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Summary of Contents for Benchmark Games BLASTER

  • Page 2: Table Of Contents

    Contents Revision History ............................3 1-Basic Components ............................. 4 2-Game Play Sequence/Behavior ......................... 5 3- Game setup............................... 7 4- Main Electronic Components .........................18 5-Technical Operation..........................26 6- Programming Options..........................27 7-Alternative coin/bill and card-swipe configurations ................33 8-Error Codes and Troubleshooting guide....................34 9- Assemblies and Diagrams ........................38...
  • Page 3: Revision History

    -9/19/2014: REV-C Various changes. -10/28/2014: REV-D Part Numbers for IO-Expanders corrected. Benchmark Games Inc. holds exclusive copyright in the Hardware and Software contained within this game machine. Benchmark also owns the copyright in the ARTWORK DESIGNS, MUSIC, and original SOUND EFFECTS that are incorporated in the game machine.
  • Page 4: 1-Basic Components

    1-Basic Components Blaster is a game configuration which a player attempts to hit all the lit targets, by timing the shooting arm and hitting the ball up the ramp. The player will have a certain number of attempts to accomplish...
  • Page 5: 2-Game Play Sequence/Behavior

    the goal and proceed to the bonus round to obtain more tickets. If all targets are hit in the bonus round the player will acquire “Super Bonus” tickets displayed in the upper marquee. 2-Game Play Sequence/Behavior I- Power-up initialization sequence (10 seconds) Initialization sound comes up Side LED’s light up Player Credit Display shows pattern...
  • Page 6 Tickets will be dispensed at the end of the game. *Note: If shoot button is pushed and the target ball is not in designated area of shooter, Blaster will make a “buzzer” noise and a shot will not be taken. This will not affect the shot chances for...
  • Page 7: 3- Game Setup

    If all lit targets are hit in the bonus round, player receives super Bonus (Displayed on top Marquee). VII- Normal after play Acrylic balls will return automatically to spots on spinning platform. If player has more credits, the machine will start round 1 again, otherwise Blaster will go back into attract mode. 3- Game setup Unloading/Assembly The game is pre-assembled in the factory, with the exception of simple connections.
  • Page 8 Make sure the coin mech wires inside the button assembly shown in②. The wire connection should be so the yellow wire (12V) is on the top (Blue Circle). The switch just below the wire connection is positioned up (“NO” position, red circle). *Note: there are location indicators written on the side of the coin mech to assist you.
  • Page 9 Remove any shipping foam that might still be holding any parts. Marquee Assembly The marquee of Blaster can be easily disconnected and removed from the top of the structure to be able to maneuver through door ways.
  • Page 10 1. Locate the header 2. Align the holes of the header with the holes of the platform. 3. Attach the marquee using the four supplies screws and connect the marquee harness to the main harness. (Disassemble in reverse order of assembly to maneuver through doorways or low ceiling areas)
  • Page 11 Power up The power cord is stored inside a bag that is stapled to the inside of the cabinet on the ticket drawer wall, next to the cash box, along with the manual and spare parts. Plug-in the machine and turn it on from the Switch located on the lower-left side of the cabinet. Note: There are two AC fuses within the power supply’s IEC-320 receptacle (10Amp, 250V each).
  • Page 12 First-Time Setup Ensure that all motors/sensors work by observing the sequence described on section 2-I. Any major anomaly, if present, should be seen at this point. Run through the ‘Programming Mode’ options and define your desired settings, like credits settings, sound volumes, etc.
  • Page 13 Place your token, under the lifted tab, in-between the two edges. Tab should be able to come back down and hold the token in place. Reattach the Coin Mech to the button assembly by screwing the lock nuts onto the four carriage bolts, and connect the wires so that the yellow wire is on top shown on page 8.
  • Page 14 Dual Game Set up If a Blaster was previously owned and a second Blaster was purchased or if two Blasters were purchased simultaneously, this section will help physically connect the Blasters and allow the Blasters to compete for a common Bonus.
  • Page 15 (yellow, orange, and black) and connect them to the ports from the Blaster to the base of the header. To secure the base to the two games, use the screws that are located in the packet and screw in two through...
  • Page 16 Place the header on the base, as shown on page 10. Cable Connection Go to the back of both the games, and take off both back doors of the lower cabinets. The router board, located on the control panel on page 17, should have a long 485 cable attached to it with zip ties.
  • Page 17 Note: Default pricing on the Blaster game is $0.50 (American Currency) and the $ 0.50 payout table is installed on the playfield. This payout table determines the amount of tickets awarded for the different...
  • Page 18: 4- Main Electronic Components

    targets hit by the players. Changing the price per play will require the operator to change the payout table (see pages 24-25 for payout tables). 4- Main Electronic Components PCB BOARD LOCATIONS, MAIN CONTROL PANEL: (Router Board will not be present for single Blasters)
  • Page 19 Power Distribution Board Part# 500PCB032 Qty: 1 Location: Control Panel. ID-Switch setting: None, board has no computer. Distributes DC power from the power-supply to the different devices, through a Poly-Switch (thermal, resettable fuse) for each voltage circuit. Not that for convenience, the ‘Programming Options’ Buttons are also located on this board, even though they’re not power-related.
  • Page 20 Main ROM program Version Updates: 1.2 Adjustment of default payout options 1.1 Performance and timing adjustments, additional programming options. IO-Expander Board This board can handle 16 inputs and outputs as commanded remotely by the Main CPU board through the 485 serial pair. TYPES: - Part# PCB00022 Qty: 1...
  • Page 21 Quad Stepper Board Part# PCB00068 Qty: 1 Location: Control Panel ID-Switch setting: 00 (off, off) This Stepper-motor controller board handles the movements of the Playfield wheel, the inner marquee, and the outer/upper marquee. Motor control output goes in groups of 3 wires off the J1 connector: Playfield Wheel: Motor 1 Inside Marquee: Motor 2 Upper Marquee: Motor 3...
  • Page 22 Location: Inside Blaster Jackpot display assembly Qty: 1 (for Blaster Jackpot) ID-Switch settings: Blaster Jackpot Display: 010000 (off, on, off, off, off, off) The ID-Switch is located on the back of the Display and is labeled as “S1”. Large 2-Digit Display...
  • Page 23 Coin Mech (factory default) Part# ELM00301 MPU WJ-A17, 12V DC, 20-28.5mm coin Qty: 1 Location: Front Door Hard-meter Pair (optional only) Part# 500ASM020 [2-in-1 Assembly, with common connector] Qty: x2 meters Location: Cash Drawer Non-resettable type #1 (left): Coin-in Count #2(Right): Ticket Ticket Dispensers (Intelli-Triple Series) Part# 112ASM001...
  • Page 24 Commutator Board Part#PCB00071 Location: On top of the spinning marquee Qty: 1 The Commutator board acts as a power connection, which powers the LEDs and displays on the lower and upper marquee. The brushes are held in contact to the three gold rings which acts as a constant power supply.
  • Page 25 Act as a wireless 485 connection. The Zigbee board in the lower cabinet is directly connected to the Main CPU by a 485 connection. The Zigbee board then transmits the signal to the Zigbee board located on the top of Blaster, thus sending signals to the IO expanders through wiring and controlling the LED lights of the upper cabinet and the marquee.
  • Page 26: 5-Technical Operation

    5-Technical Operation Inter-Board Communication: 485 Serial pair The Circuit Boards communicate with each other using a 485 differential wire-pair network, using the SNAP software protocol layer. On this machine, this wire pair has colors Blue and Gray. The Main CPU Board acts as the master, initiating commands and receiving responses from the slave boards.
  • Page 27: 6- Programming Options

    Note: the games is provided with two styles of jumper wires to use while diagnosing problems for this reason. 485 Communication, network daisy chain: Control Panel:  Main CPU (BMC-001-B) (Daisy chain start)  Quad Stepper  IO-expander-1  Router Board (if linked) ...
  • Page 28 The LCD Display will ask you to confirm attempt to enter Programming mode. Press the enter button again to say “yes”, press the left or right button to say “no”. The LCD Display will then ask for your password. If you have not yet set a password different from the default settings the password is 0000.
  • Page 29 9- NUMBERS OF SHOTS The number of shots each player will receive per game. Value Range: 6-16 Default: 13 10- PAYOUT TYPE Redemption credits could be considered for game play. The way redemption tickets will be rewarded: tickets or cards 11- LINKING Turning on allows up to 3 blasters to communicate with one another to build and compete for a common jackpot.
  • Page 30 15- JACKPOT MAXIMUM Limit-value for the common Jackpot. (Note: each unit represents one ticket) Credits after this value is reached won’t increment it further. Value Range: 100 – 9999 Default: 9999 16- RESET TOTAL COINS Total amount of coins in game. Hit ‘Enter’...
  • Page 31 2 TARGETS HIT How many times target “2” has been hit Hit ‘Enter’ to take this back to zero (you will be prompted for confirmation). 3 TARGETS HIT How many times target “3” has been hit Hit ‘Enter’ to take this back to zero (you will be prompted for confirmation). 4 TARGETS HIT How many times target “4”...
  • Page 32 How many times target “2” has been hit in bonus round Hit ‘Enter’ to take this back to zero (you will be prompted for confirmation). STAGE2 3 TARGETS HIT How many times target “3” has been hit in bonus round Hit ‘Enter’...
  • Page 33: 7-Alternative Coin/Bill And Card-Swipe Configurations

    7-Alternative coin/bill and card-swipe configurations There are a several alternative Card Swipe systems and Bill Acceptor configuration possibilities, depending on your location. These are described in a general fashion as follows. Note that the system expects the following timing ranges for any pulses: Low time: 40-80ms Up time: 100-150ms...
  • Page 34: 8-Error Codes And Troubleshooting Guide

    COIN MECHS It is possible to use other coin mechanisms on this machine. The wiring harness terminates on both Spade- type connectors and an IDC connector for this purpose, the signal lines are: # Wire Color Signal 1 Yellow 2 Gray-Red Coin Signal 3 Blue-Green Enable (low=enable, high=disable) (this should be hooked to coin-mech ground)
  • Page 35 Like in the other examples, swapping the device for a known good unit also helps in narrowing things down. Blaster Error Codes: E-1: Target Assembly IO Expander Board Communication Error E-2: Sound Board Communication Error...
  • Page 36 Trouble-Shooting Error Codes E-1: Target Assembly IO Expander Board  Check board has power, Vcc-LED should be Communication Error lit.  Check board program is running, heartbeat LED should be flashing slowly, fast when receiving 485 serial comm. Commands.  Check board firmware labeled “IO-EXP GENERIC”...
  • Page 37  Remember to power down first before any continuity test. E-4:Quad Stepper controller board communication  The board controls the three motors for error Blaster (Playfield, Spinning Sign, and Marquee).  Check for board power (Vcc LED on)  Check board firmware for “Quad Stepper Generic”.
  • Page 38: 9- Assemblies And Diagrams

    ------------------------------------------------------------------------------------------------------------------------- HOW TO CHANGE THE CHANNEL OF EACH ZIGBEE BOARD: ------------------------------------------------------------------------------------------------------------------------- Before boards can be game-synched, they need to be on the same frequency channel (1 to 16). Note: However, the default channel is #15 for all boards upon initial programming. 1- put a jumper on PRG terminal, at this point the LED light will flicker quickly and you will have 2 seconds to start pressing the button slowly, counting up to the channel number desired for the board (1 to 16).
  • Page 39 Playfield Assembly...
  • Page 40 Shooter Assembly Marquee Assembly...
  • Page 41 Spinning Sign Assembly...

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