can be placed in night clubs, gyms, bars etc., generating
tons of positive fun and allowing players to check/measure their boxing
skills or their kicking skills. Complete and detailed usage instructions are
under paragraph 7 of this document and on the sticker placed on each
machine.
3. Technical Data
Model
COMBOBOXER
Depth [in]
51
Width [in]
34
Height [in]
85
Overall Mass [Lb]
351
Power consumption [Wh]
200
4. Assembly/ Construction description
Punch-force and kick-force measuring machine Comboboxer is built
out of three main components:
- base,
- middle assembly,
- top assembly.
The key component is a mother board (electronic board) placed
inside Boxer’s body (block schematics drawing #1) to which
mechanical elements and user interface components are connected.
Electric/ electronic part contains following:
- power supply (drawing #4 and drawing #5) – consists of
transformer, fuses and broadcasters that control alarm sirens
& electromagnet – transforms voltage from 110 V to 12 V
(connected to main board J6),
- measuring mechanism – consists of sending and receiving
diodes that measure blade fly speed through assembly,
- verbal information mechanism – built using potentiometer
and speaker, used to send voice messages,
- punching bag lowering mechanism – consists of button
START with backlight and electromagnets – actual
lowering mechanism,
- kicking ball lowering mechanism – consists of button
START with backlight and electromagnets – actual
lowering mechanism,
- visual information assembly – assembled out of diodes used
for visual representation of punch force measurement,
warning siren (informs player of breaking top record) also
displays on electronic panel (shows measurement result,
credit amount, top day record),
- coin acceptor – used to deposit coins (can be reprogrammed
to tokens or other currencies),
- bill acceptor – used to deposit bills (optional),
- mother board.
Machine should be transported in vertical position. Machines are shipped
on a wooden 41” x 53” palette, and sides are covered with special thick
(~3/8”) multi-layer cardboard 93” tall (from the bottom of the pallet). The
total weight of the box is approx. 491 lbs.
After machine is taken out of the box, it should be transported in
horizontal position with the help of two wheels. Machine can, in special
cases (exp. if it does not fit in doorway), be taken apart and then
reassembled. This procedure should be done by a specialist or someone
familiar with all technical information.
6. Installation
Machine, after being taken out of the box, should be placed in vertical
position and the base should be leveled. To level the machine correct tools
should be used (exp. laser level or typical manual construction heavy duty
level). Turning several screws under the base allows for level adjustment.
After plugging the machine to grounded power outlet it should be ready to
use. Please note, machine placed outdoor MUST be connected to
grounded GFCI type power outlet.
Make sure that there is enough clearance on the sides and in front of the
machine, so the player will not hit any objects or person after punching the
bag. Recommended safety radial distance if 5 feet from the point where
the bag drops to the lower position. Make sure that machine is not
accessible from it’s back to anyone while played. The installer of the
machine is responsible for defining the safe clearance.
7. Usage instructions
a) It is recommended to use warm up punches before the maximum
strength punch.
b) For the first time user, please practice with several easy test
punches before your maximum punch.
c) Read the user instructions placed on the machine,
d) Select type of game (default setting is power mode for both, the
boxing and the kicking game) by pressing SELECT GAME button
located on the main body of the game. Player can choose between
following types of game: power, tournament for 2 players, tournament
for 3 players, tournament for 4 players, tournament for 5 players,
tournament for 6 players. Pressing the SELECT GAME button will
2 Players
3
Players
4
Players
Power
5
Players
6
Players
SELECT
GAME
cycle through the available modes as illustrated in the diagram above.
e) Before pressing the START button player must stand in front of the
Comboboxer.
f) Start game (Boxer or Kicker/Soccer) by either pushing ‘Start boxing’
(for Boxer) or ‘Start Kicking’ (for Kicker/Soccer) button.
g) After pressing the START button player has to wait in front of the
machine for the punching bag to be released from the upper position
(for Boxer) or for the kicking ball to be released from the blocked
position (for Soccer).
h) (For Boxer) After the punching bag is released, player should make a
fist so the thumb would be on the outside of the pointing and the
middle finger.
i) The punch/ kick must be placed in the center of the punching bag/
kicking ball.
j) After the punch/kick, a score would be displayed on the front panel.
k) Follow the same instructions before the next game.
8. Maintenance check list, problem prevention and day-to-day
conservation
Every two weeks (recommended):
- check the air pressure of the bag and the ball - it should be NO
MORE than 2psi, no less than 1.5psi,
- check if the bag is not rotating about its own axis. If it is, see point
D in this section,
- check the position of the arm protectors (see point H in this
section),
- check all of the connections on the main board,
- check the level/ balance of the machine (if needed, use adjusting
legs under the machine to bring the machine to level),
- check if the usage instructions and disclaimers are readable.
Every month:
- check mounting cover screws/nuts,
- check the lubrication of the mechanism (for instructions see point
C in this section),
- check the display lights,
- clean the bill acceptor (if installed).
A) Coin acceptor maintenance
Coin acceptor should be cleaned periodically (every 2000 - 3000 credits).
Best way to clean it is by using simple cloth slightly soaked in distilled
alcohol. Focus should be placed on cleaning the area where coins slide
through (make sure sliding part is in open position).
B) Sound volume regulation
R362 potentiometer (see drawing #1) used to control volume is placed on
the right side of the electronic board. The volume adjustment can be done
by rotating the potentiometer to the left or right.
C) Maintenance of mechanism and regulating spring
Periodically (once a month or more often, or if the lowering speed of
punching bag or kicking ball is fairly low) all moving elements should be
rubbed/ sprayed with WD-40 or grease.
If punching bag or kicking ball lowers slowly or too fast one should check
if spring is properly stretched. Spring can be adjusted with screw that is in
the front left side after taking the masking net.
In case of forced lowering mechanism replacement one should unscrew
plastic casing, and then take off masking board (black from the bottom)
and remember about the retro cop light.
D) Manual punching bag reposition
In case the punching bag is vibrating too much (or if it is rotating around
its own axis), the top nut located on the punching bag screw should be
tightened (loosen the lower nut first) until the bag is not rotating any
more.
E) Replacement of inner punch bag bladder
To replace inner bladder of the punch bag or kicking ball one should untie
rope, take out old insert and replace it with a new rubber bladder. A
special attention must be paid to the location of the bladder valve. The
valve must be placed in the opening of the leather cover.
F) Bulb replacement, GAME button
In case of bulb failure in the GAME button one should take out micro-
switch from the casing (by slight turn and then pull) and then proceed
with bulb replacement [bulb spec: 12 Volt & 3 Watt].
G) Fuse replacement
Machine is equipped with two long term fuses. One at power supply
assembly and the second one on the main electronic board [specs: 250V &
4 A]. In case of short circuit situation and/or insufficient power supplied to
the electronic main board one should first check the fuses and if they are
burned, then proceed with replacement. Make sure fuses used to replace
old one have the same specifications.
H) Position of the Arm protector
DO NOT PLAY THE GAME WITHOUT PROPERLY
PLACED ARM PROTECTOR.
The position of the arm protector should be like on the picture below:
The following two pictures illustrate an improper setup of the punching
bag. NEVER leave the machine in this state. The picture on the left shows
the arm protector placed too high. The second picture shows the missing
arm protector. Both of these cases may result in serious injury to the user.
9. Quick check for potential errors
Main board not functioning:
1
Check all fuses (5A).
2
Check the connection between main power supply and the main
board.
3
Make sure that the main processor and other connectors are well
seated.
4
All displays can be checked by turning the switch #1 to “ON”
position than turning machine off and back on.
Coin Acceptor is not functioning:
1
Check if it is not clogged up.
2
Check for dust and dirt.
3
Check strip connecting the main board with the acceptor.
Mechanism is not functioning:
1
Using just power supply check if it is possible to lower
punching bag (using manual switch, black button above the 12V
connector - see drawing #4 or drawing #5).
2
Check for burned fuse 30A.
3
Check button functionality and if they have proper connection.
4
Check for unhooked cable from power supply spools.
5
Check strip connecting the main board with the power supply.
Sensor is not functioning:
1
Check sensors in service mode (first press “Start Boxing” [when
checking Boxer] or press “Start Kicking” [when checking
Kicker/Soccer] and use switch #1 on the main board (S1) and
manipulate button SW1 go to mode P07), if punching bag
(while checking Boxer) or kicker arm (while checking
Kicker/Soccer) is moving UP/DOWN and on the main board
(depending on bag/arm position) HI – LO shows this would
indicate that sensor is working.
2
Check if sensor cable is firmly connected to the main board.
3
Check all wires to/from the sensor.
Halogen lights are not functioning:
1
Check power supply cable connection.
2
Check power supply wire integrity.
3
Check connector plug for loose bulb.
4
Check if halogen is not burned by swapping it with a new one
(12V 20W).
Button START or GAME is not functioning:
1
Check for main board cable connection.
2
Check switch/button cable connection.
Computer power supply is not functioning:
1
Check if power supply cable is plugged in securely.
Power supply is refusing to work:
1
Check if “car” fuse in power supply is not burned (30A).
2
Check if transformer cable is correctly hooked up to power
supply socket.
Machine is not starting:
1
Check power cable & fuse 5A.
2
Check if ON/OFF switch (filter) is not damaged.
Counter is showing Err:
1
Check if mechanical counter did not come loose (then turn the
machine OFF and ON).
Bill Acceptor is not functioning:
1
Check if power supply cable is hooked up to main board (J3).
2
Check if cable from bill acceptor is correctly hooked up.
3
Check acceptor settings using switches: for switches 1-8 set 7 at
ON, and for switches 1-4 set 3 & 4 at ON.
Sound is not working:
1
Check if it is not at low volume or mute (R362).
2
Check if cable is correctly connected to the main board.
3
Check if cable to speaker is correctly connected.
Red diode active on main board:
1
Usually caused by circuit being shorted at scale bulb array,
check all cables for potential shortage.
List of connectors:
J1 – connector for coin acceptor
J2 – connector for bill acceptor
J3 – connector for power supply to bill acceptor, ticket
dispenser, capsule dispenser, thermal printer
J4 - connector for ticket dispenser, capsule dispenser, thermal
printer
J5 & J7 – front panel backlight
J6 – connector for main board power supply (12V supplied by
AC power supply)
J8 – connector for power supply
J9 – sensor connector
J10 – connector for buttons GAME and START BOXER
J11 – connector for mechanical counter
J12 – connector for speaker
SW-ADD – connector for START KICKER
S1 – service setting switches
S2 – step potentiometer for setting sensor sensitivity (0 – min,
9 - max)
SW1 & SW2 – help buttons (up/down)
R362 – potentiometer for volume control
IC37 – speech synthesizer
IC34 – main processor socket
LED-A - connector for Kicker power supply
LED-B - connector for Boxer and Kicker sensors
LED-C - connector for siren (optional)
PRINTER - connector for thermal printer
BOXNET/ TOURNAMENT - connector for BoxNet or
BoxTournament for PC
LED-A and LED-B connectors
Dip Switch 1-8 (S1)
THE RED (BLACK OR BLUE) SWITCH BOX WITH 8 SWITCHES IS
LOCATED ON THE LEFT SIDE OF THE MAIN CIRCUIT BOARD. TO
PROGRAM, SWITCH #1 MUST BE SET TO "ON" POSITION WHEN
MACHINE IS “ON”.
PUSH BUTTONS SW1 ↑ AND SW2 ↓ ARE LOCATED IN THE LOWER LEFT
PART OF THE MAIN CIRCUIT BOARD.
Switch #1
THIS SWITCH IS USED TO ENTER THE PROGRAM SETTINGS.
PLEASE USE BUTTONS SW1 ↑ OR SW2 ↓ FOR FINDING THE
RIGHT PROGRAM P01-P96. DESCRIPTIONS FOR EACH
PROGRAM
ARE
LISTED
BELOW.
DURING
PROGRAM
SELECTION YOU WILL SEE P01-P96 ON THE MAIN DISPLAY.
REMEMBER, FOR SOME SETTINGS YOU WILL USE “START
BOXING”, “START KICKING” OR “SELECT GAME” BUTTONS.
Switch #1
SW1 & SW2
TEMPORARY COUNTER OF POINTS. 1 POINT = $.25 (25
CENTS).
YOU CAN RESET IT TO 0000 BY PUSHING AND HOLDING
THE "START BOXING" BUTTON FOR 3 SECONDS.
P02
COUNTER OF POINTS. THIS IS LIFE LONG - NOT
ERASEABLE.
P03
ELECTRONIC COUNTER OF REVENUE (COUNTS THE
QUOTERS WHILE THE MECHANICAL COUNTER IS
DISCONNECTED).
P04
CREDIT RATIO. HOW MANY QUARTERS ($.25) IS NEEDED
FOR 1 CREDIT.
THE LEFT SIDE OF THE RATIO IS CONTROLLED BY THE
“START BOXING” BUTTON.
Example: 1 credit is worth four quarters ($1), so the P04 will be set to
4 - 1.
1 credit is worth two quarters (50 cents), so the P04 will be
set to 2 - 1.
NOTE: IF THE BILL ACCEPTOR IS SET 4 PULSES FOR A 1$,
SET P09 TO 12 (in case of the older software to 5).
P05
YOU CAN SET ADDITIONAL CREDITS (BONUS CREDITS)
WHEN A SET DOLLAR AMOUNT IS INSERTED. USING THE
“START BOXING” BUTTON YOU CAN ADJUST HOW MANY
QUARTERS RECEIVED AT ONCE WILL GIVE THE BONUS.
USING THE “SELECT GAME” BUTTON YOU WILL THEN
ASSIGN NUMBER OF CREDITS FOR THE RECEIVED
AMOUNT.
Example: you want to set 8 credits (punches) for $5, you should set
P05 to 20-8. NOTE: SEE SETTING P65.
P06
THIS SETTING FUNCTIONS THE SAME AS P05 BUT ALWAYS
FOR BIGGER VALUE OF THE BILL OR COIN THAN P05.
Example: if you want to set 8 credits (punches) for $5, you should set
P05 to 20-8.
if you want to set 18 credits (punches) for $10, you should
set P06 to 40-18. NOTE: SEE SETTING P65.
THIS FUNCTION IS USED FOR TESTING OF THE SENSOR
(DIAGNOSTIC FUNCTION).
WHEN PUNCHING BAG IS IN THE VERTICAL POSITION - THE
DISPLAY SHOWS - "LO", WHEN PUNCHING BAG IS IN THE
HORIZONTAL POSITION - DISPLAY SHOWS "HI”.
P08
YOU CAN SET THE BEST SCORE WHICH WILL BE ON THE
DISPLAY FOR POWER MODE ONLY. PLAYERS WILL NEVER
BE ABLE TO RECEIVE A HIGHER SCORE (WHICH MUST BE
SET BETWEEN 900 AND 990). YOU CAN ADJUST THIS VALUE
BY USING “START BOXING” (UP) AND “SELECT GAME”
(DOWN)
BUTTONS.
AFTER
YOU
SET
THE
DESIRED
UNATTAINABLE POWER HIGHEST SCORE YOU MUST TURN
SWITCH # 5 TO “ON” POSITION.
IMPORTANT: AFTER YOU SET THE RECORD AND PUT
SWITCH #5 TO “ON” POSITION YOU MUST TURN OFF THE
MACHINE FOR 5 SECONDS.
P09
THIS FUNCTION IS USED FOR DIFFERENT SETTINGS OF THE
COIN ACCEPTOR, FOR EXAMPLE: 0-USA, 1-CANADA.
NOTE: IF THE BILL ACCEPTOR IS SET 4 PULSES FOR A 1$,
SET P09 TO 12 (in case of the older software to 5).
P10
PARAMETER USED BY FACTORY. DEFAULT SETTING IS 0.
P11
HOPPER OUTPUT DEVICE SETTING
0 - OFF,
1 - TICKET DISPENSER,
2 - BALL DISPENSER,
3 - POWER ALWAYS ON (USED FOR THERMAL
PRINTERS).
NOTE: IN ORDER TO MANUALLY FEED THE TICKET
DISPENSER PRESS AND HOLD IN THE SAME TIME
SWITCH SW1 AND SW2.
DEFAULT SETTING IS 3.
SETS HOW MANY TICKETS WILL BE GIVEN FOR 1 CREDIT
(RANGE FROM 0-5, DEFAULT SETTING 5).
P13
SETS HOW MANY TICKETS FOR THE HIGHEST SCORE
(RANGE FROM 0-20, DEFAULT SETTING 5).
P14
“BREAKING POINT”- BP.
SETTING THAT WOULD ENABLE THE TICKET DISPENSER
TO START GIVING OUT THE TICKETS (RANGE FROM 0-990).
FACTORY SETTING IS 0.
P15
SETS HOW MANY TICKETS WILL BE GIVEN OUT AFTER
REACHING THE “BREAKING POINT” AS THE FIRST VALUE
(RANGE FROM 0-20). FACTORY SETTING 0.
P16
POINT INCREMENT, IN ANOTHER WORDS - HOW MANY
MORE POINTS MUST BE SCORED BEFORE THE NEXT
TICKET/S WILL BE GIVEN OUT (RANGE FROM 10-100).
FACTORY SETTING 40.
P17
NUMBER OF TICKETS GIVEN OUT AFTER REACHING EACH
POINT INCREMENT – SET IN P16. RANGE 0-5, FACTORY
SETTING 0.
P18
COUNTER OF RELEASED TICKETS.
BELOW 2 EXAMPLES.
RESULT ON
DISPLAY TICKETS
RESULT ON
DISPLAY
TICKETS
0
0
0
0
40
1
40
0
80
2
80
0
120
3
120
0
160
4
160
0
200
5
200
0
240
6
240
0
280
7
280
0
320
8
320
0
360
9
360
0
400
10
400
0
440
11
440
0
480
12
480
0
520
13
520
0
560
14
560
0
600
15
600
10
640
16
640
12
680
17
680
14
720
18
720
16
760
19
760
18
800
20
800
20
840
21
840
22
880
22
880
24
920
23
920
26
960
24
960
28
P14 = TICKET = 0
P14 = TICKET = 600
P15 = TICKET= 0
P15 = TICKET = 10
P16 = TICKET=40
P16 = TICKET = 40
P17 = TICKET= 1
P17 = TICKET = 2
YOU CAN SET 0-10 BONUS CREDITS FOR BREAKING
RECORD (USE THE “START BOXING” BUTTON). DEFAULT
SETTING IS 1.
P20
YOU CAN CLEAR THE CREDITS BY PUSHING THE “START
BOXING” BUTTON.
P21
COUNTER OF FREE PUNCHES WHICH YOU ACTIVATE BY
PUTTING DIP SWITCH # 2 TO “ON” POSITION.
P22
COUNTER OF THE BROKEN RECORDS (HIGHEST SCORES)
(CAN BE RESET BY PRESSING & HOLDING “START BOXING”
BUTTON).
P23
WINNING MODE SETTINGS.
0 - TWO WINNING PRIZES ARE POSSIBLE.
PRIZE #1 is for triple numbers such as 111, 222,
333…999.
PRIZE #2 is for multiples of 100 such as 100, 200,
300…900.
Note: Setting prize #3 is available in this mode but does not
have any meaning and is reserved for future expansions.
1 – NOT USED.
2 – NOT USED.
3 – IN THIS MODE WINNING IS BASED ON A RANGE OF
NUMBERS. P59 TO P64 MUST BE SET.
Example: Range Prize #1 is won when the score falls between
the two numbers set in P59 and P60. Factory default setting for
range prize #1 is between 900 and 950.
NOTE: In order to have a prove of winning the prize, thermal
printer or ticket dispenser is recommended.
The machine will print ticket for the highest score (Power mode)
as a Prize #4 if printer is installed.
P24
P25
P26
IF P23 = 0
Set
Set
Don’t Set
IF P23 = 1
Not used
Not used
Not used
IF P23 = 2
Not used
Not used
Not used
IF P23 = 3
Don’t Set
Don’t Set
Don’t Set
FREQUENCY OF WINNING - FOR PRIZE #1. THIS
REPRESENTS THE NUMBER OF POINTS (QUARTERS)
ACCUMULATED BEFORE THE POSSIBILITY OF WINNING
THE PRIZE. REACHING THIS NUMBER DOES NOT
GUARANTEE A WINNER, HOWEVER IT INCREASES THE
CHANCES OF WINNING (RANGE 0-10000, DEFAULT SETTING
1200).
Example: If number is set to 100, for every 100 quarters ($25)
collected by the machine there will be one possibility of winning prize
#1.
P25
FREQUENCY OF WINNING - FOR PRIZE #2. RANGE 0-10000,
DEFAULT SETTING 800). SEE P24.
P26
NOT USED.
P27
THIS COUNTER REPRESENTS THE NUMBER OF POINTS
(QUARTERS) COLLECTED FOR POSSIBILITY OF WINNING
PRIZE #1 (CAN BE RESET BY PRESSING & HOLDING START
BOXING BUTTON).
P28
COUNTER FOR NUMBER OF COLLECTED POINTS
(QUARTERS) TOWARDS PRIZE #2 (CAN BE RESET BY
PRESSING & HOLDING START BOXING BUTTON). SEE P27.
P29
NOT USED.
P30
INITIAL HIGHEST SCORE (RECORD) SETTING FOR POWER
PUNCH (RANGE 500-999, DEFAULT SETTING 650). USE “START
BOXING” TO INCREASE BOXER INITIAL RECORD (“GAME” TO
DECREASE THE RECORD) OR “START KICKING” TO INCREASE
KICKER INITIAL RECORD (“GAME” TO DECREASE KICKER
RECORD).
P31
NUMBER OF FREE CREDITS AWARDED FOR THE PRIZE #1
CAN BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN
BE SET IN THE RANGE OF 0-50, DEFAULT SETTING: 1.
P32
NUMBER OF FREE CREDITS AWARDED FOR PRIZE #2 CAN
BE ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE
SET IN THE RANGE OF 0-50, DEFAULT SETTING: 1.
P33
NOT USED.
P34
NUMBER OF TICKETS GIVEN FOR PRIZE #1 CAN BE
ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET
IN THE RANGE OF 0-50, DEFAULT SETTING: 5. WORKS FOR
P23=0.
P35
NUMBER OF TICKETS GIVEN FOR PRIZE #2 CAN BE
ASSIGNED USING THIS OPTION. THIS NUMBER CAN BE SET
IN THE RANGE OF 0-50, DEFAULT SETTING: 10. WORKS FOR
P23=0.
P36
NOT USED.
P37
COUNTER SHOWING THE NUMBER OF PRIZE #1 WINNERS
(CAN BE RESET BY PRESSING & HOLDING “START”
BUTTON). WORKS FOR P23=0.
P38
COUNTER SHOWING THE NUMBER OF PRIZE #2 WINNERS
(CAN BE RESET BY PRESSING & HOLDING “START BOXING”
BUTTON). WORKS FOR P23=0.
P39
NOT USED.
P40
SETTING OF THE LOWEST SCORE (BREAK POINT), FOR
WHICH THE THERMAL PRINTER INSTALLED ON THE
MACHINE WILL PRINT A TICKET (RANGE 100-999, DEFAULT
SETTING 998). THE PRINTER SHOULD BE SET UP TO PRINT
THE PLAYER’S SCORE.
NOTE: This print out has a delay of 20-30 seconds.
IF SET TO ‘1’ THE TICKET FROM THE THERMAL PRINTER (IF
INSTALLED) WILL BE PRINTED FOR THE HIGHEST SCORE
(PRIZE #4).
IF SET TO ‘0’ NO TICKET FOR THE HIGHEST SCORE WILL BE
PRINTED. DEFAULT SETTING: 1.
P42
FREQUENCY OF WINNING THE FIRST MAGIC NUMBER
(PRIZE #5). THIS REPRESENTS THE NUMBER OF POINTS
(QUARTERS) ACCUMULATED BEFORE THE POSSIBILITY OF
WINNING THE FIRST MAGIC NUMBER PRIZE (SET IN P43).
REACHING THIS NUMBER DOES NOT GUARANTEE A
WINNER, HOWEVER IT INCREASES THE CHANCES OF
WINNING. RANGE 10-10000, SKIP COUNT 10, DEFAULT
VALUE 400.
P43
SETTING OF THE FIRST MAGIC NUMBER ITSELF (RANGE
100-999, DEFAULT VALUE 777, THE FUNCTION IS OFF WHEN
P43=0).
P44
COUNTER OF POINTS (QUARTERS) COLLECTED FOR THE
FIRST MAGIC NUMBER PRIZE (PRIZE #5). CAN BE RESET BY
PRESSING & HOLDING “START BOXING” BUTTON.
P45
COUNTER OF FIRST MAGIC NUMBER PRIZE (PRIZE #5)
WINNINGS (CAN BE RESET BY PRESSING & HOLDING
“START BOXING” BUTTON).
P46
NOT USED.
P47
NOT USED.
P48
NOT USED.
P49
NUMBER OF CREDITS INSERTED IN THE MACHINE AT ONE
TIME WHICH DECREASES THE HIGHEST SCORE (IN POWER
MODE). RANGE 0-50, DEFAULT VALUE: 0 (FUNCTION IS
OFF).
VALUE BY WHICH THE HIGHEST SCORE WILL BE LOWERED
(SETTING WHICH WORKS WITH P49, RANGE 0-50, DEFAULT
VALUE: 2).
P51
IF SET TO 1 ACTIVATES OPTION P52. DEFAULT SETTING: 0.
P52
SETTING OF THE HIGHEST SCORE (BREAK POINT) ABOVE
WHICH SURPRISE BALL (CAPSULE) WILL BE DISPENSED
(RANGE 100-900, DEFAULT SETTING: 500).
P53
COUNTER OF DISPENSED SURPRISE BALLS - CAPSULES
(CAN BE RESET BY PRESSING & HOLDING “START BOXING”
BUTTON).
P54
FREQUENCY OF WINNING THE SECOND MAGIC NUMBER
(PRIZE #6). THIS REPRESENTS THE NUMBER OF POINTS
(QUARTERS) ACCUMULATED BEFORE THE POSSIBILITY OF
WINNING THE SECOND MAGIC NUMBER PRIZE (SET IN P55).
(RANGE 10-10000, SKIP COUNT 10, DEFAULT VALUE 400).
REACHING THIS NUMBER DOES NOT GUARANTEE A
WINNER, HOWEVER IT INCREASES THE CHANCES OF
WINNING.
P55
SETTING OF THE SECOND MAGIC NUMBER ITSELF (RANGE
100-999, DEFAULT VALUE 0).
P56
COUNTER OF POINTS (QUARTERS) COLLECTED FOR THE
SECOND MAGIC NUMBER PRIZE (PRIZE #6). CAN BE RESET
BY PRESSING AND HOLDING “START BOXING” BUTTON
FOR 10 SECONDS.
P57
COUNTER OF THE SECOND MAGIC NUMBER HITS (CAN BE
RESET BY PRESSING AND HOLDING “START BOXING”
BUTTON FOR 10 SECONDS).
P58
NOT USED.
UPPER SCORE LIMIT FOR RANGE PRIZE #1 (RANGE 900-999,
DEFAULT SETTING: 950).
NOTE: Settings in P59 to P64 cannot overlap. For example if the
lower limit for range prize #1 is 900, the upper limit for range prize #2
must be less than 900 and so on.
IMPORTANT: THIS GAME MODE IS ACTIVATED WITH
P23 = 3.
P60
LOWER SCORE LIMIT FOR RANGE PRIZE #1 (RANGE 851-999,
DEFAULT SETTING: 900). SEE P59.
P61
UPPER SCORE LIMIT FOR RANGE PRIZE #2 (RANGE 800-998,
DEFAULT SETTING: 850). SEE P59.
P62
LOWER SCORE LIMIT FOR RANGE PRIZE #2 (RANGE 751-998,
DEFAULT SETTING: 800). SEE P59.
P63
UPPER SCORE LIMIT FOR RANGE PRIZE #3 (RANGE 700-997,
DEFAULT SETTING: 750). SEE P59.
P64
LOWER SCORE LIMIT FOR RANGE PRIZE #3 (RANGE 100-997,
DEFAULT SETTING: 700). SEE P59.
P65
ADDITIONAL CREDIT COUNT METHOD.
IF SET TO 1 IT WILL GIVE OUT CREDIT BASED ON THE
TOTAL AMOUNT OF MONEY INSERTED BEFORE PRESSING
THE “START BOXING” BUTTON (IF USER INSERTS 5
SINGLES CREDITS WILL BE COUNTED SAME AS FIVE
DOLLAR BILL, AN EXTRA CREDIT WILL BE GIVEN BASED
ON SETTINGS IN OPTION P05 AND P06).
IF SET TO 0 FOR EACH DOLLAR INSERTED USER WILL GET
ONE CREDIT ONLY. BY DEFAULT THE FUNCTION IS OFF
(P65=0).
P66
SETTING OF BOXER ID. THIS VALUE CAN BE CHANGED BY
HOLDING THE SW1 PRESSED AND PRESSING SW2 FIVE
TIMES. THIS WILL ALLOW CHANGING THE ID VALUE WITH
BUTTONS GAME AND START BOXING. THE RANGE FOR
THIS SETTING IS 0 – 65000.
TIME SETTING FOR SENDING INFORMATION USING THE
BOXNET FUNCTION. TIME IS GIVEN IN FOLLOWING
FORMAT: HH.MM.SS, FOR EXAMPLE 05.25.00 MEANS DATA
FROM MACHINE WILL BE SENT EACH 5 HOURS 25 MINUTES.
P67 = 0; FUNCTION IS OFF, NO DATA IS SENT,
P67 = 00.00.05...00.01.00; CYCLE BETWEEN SENDING INFO
PACKETS IS 5 SEC TO 1 MIN (IN 5 SEC JUMPS),
P67 = 00.05.00...18.00.00; CYCLE BETWEEN SENDING INFO
PACKETS IS 5 MIN TO 18 HOURS (IN 5 MIN JUMPS).
WHEN TURNING THE MACHINE ON, THE DATA IS SENT
AFTER FIRST 3 MINUTES, DESPITE P67’S SETTING, IN ORDER
TO STABILIZE GSM CONNECTION (ALTHOUGH NO DATA IS
SENT WHEN P67=0).
AFTER SETTING TIME IN P67 MACHINE HAS TO BE TURNED
OFF AND TURNED BACK ON.
P68
SETTING FOR FLASHING LIGHTS IN IDLE STATE:
P68 = 0; OFF,
P68 = 1 TO 60; MINUTES BEFORE LIGHTS START
FLASHING. DEFAULT SETTING: 0.
P69
SETTING FOR SOUND DELAY IN IDLE STATE:
P69 = 0; OFF,
P69 = 1 TO 60; MINUTES BEFORE SOUND STARTS
PLAYING. DEFAULT SETTING: 0.
NOTE: dip switch #3 will determine if sound will be played.
P70
AUTOPLAY –SETTING TIME AFTER WHICH MACHINE WILL
RELEASE A FREE GAME.
P70 = 0; OFF,
P70 = 1 TO 180; MINUTES BEFORE FREE GAME IS
ACTIVATED. DEFAULT SETTING: 0.
P71
PRINT PRIZE #1 (1 = PRINT, 0 = DON’T PRINT). DEFAULT
SETTING : 0. WORKS FOR P23=0 OR P23=3.
P72
PRINT PRIZE #2 (1 = PRINT, 0 = DON’T PRINT). DEFAULT
SETTING : 0. WORKS FOR P23=0 OR P23=3.
PRINT PRIZE #3 (1 = PRINT, 0 = DON’T PRINT). DEFAULT
SETTING : 0. WORKS FOR P23=3.
P74
FACTORY SETTING.
P75
FACTORY SETTING.
P76
FACTORY SETTING.
P77
ACTIVATION OF SURPRISE BALL (CAPSULE) DISPENSER
WHEN PLAYER REACHES 100, 200, 300…900 POINTS OR 111,
222, 333… 999 POINTS, AS FOLLOWS:
0 - THE FUNCTION IF OFF,
1 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
MULTIPLES OF 100 SUCH AS 100, 200 …900 AND FOR
TRIPLE NUMBERS SUCH AS 111, 222 …999,
2 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
MULTIPLES OF 100 ONLY,
3 - THE SURPRISE BALL (CAPSULE) DISPENSER IS ON FOR
TRIPLE NUMBERS ONLY.
DEFAULT SETTING IS 0 (OFF).
P78
ACTIVATION OF SURPRISE BALL (CAPSULE) DISPENSER
WHEN PLAYER BREAKS THE RECORD (HIGH SCORES IN
POWER MODE). WHEN SET TO 1 THE FUNCTION IS ON,
WHEN SET TO 0 - IT IS OFF. DEFAULT SETTING: 0.
P79
DEFINES HOW MANY FREE CREDITS WILL BE GIVEN WHEN
PLAYER REACHES MULTIPLE OF 100 SCORE (RANGE 0-10,
DEFAULT SETTING: 0).
P80
DEFINES HOW MANY FREE CREDITS WILL BE GIVEN WHEN
PLAYER REACHES TRIPLE NUMBER SCORE (RANGE 0-10,
DEFAULT SETTING: 0).
RELAX – TIME FOR WHICH HALOGEN LAMP WILL BE ON
(RANGE 0-5 SECONDS), JUMP 0.1 SECOND).
P81=0.0 - THE FUNCTION IS OFF, HALOGEN WILL NOT
SHINE.
P81=0.1...5.0 - HALOGEN SHINES.
- Example: when P81=0.4 it means the halogen lamp will be ON for
0.4 second.
DEFAULT SETTING IS 0.0 – RELAX FUNCTION IS OFF.
P82
RELAX – DEFINES FREQUENCY OF HOW OFTEN HALOGEN
LAMP WILL NOT SHINE (RANGE 1 SECOND TO 1 HOUR).
TIME IS GIVEN IN FOLLOWING FORMAT: HH.MM.SS.
P82=00.00.01...00.00.10 (1 TO 10 SECONDS, 1 SECOND JUMP),
P82=00.00.10...00.10.00 (10 SECONDS TO 10 MINUTES, 5
SECONDS JUMP),
P82=00.10.00...01.00.00 (10 MINUTES TO 1 HOUR, 1 MINUTE
JUMP).
DEFAULT SETTING IS P82=00.00.30 (30 SECONDS).
- Example: when P82 is set to 10, every 10 seconds halogen will not
shine (pause).
IMPORTANT:
P82 CAN BE SET BUT IT ALWAYS HAS TO BE EQUAL OR
HIGHER VALUE THAN P81.
- Example: setting P81=4.5 and P82 00.00.01 cannot be done.
P83
NOT USED.
P84
DEFINES HOW MANY CREDITS NEED TO BE RECEIVED BY
THE MACHINE IN ORDER TO ACTIVATE ASSISTING
FUNCTION SET IN P85 AND TO DISPENSE CAPSULE (RANGE
0-999, DEFAULT VALUE 0). WHEN SET TO 0 THE FUNCTION
IS OFF (CAPSULES FOR MULTIPLES OF 100 AND TRIPLE
NUMBERS WILL BE DISPENSED). WHEN CREDIT COUNT IS
SMALLER THAN P84, NO CAPSULE WILL BE DISPENSED.
WHEN CREDIT COUNT IS BIGGER THAN P84, THE CAPSULES
FOR MULTIPLES OF 100 OR TRIPLE NUMBERS WILL BE
DISPENSED.
ACTIVATION OF THE FUNCTION ASSISTING IN WINNING
THE SURPRISE BALL (CAPSULE) SET IN P77. THE SETTING
DEFINES THE RANGE OF POINTS, 0 TO 10, WHICH ARE
BEING USED TO ACHIEVE THE WINNING NUMBER. WHEN
SET TO 0 THE FUNCTION IS OFF. DEFAULT VALUE: 0 – NO
HELP SCORING PRIZES. SETTING 1 HELPS A LITTLE, 10 -
HELPS THE MOST.
P86
DEFINES FREQUENCY OF RESETTING HIGH SCORES - TIME
IN HOURS. AVAILABLE RANGE IS 0 TO 240. IF SET TO 0
THEN THE FUNCTION IS OFF. DEFAULT VALUE: 0.
NOTE:
THIS TIME IS CALCULATED FROM THE LAST RESETTING
EITHER AUTOMATIC OR MANUAL (USING THE DIP SWITCH
#4). WORKS WITH P87.
P87
DEFINES FOR HOW LONG (TIME IN MINUTES) MACHINE
NEEDS TO BE IN THE IDLE STATE (NOT OPERATED BUT
TURN ON) FOR THE SCORES TO BE RESET. THE LIMIT OF
HOURS IN P86 MUST BE FIRST MET. AVAILABLE RANGE IS 0
TO 240. IF SET TO 0 THEN THE FUNCTION IS OFF. DEFAULT
VALUE: 1. SET IT ALONG WITH P86.
P88
PARAMETER USED BY FACTORY.
P89
NOT USED.
P90
NUMBER OF GAMES PLAYED AFTER WHICH A SURPRISE
BALL WILL BE GIVEN OUT (RANGE 0 - 1000).
WHEN P90=0 THE FUNCTION IS OFF (GAMES WILL NOT BE
COUNTED UP).
FOR THE FUNCTION TO BE EFFECTIVE P11=2.
- Example: if number of games is bigger than P90, the capsule
dispenser will give out a ball. After dispensing a ball the game counter
is reset.
SETTING SIREN FOR RECORD BREAKING. THIS SETS THE
DURATION TIME OF SIREN SIGNAL.
0 - THE FUNCTION IS OFF.
1..20 - SECONDS FOR WHICH SIREN WILL BE ON (1 SECOND
SKIP).
P92
SETTING SIREN FOR BREAKING POINT. THIS SETS THE
DURATION TIME OF SIREN SIGNAL.
0 - THE FUNCTION IS OFF.
1..20 - SECONDS FOR WHICH SIREN WILL BE ON (1 SECOND
SKIP). P93 NEED TO BE SET.
P93
SETTING THE BREAK POINT FOR SIREN.
0 - THE FUNCTION IS OFF.
100..999 - BREAKING POINT. DEFAULT SETTING: 850.
P92 NEEDS TO BE SET.
P94
SETTING SIREN AFTER MONEY INSERT.
SETS THE SIREN SIGNAL DURATION TIME.
0 - THE FUNCTION IS OFF.
0.1..10 - SECONDS FOR WHICH SIREN WILL BE ON (0.1
SECOND SKIP).
P95
SETTING SIREN AFTER START BOXING OR START KICKING
BUTTON RELEASE.
SETS THE SIREN SIGNAL DURATION TIME.
0 - THE FUNCTION IS OFF.
0.1..10 - SECONDS FOR WHICH SIREN WILL BE ON (0.1
SECOND SKIP).
P96
COUNTERS FOR NUMBER OF KICKER AND BOXER GAMES.
UPPER COUNTER - KICKER,
LOWER COUNTER - BOXER.
TO RESET KICKER GAME COUNTER PRESS “START
BOXING” FOR 2,5 SECONDS.
TO RESET
BOXER
GAME
COUNTER PRESS “START
KICKING” FOR 2,5 SECONDS.
WHEN “ON” MACHINE IS SET FOR FREE PUNCH/ KICK.
Switch #3
IF ON “DEMO” WILL PLAY EVERY 2 MINUTES, WHEN THE
MACHINE IS NOT USED. IF “OFF” THE SOUND IS TURNED
OFF.
Switch #4
WHEN “ON” THE HIGHEST SCORE FOR EACH GAME WILL
BE RESET AFTER YOU PUSH THE “START BOXING”
BUTTON. WHEN “OFF” THE TOP SCORES WILL STAY
DISPLAYED.
Switch #5
WHEN “ON” YOU WILL ACTIVATE UNATTAINABLE RECORD
(HIGHEST SCORE) WHICH YOU MUST SET BEFORE IN P08
(SERVICE KEY).
REMEMBER: TO ACTIVATE THIS RECORD YOU MUST TURN
OFF AND TURN ON THE MACHINE.
Switch #6, #7
TURNING ON/OFF BOXER/KICKER GAMES.
WHEN BOTH SWITCHES #6 AND #7 ARE “ON” OR BOTH ARE
“OFF”, BOTH GAMES ARE AVAILABLE (ON).
OTHER SETTINGS:
#6 “ON” AND #7 “OFF” - KICKER IS ON, BOXER IS OFF
#6 “OFF” AND #7 “ON” - KICKER IS OFF, BOXER IS ON.
DEFAULT SETTING IS #6 OFF AND #7 OFF.
GAME TYPE
SWITCH
NUMBER
KICKER
BOXER
KICKER & BOXER
#6
ON
OFF
OFF
ON
#7
OFF
ON
OFF
ON
Switch # 8
NOT USED
Sensitivity switch (S2).
THE SENSITIVITY CAN BE CHANGED BY ROTATING SWITCH S2.
AFTER THE SWITCH IS ROTATED THE SENSITIVITY LEVEL
WILL BE SHOWN ON THE CREDIT DISPLAY. LOWER LEVEL
NUMBERS CORRESPOND TO GREATER DIFFICULTY.
Main Power Supply Layout:
Front view
Drawing #6
Mechanical counter
2 – wire from mechanical counter
1 – wire from mechanical counter
Drawing #7
1 - speaker
2 - speaker
3 - unused
4 - unused
Drawing #9
Buttons Start Boxing & Game
1 & 2 – START game (Boxer)
3 & 4 – GAME selection
5 & 6 – bulbs lighting button Start
7 & 8 – bulbs lighting button Game
SW-ADD
1 & 2 – START game (Kicker)
5 & 6 – bulbs lighting button Start
2 - red (+12V)
6 - green (signal)
3 - black (-12V)
2
6
3
2
6
3
1
4
5
Drawing #10
Hopper
Motor
Hopper
2
1
5
6
2
6
3
1
4
5
Drawing #11
Thermal printer
Main board
Thermal printer
Hopper
2
2
6
3
1
4
5
Drawing #12
1 – tournament (-)
2 – tournament (+)
3 – 100 (-)
4 – 100 (+)
5 – 300 (-)
6 – 300 (+)
7 – 500 (-)
8 – 500 (+)
9 – 700 (-)
10 –700 (+)
11 – 900 (-)
12 – 900 (+)
13 – Select Game (-)
14 – Select Game (+)
15 – Force (-)
16 – Force (+)
J 7
1 –100 (-)
2 – 100 (+)
3 – 300 (-)
4 – 300 (+)
5 – 500 (-)
6 – 500 (+)
7 – 700 (-)
8 – 700 (+)
9 – 900 (-)
10 – 900 (+)
11 – Select Game (-)
12 – Select Game) (+)
13 – not used
14 – not used
15 – power Kicker (-)
16 – power Kicker (+)
Paper Money Depositor
1 – Credit relay (Common) normally purple.
Pin#8 at the ICT connector
2 – +12V (Power) normally red. Pin#5 at the ICT connector
3 – GND (Power) normally orange. Pin# 9 at the ICT connector
4 – Credit relay (N.O) normally blue. Pin# 7 at the ICT connector
11. Spare parts and equipment
- leveling legs 4 pieces
- punching bag pump 1 piece
- bladder 1 piece
12. Standard replacement parts
- Front panel bulbs (#73 bulb)
- SELECT GAME button bulb (#161)
- Main power supply (Switching power supply – 12V, 12A - 5V,
5A)
- Halogen bulb (12v 20W, MR11/C (GU4) – 35mm DIA.)
13. Required tools and equipment for servicing the
boxing game
- Metric wrench set from 8mm to 19mm (preferably with
ratchet)
- Long Allen wrench from 8mm to 19mm
- Snap ring pliers for inside diameters
- Phillips and flat screwdrivers
- Glue gun
- Volt meter
- Bag inflator (supplied with the machine)
- Pliers
- Wire stripper
- Hook and loop (Velcro) stripes
- Plastic wire ties
14. Step by step setup and maintenance instructions
HOW TO ACCESS QUICKLY RESETABLE (P01)
AND NOT RESETABLE (P02) MONEY COUNTERS
P01 and P02 counters can be checked (at the same time) without going
into service program, by pressing switch SW1 ↑. The SW1 switch is
located in the lower left part of the main board, right above ribbon cable
connecting main board with side power supply (small board). The
displayed numbers will appear for 30 seconds. During that time counter
P01 can be reset by pressing and holding switch SW1 for 3 seconds (after
resetting machine will switch to regular work mode).
HOW TO ACCESS QUICKLY RESETABLE (P01)
MONEY COUNTER (without opening the machine):
P01 counter can be displayed without using service functions or opening
the back doors by pressing and holding START BOXING and GAME
(SELECT) buttons in the same time for 5 seconds. The P01 counter will be
appear for 15 seconds.
HOW TO TEST COIN OR BILL ACCEPTOR
The test of bill and coin acceptor can be done without changing the
meter reading by pressing and holding START BOXING and
GAME (SELECT) buttons in the same time for 5 seconds. On the
SW1
main display P01 will appear. At that time bills and coins can be
inserted for a test. After inserting every single coin (bill) testing
time will be extend for another 15 seconds. If the testing mode is not
used for 15 seconds, machine will switch to regular working mode.
HOW TO SET-UP PRICE OF THE GAME PLAY.
Enter the settings mode by powering up the machine and switching
DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’
as shown.
DIP switch #1
Press the SW1 button repeatedly on the main board until the main
display reads ‘P 4’. If you get too far on this menu you can always
get back with the SW2 button.
Now you can modify the setting to set-up the price of the game play
( If one game credit is to cost $1 the setting would then be 4 -1,
meaning that 4 quarters equals one punch). There is one number
you must set here and this is done by the machine’s START
BOXING button in the front. After you are done the display should
look like the following picture if you chose these settings.
To leave the settings mode simply turn the DIP switch #1 to off
(left) position.
The machine should reset and be ready to go.
SW1
SW2
HOW TO SET UP BONUS POINTS
Enter the settings mode by powering up the machine and switching
DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’
as shown.
Press the SW1 button repeatedly on the main board until the main
display reads ‘P 5’. If you get too far on this menu you can always
get back with the SW2 button.
DIP switch #1
This setting corresponds to the number of credits given when a set
dollar amount is put in the machine. For example: you want to set 8
credits (punches) for $5 (5*4=20 quarters), you should adjust this
setting to indicate 20-8 as shown.
The values can be set using START and GAME buttons. As
shown, START BOXING sets the left value and GAME sets the
right value. Repeat the procedure for ‘P 6’ but remember to set the
bonus for a larger amount of money than in ‘P 5’. Example could be
for $10, 20 credits (10*4=40, so the setting is 40-20). If you get too
far while increasing these values you must continue going up to 100
before you again end up at single 0.
To leave the settings mode simply turn the DIP switch #1 to off
(left) position. The machine should reset and be ready to go.
SW1
SW2
HOW TO SET UP MAGIC NUMBER
The magic number can be any 3 digit combination. The magic
number as well as the frequency of hitting that number must be set.
Enter the settings mode by powering up the machine and switching
DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’
as shown.
DIP switch #1
Press the SW1 button repeatedly on the main board until the main
display reads ‘P43’. If you get too far on this menu you can always
get back with the SW2 button.
Use the START BOXING and GAME buttons to adjust the value
of the magic number as desired. Press the SW2 button to get to
setting ‘P42’, which is the minimum amount of credits collected by
the machine to unlock the possibility of hitting that number. Here
again use the same buttons to adjust the value. Remember that this
value is counted in quarters. In this example the machine collects
$100 before unlocking the magic number (400 quarters = $100). It
becomes possible then for the player to hit the bag and get a score of
‘777’. The two pictures illustrate the magic number setting for this
case.
SW1
SW2
To leave the settings mode simply turn the DIP switch #1 to off
(left) position. The machine should reset and be ready to go.
HOW TO RESET HIGH SCORES MANUALLY
If you feel the score on the game reached an unbeatable number you
can reset this score to the default value (see setting P30). Enter the
reset mode by powering up the machine and switching DIP switch
#4 to ON position.
You will not see any changes on the display and the game will
remain in playable mode. This is why it is important to remember to
switch the machine back from this mode when done resetting. Next,
press and hold the START BOXING button on the machine for
about 10 seconds. When the score resets on the main display then
release the START BOXING button and put DIP switch #4 back to
OFF position.
DIP switch #4
HOW TO RESET HIGH SCORES
AUTOMATICALLY
If you want the machine to automatically reset the highest score (of
Power Mode) so that it does not get too high, follow the instructions
below. The highest score will be reset to the value programmed in
setting P30 (see setting P30).
Enter the settings mode by powering up the machine and switching
DIP switch #1 (on the main board) to ON position.
The main display should now indicate the settings mode with ‘P 1’
as shown.
DIP switch #1
Press the SW1 button repeatedly on the main board until the main
display reads ‘P86’. If you get too far on this menu you can always
get back with the SW2 button.
Using START BOXING button on the front of the machine set
number of hours (counted from the last resetting) after which the
highest score should be reset automatically, eg. set 120.
Then press the SW1 button once - the main display should read
‘P87’. Using START BOXING button on the front of the machine
set number of minutes (counted when machine is in idle state after
the time set in P86 above has already passed) after which the highest
score will be reset, eg. 15. Put dip switch #1 back to OFF.
SUMMARY: With above settings the machine will count 120 hours
from the last resetting (either manual or automatic), and then, if
machine is in idle state for more than 15 minutes the highest score
will be reset.
HOW TO ERASE CREDITS
Erasing the game’s credits can be done with the following
procedure. Enter the settings mode by powering up the machine and
switching DIP switch #1 to ON position.
The main display should now indicate the settings mode with ‘P 1’
as shown.
DIP switch #1
Press the SW1 button repeatedly on the main board until the main
display reads ‘P20’. If you get too far on this menu you can always
get back with the SW2 button.
Press the START BOXING button located in the front of the game.
When finished don’t forget to set DIP switch #1 back to OFF
position.
HOW TO CHANGE THE PUNCHING BAG
Changing the punching bag is required in some cases. Lower the
bag arm as in the play mode and ready to punch. Take off the front
guard and unscrew the top nut using 19 mm wrench (use wrench
with a ratchet). This will release the bag assembly.
SW1
SW2
To install a new bag first make sure that the tension nut is taken off
and the second nut is screwed all the way on the bolt. Otherwise the
second bolt will prevent the bag from properly tightening of the
assembly. Insert the bag in its place, replace the tension nut and
tighten it until the bag cannot be twisted by manual tests. To test this
grab the bag in your arm and simply use your body’s weight to try
to twist the bag on the bolt’s axis.
Tension nut
Counter lock nut
If it is secured tight enough, then finish by unscrewing the second
nut until it tightens on the metal arm.
HOW TO RELEASE THE PUNCHING BAG
MANUALLY
Sometimes it is necessary to release the punching bag when the
machine has no power. This can still be done manually. You must
reach over the bag and find the mechanical hammer holding the
entire arm in position. Then using your thumb press the hammer
which is under compression by a spring behind it and the bag should
be free to come down.
HOW TO CHANGE THE FUSE IN THE MAIN
SWITCH
Locate the power cord connection on the back of the machine. The
fuse can be found hidden between the power cord socket and the
main ON/OFF switch. In order to replace it use a flat screwdriver to
pry open the fuse holder and pull it out.
HOW TO CHECK THE SOLENOID
Proper operation of either of solenoids can be verified by releasing
the punching bag (when checking Boxer) or kicker/soccer arm
(when checking Kicker/Soccer) electronically. This can be done by
first pressing by pushing a release button located on the side power
supply (not the main board). Each power supply is labeled, if you
want to check punching bag, press the button on power supply
labeled “Boxer”, if you want to check kicker/soccer arm, press the
button on power supply labeled “Kicker”. Power up the machine
and press this button. If the bag is released the solenoid is working.
If the bag does not come down there may be a problem with the
solenoid. Remove the two solenoid wires connected to the power
supply circuit board. Unscrew the two terminals and pull these wires
out.
Solenoid Release Button
Check resistance on these two terminals with a multi-meter. The
resistance should be very low around 0.5 Ω. If your meter shows
overload or infinite resistance the solenoid coil may be damaged. In
that case replacing the solenoid is necessary.
The solenoid can be evaluated in another way if for example you do
not have a multi-meter handy. This also involves unscrewing the
two terminals and pulling out the two wires. Instead of measuring
the resistance as described above make a temporary connection with
direct 12 V supply by touching the two wires onto the input voltage
terminal as shown in the picture below.
Solenoid Wires
MAIN BOARD SETTINGS
P1
P31
P61
P2
P32
P62
P3
P33
P63
P4
P34
P64
P5
P35
P65
P6
P36
P66
P7
P37
P67
P8
P38
P68
P9
P39
P69
P10
P40
P70
P11
P41
P71
P12
P42
P72
P13
P43
P73
P14
P44
P74
P15
P45
P75
P16
P46
P76
P17
P47
P77
P18
P48
P78
P19
P49
P79
P20
P50
P80
P21
P51
P81
P22
P52
P82
P23
P53
P83
P24
P54
P84
P25
P55
P85
P26
P56
P86
P27
P57
P87
P28
P58
P88
P29
P59
P89
P30
P60
P90
Bill and coin
validators
Safe
condition
(Yes/No)
SERIAL NO
If not working
or condition
not safe for
use what was
replaced
Comments
Signature
Bill and coin
validators
Safe
condition
(Yes/No)
SERIAL NO
If not working
or condition
not safe for
use what was
replaced
Comments
Signature