Hurricane No. 1 User Manual

by gzqldz7u5s on 2012-02-17 13:20:12

Notice: 1. According to regulations, please transfer this month's account management fee to our company account between the 1st and 5th of each month. If the specified date is exceeded, after the machine automatically shuts down, our company will stop providing management services for account reporting. Any resulting economic losses will be borne by yourself. 2. Absolutely do not remove the motherboard or public machine board small card; if removed, this machine must be returned to the factory, fruit machine, and restarted with the startup program; any economic losses caused will not be the responsibility of the factory.

Directory

Motherboard Test--------------------------------------------------------------4

Sub-board Test--------------------------------------------------------------5

Main unit related fault messages-----------------------------------------------------6

Sub-unit related fault messages-----------------------------------------------------7

DIP SW settings------------------------------------------------------------8

Accounting-----------------------------------------------------------------------10

Zeroing-----------------------------------------------------------------------11

Account reporting-----------------------------------------------------------------------12

Game Characteristics:

1. This machine is a super luxurious 8-person connected entertainment machine.

2. This machine integrates all the game characteristics of the animal paradise series and the magic hat.

3. This machine uses unique flashing lights and thunder sound prompts, lightning double.

4. The betting multiplier for winning awards is doubled or tripled at irregular intervals.

5. This machine can integrate local habits, freely converting between high multipliers and low multipliers.

6. The highest multiplier can reach 138 times (low multiplier) or 750 times (high multiplier).

7. This machine can remotely control the settlement of the machine account, making account management both convenient and accurate.

Game Rules

1. Sub-machine betting, single grid pattern, maximum adoption can bet 99 points, baby machine price, minimum multiplier 2 times; maximum 46 times (low multiplier) or 250 times (high multiplier). Multiplier adopts activity rate. Players can choose betting color animals based on the size of the multiplier, or the number of color animals. If the pointer indicates a color and animal that matches the color animal you have bet on, it is a win. Normal ordinary winning score is: single grid betting score X winning color animal multiplier.

2. Lightning: During the game of this machine, there is irregular lightning. When lightning occurs, all sub-machine betting buttons flash like searchlights, accompanied by thunder sounds as dual prompts. When the pointer stops on an animal, the player's winning multiplier doubles or triples at irregular intervals.

That is: Winning score = Single grid betting score X Winning color animal multiplier after doubling.

Note: High multiplier conversion, see the main unit small card below.

One, Main Unit Board Test

Startup method: Open the front door of Sub-machine No.1 (1P), press the Main Test (MAIN TEST) button to enter the manual test mode.

End method: Press the MAIN TEST button during the test, or select PE from the test items, and press the red crocodile button.

Test Items: The item number will be displayed on the Credit LED, press the Coin In button to select the item to be tested (any one of the coin return buttons of the 8 sub-machines).

P1: RAM/ROM (Read/Write Memory/Copy Only Memory) Test - Pressing the red button starts the test, the result will be displayed on the Multiplier LED.

P2: Micro-switch Test: The status of all currently set micro-switches will be displayed on the Multiplier LED.

P3: Light Emitting LED Test Mode A: All light-emitting LEDs will glow in the order of green, red, orange, and can pause temporarily (PAUSE).

P4: Light Emitting LED Test Mode B: Orange LEDs will glow sequentially in a counterclockwise direction, and can pause temporarily (PAUSE).

P5: Reed Switch Test: The operation of the reed switch will be displayed on 11 LEDs, Crocodile Red Button, Motor ON/OFF.

P6: Motor Test

Red Button: DC motor ON/OFF (animal doll with outer ring)

Crocodile Green Button: Stepper motor ON/OFF (driving pointer)

Pointer position adjustment: Pressing the elephant red button will advance clockwise, pressing the elephant green button will advance counterclockwise. Please adjust until the front end of the pointer is exactly at the glowing LED position.

After adjustment, press the crocodile green button to make the needle rotate and check its movement.

P7: Sound Test: Pressing the crocodile lion button will emit different sounds in sequence, pressing the green crocodile button will repeat emitting sounds in sequence.

P8: Token Counter (COIN COUNTER) Test

Token IN/OUT counters will each jump 5 times in sequence, pressing the red crocodile can pause temporarily (PAUSE).

P9: Communication Test: Pressing the red crocodile button can conduct the test, the result will be displayed on the Multiplier LED.

PE: End of Test: Pressing the red crocodile button will end the test mode. Sub-board test.

Two, Sub-board Test

Startup Method: Open the front door of the sub-unit and press the TEST button to enter the manual test mode of that sub-unit. Each of the eight sub-units has its own test button. During the main unit board test and token return device rotation, the sub-unit test button is ineffective.

End Method: Press the TEST button during the test or select TE from the test project and press the red crocodile button, Guangzhou game machine.

Test Projects: The project number will be displayed on the CREDIT LED, first press the orange panda button twice, then press the red token return button.

T1: RAM/ROM (Read/Write Memory/Write-Only Memory) Test. Pressing the red crocodile button will start the test, and the results will be displayed on the Multiplier LED.

T2: Micro-switch Test: The current status of the set micro-switches will be displayed on the Multiplier LED.

T3: Digital Lamp Test: All digital lamps will display numbers from 0 to 9 in sequence, and can pause temporarily (PAUST).

T4: Digital Lamp Running Test: Digital lamps will display numbers from left to right on the LED one by one.

T5: I/O (Input/Output) Test: Pressing any button will change the corresponding button number from 0 to 1, testing the connection and disconnection of the button micro-switch.

T6: Sound Test: Pressing the red crocodile button will emit different sounds in sequence, pressing the green crocodile button will repeat the emitted sound.

T7: Token Return Device Test: Pressing the red crocodile button will cause tokens to be dispensed, with 10 tokens dispensed. Pressing the green crocodile button will dispense all tokens.

T8: Counter (COIN COUNTER) Test: The token IN/OUT counter will each jump 5 times in sequence, pressing the red crocodile can pause temporarily (PAUSE).

TE: End of Test

Three, Host-related Fault Messages

Faults related to the host or central part will be displayed on the sub-unit panels from 1P to 8P (CREDIT LED).

EA: RAM BAD RAM (Read/Write Memory) faulty, under certain conditions, a type of RAM can be purchased locally for replacement, otherwise return to the original factory for repair.

EB: ROM BAD ROM (Read/Write Memory) faulty, under certain conditions, a type of ROM can be purchased locally for replacement, otherwise return to the original factory for repair.

EC: BACKUP RAMBAD (Data Memory): Data memory faulty, please delete the originally set BACKUP MEMORY.

ED: DC Motor Fault: DC motor or sensor (SENSOR) fault, or poor contact of wiring harness.

EE: Stepper Motor Fault: Stepper motor or sensor (SENSOR) fault, or poor contact of wiring harness.

EH: POWER DOWN Sudden power outage during gameplay, please open the front door of 1P and press the Main Test button.

Four, Sub-unit Fault Messages

Faults occurring in each sub-unit will be displayed separately on the display panel of each sub-unit (CREDIT LED).

E1: RAM BAD RAM (Read/Write Memory) faulty, under certain conditions, a type of RAM can be purchased locally for replacement, otherwise return to the original factory for repair.

E2: ROM BAD ROM (Read/Write Memory) faulty, under certain conditions, a type of ROM can be purchased locally for replacement, otherwise return to the original factory for repair.

E3: BACKUP RAMBAD (Data Memory) Data memory RAM faulty, please delete the originally set BACKUP MEMORY.

E4: Insufficient Tokens: Please turn off the sub-unit power and replenish tokens.

E5: Token Jam: Please remove the jammed tokens and restart the power.

E6: Token Return Device Fault: Too many tokens dispensed or token return device itself fault, please restart the power to resolve.

E7: Communication Fault: Please correctly set the micro-switch (SW1-2 communication number) on the sub-unit board.

E8: POWER DOWN Multiple dispensing failures or no tokens during dispensing process, please open the front door, press the TEST button, and dispense excess tokens.

C1: Communication Connection Standby, communication connector dropped or not properly connected.

Five DIP SW Settings (Note: Do not adjust switches not mentioned without authorization.)

1. Main unit board (DIP SW NO1)

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