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Lets Bounce Manual

Manual del Juego
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© © All Rights Reserved
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0% found this document useful (0 votes)
199 views88 pages

Lets Bounce Manual

Manual del Juego
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 88

OPERATORS MANUAL

Version 10

LET’S BOUNCE
Firmware version 7.02.000

PLEASE NOTE
1 Read this manual before operating the machine.
Visit www.laigames.com for support.
Correspondence regarding this machine should be addressed to
your closest LAI Games office, or LAI Games Distributor.
For contact details, refer to the back page of this manual.

© LAI Games
Copyright Notice:
Authorization is hereby provided to you to copy this manual in its
entirety provided such copies are used for non-commercial
purposes and solely for use with LAI Games products. This
authorization is specifically conditioned to include all legends,
copyright, proprietary and other notices which appear herein are
unaltered on any and all copies you make.

2
Table of Contents
SAFETY PRECAUTIONS............................................................................................................................. 6
MACHINE INSTALLATION AND INSPECTION ........................................................................................... 7
INTRODUCTION ....................................................................................................................................... 8
DESCRIPTION....................................................................................................................................... 8
PACKAGING ............................................................................................................................................. 8
CONTENTS ........................................................................................................................................... 8
SPECIFICATIONS .................................................................................................................................. 8
DIMENSIONS ................................................................................................................................... 8
ELECTRIC SUPPLY............................................................................................................................. 8
PACKING DETAILED ....................................................................................................................... 10
ASSEMBLY ............................................................................................................................................. 11
PARTS DETAILED................................................................................................................................ 11
ASSEMBLY STEPS ............................................................................................................................... 12
GAMEPLAY AND MODES ................................................................................................................... 20
OBJECTIVE ..................................................................................................................................... 20
HOW TO PLAY ............................................................................................................................... 20
ATTRACT MODE ............................................................................................................................ 21
PLAY MODE ................................................................................................................................... 21
OPERATION ........................................................................................................................................... 22
GAME SETTINGS ................................................................................................................................ 22
AUDITS .............................................................................................................................................. 25
INPUT AND OUTPUT TESTS ............................................................................................................... 26
OUTPUT TESTS .............................................................................................................................. 26
INPUT TESTS .................................................................................................................................. 26
RUN TESTS ..................................................................................................................................... 26
ONLINE TILES ..................................................................................................................................... 27
GAME HISTORY ................................................................................................................................. 27
ERRORS.............................................................................................................................................. 28
SECTION A: SERVICE INSTRUCTIONS ..................................................................................................... 30
LOCATING AND ACCESSING PARTS ....................................................................................................... 30
CABINET FRONT ............................................................................................................................ 30
BACKBOARD .................................................................................................................................. 31

3
PLAYER PANEL ............................................................................................................................... 32
CABINET INNER ............................................................................................................................. 32
CABINET REAR ............................................................................................................................... 33
CABINET SIDE ................................................................................................................................ 34
OPERATOR PANEL / SERVICE CONTROLS ...................................................................................... 34
ACCESSING THE PLAYFIELD ............................................................................................................... 35
PARTS DESCRIPTION ......................................................................................................................... 37
HEADER DISPLAY ........................................................................................................................... 37
BACKBOARD .................................................................................................................................. 37
SPEAKERS ...................................................................................................................................... 37
PLAYFIELD...................................................................................................................................... 37
COUNTERS ..................................................................................................................................... 39
BUTTONS ....................................................................................................................................... 39
VOLUME KNOB.............................................................................................................................. 39
COIN MECHANISM / BILL ACCEPTOR / CARD SYSTEM .................................................................. 39
TICKET MECHS ............................................................................................................................... 39
PLAYFIELD FUSES – FB214 ............................................................................................................. 39
GAME BOARD – FB216 .................................................................................................................. 39
SOUND BOARD – FB106 ................................................................................................................ 39
BALL DISPENSER ............................................................................................................................ 39
POWER INLET/MAINS SWITCH...................................................................................................... 40
POWER SUPPLY ............................................................................................................................. 40
LAMPS ............................................................................................................................................... 40
MAINTENANCE .................................................................................................................................. 40
EXTERIOR....................................................................................................................................... 40
INTERIOR ....................................................................................................................................... 40
FB216 UPDATE PROCEDURE ................................................................................................................. 41
TOOLS REQUIRED .............................................................................................................................. 41
PC SETUP ........................................................................................................................................... 41
FLASHER-STM32 ............................................................................................................................ 41
PROCEDURE ...................................................................................................................................... 42
TROUBLESHOOTING .......................................................................................................................... 46
SECTION B: TECHNICAL DETAILS ........................................................................................................... 48
POWER SUPPLY ................................................................................................................................. 48

4
COIN OPTIONS REFERENCE GUIDE.................................................................................................... 49
UNIVERSAL CARD LINK CONNECTION ............................................................................................... 49
TICKET MECHANISMS........................................................................................................................ 50
WIRING DIAGRAMS ............................................................................................................................... 50
MECHANICAL ILLUSTRATIONS .............................................................................................................. 70
MAIN ASSEMBLY ............................................................................................................................... 70
FRONT PANEL .................................................................................................................................... 71
PANEL DOOR AND BASE FRONT PANEL ............................................................................................ 72
COIN DOOR AND TICKET DOOR ........................................................................................................ 73
COIN PLATE WITH DBA AND CASH BOX ............................................................................................ 74
OPERATOR PANEL AND POWER SUPPLY........................................................................................... 75
PLAYER PANEL ................................................................................................................................... 76
RIGHT AND LEFT PLAYER PANEL STOPPER ........................................................................................ 77
BALL GATE AND DB BOX ................................................................................................................... 78
BALL GATE MOTOR AND DISPLAY SIGN ............................................................................................ 79
BALL LIFTER AND BALL HOPPER CHUTE ............................................................................................ 80
DISPLAY PANEL AND BASE DISPLAY PANEL ....................................................................................... 81
BASE SCORE PANEL ........................................................................................................................... 82
BOARD DISPLAY ROUND 1 AND BOARD DISPLAY ROUND 2 ............................................................. 83
RIGHT AND LEFT SIDE WALLS ............................................................................................................ 84
MAIN PLAYFIELD ............................................................................................................................... 85

5
SAFETY PRECAUTIONS
The following safety precautions and advisories used throughout this manual are defined as follows.

WARNING: Disregarding this text could result in serious injury.

CAUTION: Disregarding this text could result in damage to the machine.

NOTE: An advisory text to help understand.

PLEASE READ THE FOLLOWING

WARNING: Always turn OFF Mains AC power and unplug the game before opening or
replacing any parts.

Always grasp the plug, not the line cord, when unplugging the game from
an electrical outlet.

Always connect the Game Cabinet to a grounded electrical outlet with a


securely connected ground line.

Do Not install the Game Cabinet outdoors or in areas of high humidity,


direct water contact, dust, high heat or extreme cold.

Do Not install the Game Cabinet in areas that would present an obstacle in
case of an emergency, i.e. near fire equipment or emergency exits.

CAUTION: Always use a Digital Multimeter, logic tester or oscilloscope for testing
integrated circuit (IC) logic PC boards. The use of a continuity tester is not
permitted.

Do Not connect or disconnect any of the integrated circuit (IC) logic PC


boards while the power is ON.

Do Not use any fuse that does not meet the specified rating.

Do Not subject the game cabinet to extreme temperature variations.


Reliability of electrical components deteriorates rapidly over 60 oC.

6
MACHINE INSTALLATION AND INSPECTION
When installing and inspecting Let’s Bounce, be very careful of the following points and pay
attention to ensure that the players can enjoy the game safely.

• Be sure to turn the power OFF before working on the machine.

WARNING: Always turn OFF mains power before removing safety covers and refit all safety
covers when work is completed.

• Make sure the power cord is not exposed on the surface (floor, ground, etc.) where people walk.

• Check that the rubber glide feet levellers are set correctly on the floor so that the game cabinet
is level and stable.

• Always make complete connections for the integrated circuit (IC) logic PC Boards and other
connectors. Insufficient insertion can damage the electrical components.

• Only qualified personnel should inspect or test the integrated circuit (IC) logic PC Boards.

• If any integrated circuit (IC) logic PC Boards should need servicing, please contact the nearest LAI
Games Distributor (refer to the back page of this manual).

7
INTRODUCTION
Congratulations on your purchase of Let’s Bounce by LAI Games. We hope you take the time to read
this manual and learn about the many features and user-friendly adjustments that can be made to
fine-tune the game for maximum earning potential.

DESCRIPTION
Let’s Bounce is an addictive and rewarding single or two player game that is easy to play but hard to
master. Players bounce ping pong balls across a field of illuminated tiles, aiming to hit each tile at
least once and clear the playfield, before the time runs out.

PACKAGING
CONTENTS
• Let’s Bounce unit
• Operator Manual
• 4 x coin door keys
• 200 x Ping pong balls
• 1 x Power cord
• 3 x O-Ring
• 1 x Allen Key 4
• 1 x Allen Key 2.5
• 1 x Wrench 17
• 1 x Fuse 6.3A
• 1 x Programming harness
• 1 x Optional NRI coin mech harness

SPECIFICATIONS
DIMENSIONS
• Weight: 431kg (950.19lb) (excluding packaging)
• Weight: 501kg (1104.52lb) (including packaging)
• Height: 2245mm (88.4”) (excluding header)
• Height: 2848.7mm (122.1”) (including header)
• Width: 1222mm (48.1”)
• Length: 3130mm (123.2”)
• Power: Maximum 600W

ELECTRIC SUPPLY
The game can operate on a universal mains input voltage between 85-266VAC 47/63Hz single phase.
The supply must be a three-wire grounded supply. An adjustment screw is available for fine-tuning
the output voltage.
LOCATION REQUIREMENTS
• Ambient temperature: 5C - 40C
• Ambient humidity: Low
• Ambient U.V. radiation: Very low
• Vibrations level: Low
8
9
PACKING DETAILED

10
ASSEMBLY
PARTS DETAILED

11
ASSEMBLY STEPS
1. Unlock the player panel with the key provided.
2. Lift the panel up until it stops.
3. Locate the mounting location for the bounce pad (7 holes).

4. Unlock the hex nut pictured.


5. Position the bounce pad correctly, and plug in the connector.

12
6. Align the bounce pad studs to the holes and lock using the same nut that was unlocked in
step 4.
7. Plug in the connector pictured.

CAUTION: At least two people should be present to perform steps 8 to 10.

8. Carefully place the playfield frame on its side. Take care not to damage or dent the frame.
9. Unlock the hex bolts at the rear and bottom of the playfield frame. 4 x hex bolts on the rear,
and 4 on each side.

13
10. Align the rear stand as shown, and lock it in place using the hex bolts from the previous step.
4 x hex bolts on the rear and 4 on each side.

11. Unlock the 4 hex bolts pictured.


12. Align the front cabinet section with the playfield.

14
CAUTION: At least two people should be present to perform steps 13 to 17.

13. Bring the playfield up against the front cabinet, and lift it slightly so the frame hooks on.
14. Lock the 4 x hex bolts that were unlocked in step 11.

15. Plug in all 8 connectors on the left and right side, at the rear of the front cabinet.

15
16. Position the right panel against the right side of the playfield (from the perspective of
standing in front of the cabinet) and lock it in place using 6 x M6 screws.

17. Position the left panel against the left side of the playfield and lock it in place using 6 x M6
screws.

16
18. Position the header against the backboard, and plug in the connector shown.
19. Hold the header in position and lock in 4 x M6 screws.

20. Position the backboard against the rear of the playfield.


21. Sit the backboard on the frame and lock it in place using 8 x M6 screws along the bottom
and 5 x M6 screws along both the left and right side (10 x screws total).

17
22. Ensure all the screws from the previous step are tightened, and plug in the 3 connectors
shown.

23. Power on the game and ensure that all lights and sensors are functional. To access PCB fuses
and wiring, remove the left panel, which was attached in step 17. Access is shown below.

24. Power off the game when check is complete.

18
25. Lift the player panel, and attach the side acrylic with 4 x M4 screws.
26. Close the player panel and install the remaining 3 x M4 screws.
27. Repeat steps 25 and 26 for the acrylic sheet on the opposite side.

28. Install the side cover panel with 2 x M6 screws and flange nuts.
29. Repeat step 28 for the side cover panel on the opposite side.

30. Assembly is completed – Let’s Bounce!

19
GAMEPLAY AND MODES
OBJECTIVE
At the start of the game, the Let’s Bounce playfield is made up of all orange tiles. Each tile awards
points and turns blue after being hit. Orange tiles award more points when hit than blue. The player
is given a set number of ping pong balls and must clear all the orange tiles from the playfield in the
allocated time frame.
If there are two players, they alternate rounds.
See setting 12, Game Mode, for more information on the different game modes available.

HOW TO PLAY
Bar Mode
• Pay to play
• Ping pong balls are vended
• Round one begins
• Bounce ping pong balls off the bounce pad
• Aim to hit all orange tiles
• Round one time runs out
OR
• All orange tiles are cleared and a mini bonus state is entered
• Round two begins
• Aim to hit all orange tiles
• Round two time runs out
OR
• All orange tiles are cleared and a mini bonus state is entered
• Game ends

Arcade Mode
• Pay to play
• Ping pong balls are vended
• Round one begins
• Bounce ping pong balls off the bounce pad
• Aim to hit all orange tiles
• Round one time runs out
• Bonus round begins
• Aim to hit as many rainbow tiles as possible
• Bonus round time runs out
• Game ends

20
ATTRACT MODE
Attract mode provides a visual and audio display while the game is not being played.

PLAY MODE
Let’s Bounce has two play modes. The standard Coin Play mode, where a coin or coins are inserted,
or Free Play mode, where no coins are necessary.

COIN PLAY
Coin Play mode is entered from Attract mode, by inserting coins in any of the two coin slots on the
front of the machine cabinet, then following the instructions in the “How to Play” section.

FREE PLAY
Free play can be set in one of three ways:
• Entering the operator menu by pressing the red TEST button, then entering the game
settings. From here, enter free play settings and turn free play mode on.
• For a single free game, just press the green SERVICE button once.
• Push and hold the green SERVICE button for 5 seconds. This is a temporary free mode, and
the game will return to normal when reset.

21
OPERATION
GAME SETTINGS
1. Coin 1 Coins per Credit Default 1, Adjustable 1 – 20
Sets the number of coins that need to be inserted in exchange for each game credit.

2. Coin 1 Games per Credit Default 1, Adjustable 1 – 20


Sets the number of games granted for each credit.

3. Coin 1 Multi Bonus Credits Default Off, Adjustable On / Off


Turn on the first stage of bonus credits for coin mech 1. Turning this setting on will activate
settings 3-1 to 3-6.

3.1. Coin 1, Stage 1, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 1 to reach the
bonus credit stage 1.
This setting is only active if setting 3 is ON.

3.2. Coin 1, Stage 1, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 1 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if setting 3 is ON.

3.3. Coin 1, Stage 2, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 1 to reach the
bonus credit stage 2.
This setting is only active if 3-1 and 3-2 are active.

3.4. Coin 1, Stage 2, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 2 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if 3-1 and 3-2 are active.

3.5. Coin 1, Stage 3, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 1 to reach the
bonus credit stage 3.
This setting is only active if 3-3 and 3-4 are active.

3.6. Coin 1, Stage 3, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 3 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if 3-3 and 3-4 are active.

4. Coin 2 Coins per Credit Default 1, Adjustable 1 – 20


Sets the number of coins in coin mech 2 input that need to be inserted in exchange for each
game credit.

5. Coin 2 Games per Credit Default 1, Adjustable 1 – 20


Sets the number of games granted for each credit from coin mech 2 input.
22
6. Coin 2 Multi Bonus Credits Default Off, Adjustable On / Off
Turn on the first stage of bonus credits for coin mech 2. Turning this setting on, will activate
settings 6-1 to 6-6.

6.1. Coin 2, Stage 1, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 2 to reach the
bonus credit stage 1.
This setting is only active if setting 6 is ON.

6.2. Coin 2, Stage 1, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 1 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if setting 6 is ON.

6.3. Coin 2, Stage 2, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 2 to reach the
bonus credit stage 2.
This setting is only active if 6-1 and 6-2 are active.

6.4. Coin 2, Stage 2, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 2 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if 6-1 and 6-2 are active

6.5. Coin 2, Stage 3, Number of Coins Default Off, Adjustable Off / 1 – 99


This sets the number of coins that need to be inserted into coin mechanism 2 to reach the
bonus credit stage 3.
This setting is only active if 6-3 and 6-4 are active.

6.6. Coin 2, Stage 3, Number of Bonus Credits Default Off, Adjustable Off / 1 – 99
This sets the number of bonus credits that are given when credit stage 3 is reached.
This is the number of bonus credits given, on top of what has been paid for.
This setting is only active if P6-3 and P6-4 are active.

7. Common Coin Default Off, Adjustable On / Off


If the setting is ON, coin 1 and coin 2 contribute to the same coin pool. If the setting is off, they
are counted separately.
This setting is only active is P20, Card System, is set to off.

8. Attract Sound Default 3 minutes, Adjustable Off, On, 2m, 3m, 4m, 5m, 10m, 30m
Controls the delay between the attract mode audio loop repeating.

9. Error Message Alert Default Display & Audio, Adjustable Display & Audio, Audio Only, Display
Only, Off
Controls how the game indicates an error has occurred. Errors can be shown on the display
and/or with an error voice message that is played through the speakers, or hidden completely.

10. Free Mode Default Off, Adjustable On / Off


Sets if the game requires a credit to start playing. If set to on, the game can be played for free.

23
11. Prize Type Default Ticket, Adjustable Off / Ticket / Coupon
Defines the type of prize given to the player. This only affects how the jackpot number and
tickets owing number is displayed.
If set to "off" then no prize is paid out.
If set to "tickets" then prize numbers shown on displays are the same as the number of tickets
dispensed from the mech.
If set to "coupons" (1 ticket = 2 coupons), then prize numbers displayed to the player double the
number of tickets dispensed from the mech.

12. Game Mode Default Arcade, Adjustable Bar / Arcade


Defines how the game operates.
Arcade: Round two bonus rainbow round is only triggered if the player clears the playfield in
round one. If the total score is higher than the Beat Score setting value, then the Bonus Ticket
setting value is added to the prize payout.
Bar: Round one and two are the same. If the playfield is cleared on either round, then an extra
bonus rainbow round is activated. There is no bonus for reaching the Beat Score setting value,
but if the bonus round is reached, bonus tickets are added to the prize payout.

13. Beat Score Default 5000, Adjustable 4500-6000


Sets the total score that a player must beat to be awarded the Bonus Tickets setting value.

14. Points per Ticket Default 100, Adjustable 1-1000


Sets how many points are required to dispense 1 ticket from the mech.

15. Maximum Tickets Default 200, Adjustable 1-1000


Sets the maximum number of tickets allowed to be dispensed based on the game score.

16. Mercy Tickets Default 5, Adjustable 1-500


Set the number of mercy tickets that are paid out at the end of the game, regardless of player
score.

17. Bonus Type Default Ticket, Adjustable Credit / Ticket / None


Sets the bonus prize type that the player is awarded when, in Arcade Mode, the Beat Score
setting value is beaten or, in Bar Mode, the bonus round is reached.

18. Bonus Tickets / Credits Default 50 / 1, Adjustable 10-1000 / 1 - 10


Sets the number of bonus tickets / credits that are awarded to the player when, in Arcade Mode,
the Beat Score setting value is beaten or, in Bar Mode, the bonus round is reached.

19. Card System Default On, Adjustable On / Off


Activate or deactivate the card system on the machine.

24
AUDITS
1. Total Coins 1
Shows the number of coins inserted on COIN1 input.
2. Total Coins 2
Shows the number of coins inserted on COIN2 input.
3. Total Service Credits
Shows the number of times the service button was used to issue 1 credit to the game.
4. Single Player Games
Shows the total number of single player games played.
5. Double Player Games
Shows the total number of double player games played.
6. Total Games Played
Shows the total number of games completed.
7. High Score
The highest score achieved.
8. Total Tickets
Shows the number of tickets paid out from all ticket mechs.
9. Average Tickets Per Game
Shows the average number of tickets won from each game.
10. Total Skips
The number of times the “end turn” button has been pressed.
11. Total Time Skipped
The total number of seconds of gameplay that have been skipped as a result of pressing the
“end turn” button.
12. Average Time Skipped
The average amount of game time remaining when the “end turn” button is pressed.
13. Cleared Playfield
The number of rounds where the playfield was cleared.
14. Jackpot
The number of times “bonus tickets” were won.
15. Checksum
Manufacturers audit for error checking.

25
INPUT AND OUTPUT TESTS
OUTPUT TESTS
1. All Outputs
Flash all lamps, run playfield colors, 7 segment displays and player panel button lamps.
2. Tiles
Flash all playfield tile lights in order of tile 1 to 45.
3. Score
Count all seven segment displays from 0000 – 9999.
4. Lights
Flash the player one, player two, player panel buttons, round, score, clear and winner lamps.
5. Sound
Play all used sounds in sequence.
6. Max Load
Play all used sounds in sequence.

INPUT TESTS
The display will read ON or OFF to indicate if the currently selected input is active or not.
• Up Button
• Down Button
• Test / Enter Button
• Back / Service Button
• Utility Button
• Single Player Button
• Double Player Button
• End Turn Button
• Sensors Ball / Home / Player / Return
• Coin 1 / Coin 2
• Ticket 1 / Ticket 2

RUN TESTS
1. Run Ticket Mechs
Try dispense a single ticket from both ticket mechs.
2. Ball Lifting
Set the ball gate to the return positon and run the ball lifter motor.
3. Ball Gate
Toggle the ball gate between the home, to playfield and to player positions.
4. Ball Dispenser
Fills 20 balls to the ball gate and returns them. Cycles the ball gate to the player position
before returning home. Repeats this cycle continuously.
5. Run Tile Sensor
Activate playfield tiles so they will light up when hit. Use this to check tile sensitivity.

26
ONLINE TILES
This menu can be used to set tiles to “offline,” meaning they do not need to be hit by the player to
clear the playfield. A maximum of 10 tiles can be set as offline at any one time.
When the first online tile is hit at the start of the game, it will simulate all the offline tiles being hit as
well. They will light up and points are awarded to the player as though they were hit.
1. Set All Online
This will set all tiles to “online.” When this option is selected, all online tiles will be lit up as
green, and offline tiles as red.
2. Tile No. Online / Offline
Scroll through the status of each tile. The display will indicate the tile number and status
(eg, tile 32 online). When a tile is selected, use the right button to toggle it’s status between
offline and online.

GAME HISTORY
This menu lists the data on the last 10 game plays. Each entry lists five pieces of data:
• SPL / DPL – Single player or double player game
• P1 – Player one’s score
• P2 – Player two’s score
• T1 – The number of tickets paid out to player one
• T2 – The number of tickets paid out to player two

27
ERRORS
Name Cause Solution

Refill the ticket mechs and ensure


there is no jam. Clear the error by
viewing it in the errors menu and
The game has run out of tickets or
Error ticket 1 pressing the right button. The
if there is a jam on ticket mech 1
game will automatically pay out
remaining tickets if there is
activity on the ticket sensor.

Refill the ticket mechs and ensure


there is no jam. Clear the error by
viewing it in the errors menu and
The game has run out of tickets or
Error ticket 2 pressing the right button. The
if there is a jam on ticket mech 2
game will automatically pay out
remaining tickets if there is
activity on the ticket sensor.

The coin sensor has been pressed Release the coin sensor to clear
Coin 1 error
for a long period of time. the error.

The coin sensor has been pressed Release the coin sensor to clear
Coin 2 error
for a long period of time. the error.

Check for and clear anything that


A button has been pressed for
Error button jam might be jamming any of the
more than five seconds.
button sensors.

The game will try and resolve this


error by itself during attract
mode. If this fails, check for and
The ball lifter (rotating wheel) I clear any ball jams in the lifter
Error Ball Jam activated, but the sensor is not mechanism. Check for and clear
detecting any balls. anything that might be jamming
the ball lifter sensor. Check the
lifter motor by running it via the
run tests menu.

28
Clear the error by viewing it in
Error EEP NJ EEPROM memory related to the NJ the errors menu and pressing the
game state saving system can’t be right button.
Only applicable to New
read. If the error still occurs, the IC is
Jersey firmware
faulty and needs to be replaced

The CPU cannot read or write to its Clear the error by viewing it in
Error PSet on-board EEPROM program the errors menu and pressing the
settings, or is receiving errors right button.
This error will cause game
operation to stop
during communication with the If the error still occurs, the IC is
EEPROM. faulty and needs to be replaced.

Clear the error by viewing it in


The CPU cannot read or write to its
the errors menu and pressing the
on-board EEPROM history data, or
Error History right button.
is receiving errors during
If the error still occurs, the IC is
communication with the EEPROM.
faulty and needs to be replaced.

Set all audits to default by


viewing the error in the errors
menu and pressing the right
Error EEP Audit R The CPU cannot read or write to its button.
on-board EEPROM resettable Set resettable audits back to
This error will cause game audits, or is receiving errors during default by going into the audits
operation to stop communication with the EEPROM. menu and press and hold the
right button. If the error still
occurs, the IC is faulty and needs
to be replaced.
Set all audits to default by
Error EEP Audit UR The CPU cannot read or write to its viewing the error in the errors
on-board EEPROM unresettable menu and pressing the right
This error will cause game audits, or is receiving errors during button.
operation to stop communication with the EEPROM. If the error still occurs, the IC is
faulty and needs to be replaced.

29
SECTION A: SERVICE INSTRUCTIONS
NOTE: Be sure to read the following carefully before servicing the machine.

LOCATING AND ACCESSING PARTS


The following pictures identify the location of the main serviceable items.

CABINET FRONT

9
1. Header
2. Backboard
3. Playfield
4. Bounce pad
5. Player panel
6. Coin door 1
7. Ticket door 1
8. Ticket door 2
9. Coin door 2

30
BACKBOARD

2 1

3 3

4 4

5 5

6 6

7 7

8 8

9 9

10 11 12

1. Speakers
2. Timer display lamp
3. Player 1 and 2 lamps
4. Player 1 and 2 round 1 score lamps
5. Player 1 and 2 round 1 clear lamps
6. Player 1 and 2 round 2 score lamps
7. Player 1 and 2 round 2 clear lamps
8. Player 1 and 2 total score lamps
9. Player 1 and 2 winner lamps
10. Round 1 lamp
11. Round 2 lamp
12. Total score lamp

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PLAYER PANEL

1. Bounce pad 3 4 5
2. End turn button
3. Single player button
4. Double player button
5. Credit display

CABINET INNER
1

1. FB106 Sound Board


2. FB216 Game Control PCB

1. Ball lifter
2. FB86 Sensor PCB

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1

1. Ball gate sensor – player


2. Ball gate sensor – home
3. Ball gate sensor - return

CABINET REAR

3
1
4

5
2

1. FB63 display PCB


2. Lightboxes / lamps x12
3. Speaker crossover
4. Woofer speaker
5. Tweeter speaker
6. FB44 display PCB x6

33
CABINET SIDE

1. FB214 Fuse PCB x5 (behind side panel)

OPERATOR PANEL / SERVICE CONTROLS


7
1
8
2
9
3

4 10

5
11
6

1. Up button
2. Back / service button
3. Test / enter button
4. Down button
5. Volume control
6. Utility button
7. Coin 1 counter
8. Coin 2 counter
9. Ticket 1 counter
10. Ticket 2 counter
11. UCL connector

34
ACCESSING THE PLAYFIELD
On newer models of Let’s Bounce the underside of the playfield is split into three panels, allowing
easy access to the bottom of the playfield for maintenance purposes.
If your unit doesn’t have three visible panels underneath it, please disregard this section.

35
1. Identify the panel you want to remove and remove 4 x M4 x10 screws and washers per
panel, as shown below

2. After removing the screws, follow the sequence below – lift, pull, then tilt – to remove the
panel

36
PARTS DESCRIPTION
HEADER DISPLAY
The header is a static sign illuminated by LED strip lighting.

BACKBOARD
The backboard at the rear of the game mounts the speakers, FB63 timer display, FB44 score displays,
and LED strip lamps. All components are accessible by removing the guards behind the backboard.

SPEAKERS
Two component speakers are wired to the left and right outputs from the FB106 sound board. Each
speaker pair consists of a crossover, woofer speaker and tweeter speaker.

PLAYFIELD
CAUTION: Take care when working around the playfield tiles and ensure mounting
mechanism is not damaged.

The playfield consists of 45 tiles. Each tile is a delicate assembly containing one FB205 Sensor PCB.
The FB205 is a sensitive PCB used to detect the vibration caused by a ping-pong ball hit. Extra care
should be taken when handing and cleaning so as not to damage the mounting.
Each FB205 is programmed with firmware and communicates with the FB216 using an RS485 data
bus. Ensure DIP switches on each FB205 are set so that each PCB has a unique address as defined in
the image below. Correct addressing is critical and starts as 1 and increases to 45 from left to right
and from front to back.

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DIP SWITCH ADDRESSING
Addresses are set via DIP switches using binary coding. Patterns are shown below:
Do not use address 0.
ADDRESS SW6 SW5 SW4 SW3 SW2 SW1
0 ON ON ON ON ON ON
1 ON ON ON ON ON OFF
2 ON ON ON ON OFF ON
3 ON ON ON ON OFF OFF
4 ON ON ON OFF ON ON
5 ON ON ON OFF ON OFF
6 ON ON ON OFF OFF ON
7 ON ON ON OFF OFF OFF
8 ON ON OFF ON ON ON
9 ON ON OFF ON ON OFF
10 ON ON OFF ON OFF ON
11 ON ON OFF ON OFF OFF
12 ON ON OFF OFF ON ON
13 ON ON OFF OFF ON OFF
14 ON ON OFF OFF OFF ON
15 ON ON OFF OFF OFF OFF
16 ON OFF ON ON ON ON
17 ON OFF ON ON ON OFF
18 ON OFF ON ON OFF ON
19 ON OFF ON ON OFF OFF
20 ON OFF ON OFF ON ON
21 ON OFF ON OFF ON OFF
22 ON OFF ON OFF OFF ON
23 ON OFF ON OFF OFF OFF
24 ON OFF OFF ON ON ON
25 ON OFF OFF ON ON OFF
26 ON OFF OFF ON OFF ON
27 ON OFF OFF ON OFF OFF
28 ON OFF OFF OFF ON ON
29 ON OFF OFF OFF ON OFF
30 ON OFF OFF OFF OFF ON
31 ON OFF OFF OFF OFF OFF
32 OFF ON ON ON ON ON
33 OFF ON ON ON ON OFF
34 OFF ON ON ON OFF ON
35 OFF ON ON ON OFF OFF
36 OFF ON ON OFF ON ON
37 OFF ON ON OFF ON OFF
38 OFF ON ON OFF OFF ON
39 OFF ON ON OFF OFF OFF
40 OFF ON OFF ON ON ON
41 OFF ON OFF ON ON OFF
42 OFF ON OFF ON OFF ON
43 OFF ON OFF ON OFF OFF
44 OFF ON OFF OFF ON ON
45 OFF ON OFF OFF ON OFF

38
COUNTERS
Counters will increment for each coin inserted and each ticket paid out. Counters are under
firmware control and are not directly connected to the mechanisms.

BUTTONS
Press the green SERVICE/BACK button to issue a service credit from attract mode. Press and hold the
green SERVICE/BACK button to enter temporary Free Play Mode. This will remain in place until
machine power is reset.
Press the red TEST/ENTER button to enter the operator menu from attract mode.
When in the operator menu, use four up/down/left/right buttons to navigate through the menu.

VOLUME KNOB
Use to adjust the speaker’s sound level.

COIN MECHANISM / BILL ACCEPTOR / CARD SYSTEM


Credits can be inserted via a coin mech, bill acceptor and/or card system connection. All interfaces
are located inside the front coin doors.

TICKET MECHS
Tickets won are paid out from two ticket mechs. Being a 2-player game, tickets are paid out on the
mech corresponding to the player. Player 1 tickets are paid out on ticket mech 1 and player 2 tickets
are paid out on ticket mech 2. The exception being when the “Card System” game setting is set to
ON. If a 2-player game is played by crediting only a single player position then all tickets are paid out
on that players ticket mech.

PLAYFIELD FUSES – FB214


Each tile on the playfield receives an independent power and data connection. Each tile is fused by
the FB214 PCBs which are located behind the side panel.

GAME BOARD – FB216


The FB216 is the main control board for the game. It contains the application firmware and output
drivers to control the lamps, displays and tiles.

SOUND BOARD – FB106


The FB106 is the sound driver board containing the sound files and amplifier. Volume is adjusted by
the potentiometer on the operator panel.

BALL DISPENSER
The ball dispenser is a 2-stage mechanism consisting of a ball lifter and a ball gate.
The lifter is a rotating plate to lift the ball to the ball gate. Balls are counted by the FB84 IR Sensor
PCB.
The ball gate is used to hold the balls before dispensing them to the player. Gate position is detected
by the FB165 sensor PCB.

39
POWER INLET/MAINS SWITCH
The power inlet is a standard IEC inlet socket with a mains power switch, located at the rear of the
machine. There is a main power fuse internal in this IEC socket. The fuse should be a M205, 250VAC,
8A.

WARNING: ALWAYS turn OFF mains power and unplug the game before replacing any
fuses.
ALWAYS use the correctly rated fuse.

POWER SUPPLY
The machine is powered by a 600W 12V power supply. AC input is universal 85-265VAC 47-63Hz.

LAMPS
WARNING: Always turn OFF mains power and unplug the game, before replacing any
lamps.
Always replace the lamps with the same or equivalent size, wattage and
voltage.

All button lamps are 12VDC T10 LED or equivalent.


All Playfield tile lights are FB205 PCBs.
All remaining lighting is RGB LED strip.
Contact your nearest LAI Games office for replacement LED strip to ensure color is matched.

MAINTENANCE
EXTERIOR
• Regularly dust and clean the external cabinet areas as required, using a soft water-damp
cloth and mild soap.
• Check for blown bulbs and replace as required.
• Check all LED strips are functioning and repair as required.
• Check that all playfield tiles are operating and positioned correctly. Tiles should all be at the
same level, orientation, and spacing.
• Check all foam padding on the playfield cross-beam mounts is intact with no exposed metal.
Re-glue any foam that has come loose
• Check below the playfield for stuck balls, clear out any obstructions to allow balls to roll
freely.
INTERIOR
• Regularly dust and vacuum the interior of the cabinet, taking care to remove any objects
that may have fallen.
• Check and tighten all fixing hardware and fasteners as required.
• Check the ball dispenser sensors are clear, blow out any dust from the optical sensors.
• Check the ball lifter is free to rotate and balls are free from obstruction.
• Check the balls are clean and undamaged. Discard any balls that are cracked or deformed.

40
FB216 UPDATE PROCEDURE
TOOLS REQUIRED
• 1 x USB – TTL Serial Adapter with Connector Harness
• 1 x PC or Laptop with USB Port running a Windows OS (will be connected to game during the
update, so must be portable)
• 1 x Computer Program FLASHER-STM32
• 1 x HEX File (containing PCB update)

PC SETUP
FLASHER-STM32
1. The program FLASHER-STM32 needs to be downloaded and installed on the PC
2. Visit www.st.com
3. In the search bar at the top of the page, search for FLASHER-STM32
4. Select the suggested result from the Products category

5. Alternatively, in the navigation menu on the left, select:


1. Tools & Software
2. Software Development Tools
3. Product Tree (on the right)
4. STM32 Software Development Tools
5. Scroll down, and select FLASHER-STM32 from the list
6. Scroll to the bottom of the product page, and select the “Get Software” button
7. You will need to enter your name and email address to confirm the download
8. Once the software is downloaded, install it on the PC

41
PROCEDURE
1. Switch off the game that is being updated
2. Access the required service area and locate the PCB (refer to Locating and Accessing parts –
Cabinet Inner for assistance in locating FB216)
3. Place the PC near the PCB, and connect them using the USB – TTL serial adapter cable, from
the USB port on the PCB, to the J5 programming port on the PCB

4. Power on the game


5. In the start menu, navigate to STMicroelectronics > FlashLoader, and run the Demonstrator
GUI application

42
6. For the Port Name setting, open the drop-down menu and select the only COM port
available (COM number is automatic and can vary)

7. Leave the rest of the settings at their default value, and select Next
8. The next screen should show the “Target is readable” message

43
9. Press Next
10. Ensure that the target field correctly reads “STM32F4_05_07_15_17_1024K”

11. Press Next


12. Select “Download to device” on the left
13. Click the “…” button on the right hand side of the window, and navigate to and select the
HEX file
14. Select “Global Erase”
15. Select the “Verify after download” checkbox

44
16. Press Next
17. Above the progress bar, the text will progress from “Downloading,” to “Verifying,” to
“Success”

18. Once the progress bar is green and states “Download operation completed successfully,”
press Close to finish
19. Turn off the game
20. Remove the USB – TTL adapter cable from the PCB
21. Turn on the game
22. Enter the operator menu
23. There may be an error present after the update - clear the error in the operator menu
24. Check the firmware version to verify that the update was completed successfully

45
TROUBLESHOOTING
NO COM PORT SELECTABLE FROM DROP DOWN
If you’re up to step 6, and there are no options to select a port from the drop-down menu, the PC is
not able to communicate with the PCB
1. Ensure the game is powered on, and the PCB has power – verify that the heartbeat LED
(shown below) is flashing to ensure that the PCB has power

2. Check that the cable is securely inserted into the USB port on the PC and the J5 port on the
PCB
3. Restart the game while the cable is connected and the Demonstrator App is running
4. Restart the Demonstrator App while the cable is connected and the game is switched on
5. If none of these steps solve the issue, the cable may be faulty

46
47
SECTION B: TECHNICAL DETAILS
WARNING: Always turn OFF mains power and unplug the game before cleaning the interior
of the machine.

Always after cleaning the cabinet interior, check all harness connectors and restore all loose or
WARNING:
interrupted It is advised that anybody using SECTION B for repairing or modifying any of the
connections.
components of the game should be a qualified technician, having at least a
basic knowledge of digital components, integrated circuits and electricity.

POWER SUPPLY
The universal AC input power supplies generates 12VDC for the entire machine. The power supply
output voltage should be 12VDC. It can be adjusted when necessary by turning the blue adjustment
trimpot with a small Philips screwdriver.

48
COIN OPTIONS REFERENCE GUIDE
By default, the coin door contains a micro switch connected to the COIN2 input for crediting the
machine.
A 9 way Molex connector has been installed on the coin door which can be optionally used to make
adaptors for most electronic coin systems and comparators.
The following picture illustrates the connector pinout.

Shell part number: Molex 03-09-1092

Pins: Molex 02-09-1119 (loose)


Molex 02-09-1117 (chain)

PIN1 = GND
PIN2 = COIN1 input
PIN3 = 12VDC
PIN7 = GND
PIN8 = COIN2 input
PIN9 = 12VDC

Contact your nearest LAI Games distributor for harnessing to suit different coin comparators and bill
acceptors.

UNIVERSAL CARD LINK CONNECTION


A 9 pin Universal Card Link connector exists on the operator panel inside the coin door.

Mating shell part number: Molex 9-pin housing: 03-09-2092


Pins part number: Wire Gauge and Terminals: 02-09-2103 (14-20 gauge wire) or 02-09-2118 (18-22
gauge wire)

Pin 1. +12v- Supply to Card System.


Pin 2. Coin 1- input to the game PCB.
Pin 3. Coin 2- input to the game PCB.
Pin 4. Coin meter 1- is connected to the coin meter 1 output from the game PCB and can be used by
card systems for monitoring purposes.
Pin 5. Coin meter 2- is connected to the coin meter 2 outputs from the game PCB and can be used by
card systems for monitoring purposes.

49
Pin 6. Ticket Meter- is connected to the Ticket 1 Meter output from the game PCB and can be used
by card systems for monitoring purposes.
Pin 7. Empty
Pin 8. Empty
Pin 9. Ground- is connected to the common Ground connection, the same ground as the Game PCB.

TICKET MECHANISMS
2 x ticket mechs can be fitted inside the ticket doors. Connections are available through a standard 4
way Molex receptacle. Deltronic DL-1275 mechs are installed by default.

Shell part number:


Molex 03-09-1042

Pins:
Molex 02-09-1119 (loose)
Molex 02-09-1117 (chain)

PIN1 = NOTCH
PIN2 = GND
PIN3 = DRIVE
PIN7 = 12VDC

WIRING DIAGRAMS
(Next Page)

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MECHANICAL ILLUSTRATIONS
MAIN ASSEMBLY

70
FRONT PANEL

71
PANEL DOOR AND BASE FRONT PANEL

72
COIN DOOR AND TICKET DOOR

73
COIN PLATE WITH DBA AND CASH BOX

74
OPERATOR PANEL AND POWER SUPPLY

75
PLAYER PANEL

76
RIGHT AND LEFT PLAYER PANEL STOPPER

77
BALL GATE AND DB BOX

78
BALL GATE MOTOR AND DISPLAY SIGN

79
BALL LIFTER AND BALL HOPPER CHUTE

80
DISPLAY PANEL AND BASE DISPLAY PANEL

81
BASE SCORE PANEL

82
BOARD DISPLAY ROUND 1 AND BOARD DISPLAY ROUND 2

83
RIGHT AND LEFT SIDE WALLS

84
MAIN PLAYFIELD

85
Disclaimer
OPERATOR, PLEASE NOTE

By accepting delivery of and placing this hardware and licensed software into operation, the
Operator represents and warrants that it will only operate the hardware and licensed
software provided by LAI Games in compliance with the regulatory requirements of the
country, state, and/or municipality in which the hardware and licensed software are used
and/or operated. LAI Games has provided this hardware and licensed the software only for
legitimate and legal use, and any use of the hardware and licensed software in a manner
that violates any laws of the country, state, and/or municipality in which the hardware and
licensed software are used and/or operated is wholly unauthorized and shall be at
Operator’s sole and complete risk.

Operator assumes any and all risk and liability for any civil or criminal legal claims or causes
of action arising from the unauthorized use and/or operation of the provided hardware and
licensed software, such improper and unauthorized use specifically including, but not
limited to:

(a) Operating or allowing the operation of the hardware and licensed software in a
manner that violates the laws and regulations of the country, state, and/or
municipality in which the hardware and licensed software are used or operated;

(b) Assembling or causing the assembly of the hardware in a manner not authorized by
or disclosed in this manual;

(c) Any tampering with, changes to, or modifications of the licensed software that occur
after the software leaves LAI Games’ factory that is not made by authorized LAI
Games personnel and that is directly or indirectly caused by Operator; and

(d) Any tampering with the computer chip/electronic programmable read only memory
(EPROM) by or on behalf of Operator that directly or indirectly causes the tamper-
indicating holographic seal on the computer chip/EPROM to be broken or damaged
in any way.

LAI Games shall have no liability related to such improper and unauthorized use and/or
operation of the hardware and licensed software, and Operator shall indemnify, defend,
and hold LAI Games harmless for any claim or cause of action brought against LAI Games
arising from Operator’s or Operator’s representative’s improper and unauthorized use
and/or operation of the hardware and licensed software.

Any improper and unauthorized use shall completely and totally void any and all warranties,
both express and implied, of the hardware and licensed software provided by LAI Games.

86
WARRANTY
LAI Games warrants its manufactured products for a period of 3 months inclusive of parts and labor
from the date of sale.

LAI Games exclusive obligation is to repair any item with any defects as a result of faulty
workmanship or materials, providing the defective item or items of equipment are returned
to the LAI Games distributor from which the machine was purchased.

LAI Games shall have no obligation to make repairs necessitated by negligence or


interference to any component by any unauthorized personal. This will automatically void
any existing warranty.

IF MAKING A WARRANTY CLAIM:


(a) A copy of the sales invoice must accompany the claim.
(b) To and from transport and freight costs are not covered by the warranty.
(c) Warranty is not transferable with the sale of a machine from one owner to another.

87
Contact Us
Sales and Enquiries: sales@laigames.com
Technical Support: support@laigames.com
Website: www.laigames.com

For your nearest LAI Games Distributor, visit our web site at
www.laigames.com

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