Kalkomat Comboboxer Technical Information

Specifications

Brand: Kalkomat
Category: Arcade Game Machines
Model: Comboboxer
File Type: PDF
File Size: —
Pages: 64

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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