PICCADILLY GB TABLE OF CONTENTS

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1 TABLE OF CONTENTS HOW TO PLAY 3 1.-Typical words for bingo cabinet Kind of game Introduction of points How to stake in primary game (REEL GAME) REEL GAME CARDS BINGO GAME WITH 3 BALLS Repeat win in a 1 BALL GAME How to collect winnings (cash out) How to operate the hopper 7 INTRODUCTION TO THE HARDWARE 8 Display 8 Keyboard 8 Visualization of the version of the program and of the number of the machine, the GAL version and the sound version 9 Start conditions 9 DESCRIPTION OF THE INPUTS AND OUTPUTS 10 ERROR CODES 12 A.- HARD errors 12 B.- SOFT errors 14 CONSULTATION OF THE MEMORY 17 TEST T1 Visualization of the options 24 TEST T2 Visualization of the internal meters 35 TEST T3 Test of the hoppers 37 TEST T4 Test of the inputs 38 TEST T5 Test of the outputs 43 TEST T6 History of the holes + test of the playfield leds 47 TEST T7 History of the tilts 49 TEST T8 Particular meters 51 TEST T9 Test of the displays 56 TEST TA Reel test 57 TEST TB Sound test 58 ADJUSTMENT OF THE VOLTAGE OF THE GAME 59 Verification of the voltage 59 Adjustments of of the voltages 59 Adjustments of the Vcc 59 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 1

2 Adjustments of the Vcc display 60 Adjustments of the Vm 60 Description of the fuses 60 PROTECTION CIRCUITS 61 Security on the periodicity of the primary voltage 61 Security of the amplitude of the primary voltage 61 Scan security 62 Security against high voltage (anti-cheat) 62 FIELD PROGRAMING OF THE ALBERICI VALIDATOR 63 CHECK LIST HOW TO PLACE THE GAME ON SITE 64 NOMENCLATURE OF THE PRINTS 66 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 2

3 HOW TO PLAY 1.-Typical words for bingo cabinet PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 3

4 2.- Kind of game This cabinet allows to play on 3 different games : - A REEL GAME; - A 6 CARDS BINGO GAME WITH 3 BALLS - A REPEAT WIN GAME WITH 1 BALL 3.- Introduction of points It is made through the coin acceptors : - 20 pence, 50 pence, 2 pounds or 10 pences/20 pences/50 pences : on the left coin acceptor (mixed in cash box # 1) ; - 1 pound on the right coin acceptor (in hopper or in cash box 1. # 2). 4.- How to stake in primary game (REEL GAME) If all the balls have been recognized, if the tilt is not activated and if there are enough points, the player has the possibility to stake pushing on RED BUTTON. - 1 start on the RED BUTTON costs 20, 25, 30 points, depending of the setting, and allows to buy a reel game. The game allows the automatic starts, it means that holding the RED BUTTON depressed will result in the games being played (reel being spun) continuously until either BINGO word is achieved or the credit is exhausted. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 4

5 5.- REEL GAME The aim of the game is to lit the word BINGO on the glass by receiving a certain number of steps as written on the reel band and by receiving the FEATURE HELD feature to carry the lit letters over game to game. When the word BINGO is lit, a special animation gives access to the secondary game : the BINGO GAME CARDS BINGO GAME WITH 3 BALLS The aim of the game is to realize particular numbers combination in the cards following the advantages received when the ball is shot. Those combinations may be : 3, 4 or 5 numbers in line in a card (verticals, horizontals, or diagonals following received advantages), the 4 coins in the cards, the SUPERLINE feature With the first stake, the player receives 3 balls and a basic score in the 6 CARDS. The player receives features such as DIAGONALS, CORNERS, SUPER D LINES. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 5

6 Visualisation of wins It is possible to visualize the order of the numbers realized issued of this game. To do so, push, after the game has come to its end, the MANUAL LIFTER key, the display will show the following : - the result of the card; - the score of each card and the total of all the wins of the game, with a chronological sign of reference. b x x Chronological number of ball = x x Number realized Chronological reference point of card P x = X x x x x winnings Chronological reference point of card a.- 6 CARDS GAME Visualized winnings Winnings with the 1 st card Winnings with the 2 nd card Winnings with the 3 rd card Winnings with the 4 th card Winnings with the 5 th card Winnings with the 6 th card TOTAL WIN PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 6

7 7.- Repeat win in a 1 BALL GAME If the winning meter is equal to 15 or if the player pushes on the RED BUTTON, then he can repeat the score if the 2 nd card and one up to 15 numbers are proposed to the player. Those numbers are known when the ball is shot. If the player realizes a lit number, he wins the score of the 5 IN LINE. If he miss a lit number, the reel is being spun for a new game. 8.- How to collect winnings (cash out) After the end of the game (credit meter is lower than the stake), and before to stake for the following game, the player has the possibility to collect the points displayed on the bank meter. To do so, push on GREEN BUTTON. He can then receive the value of the bank meter in 1 coins. If the hopper is empty, the operator must refill it using the REFILL key and the transfer will be available once again. 9.- How to operate the hopper When both the cash box and the front door are opened, the operator can access a switch. When activated, a push on the RED BUTTON of the front moulding will get 125 coins to the operator (if enough). A push on the YELLOW BUTTON will emptying the hopper of the rest of the coins. The operator can then make his account. The number of ejected coins is displayed on the front panel. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 7

8 INTRODUCTION TO THE HARDWARE Display Sometimes the information, displayed on the displays of the game, by the microprocessor, can be hexadecimal. Here below, you will find the relation between this information and the figures with which it corresponds when using the microprocessor MC FIGURE DISPLAY FIGURE DISPLAY A B C D E F / U - BLANK Keyboard We give, here below, a drawing of the keyboard with the different buttons as described in the manual. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 8

9 Visualization of the version of the program and of the number of the machine, the GAL version and the sound version If you hold the GREEN BUTTON pushed at POWER ON, it will be displayed during a few seconds : Version of software Number of the machine (if set) 1 st card score 6 - x x GAL type S - x X Sound eprom version Start conditions Stake conditions : - the game must function normally (no test, no error, ); - there must be enough points; - the number of balls must be correct (temporized); - TILT must be OFF. The player will be advised if one of those conditions is not respected. - CREDIT lamp CREDIT blinks; - Balls counting lamp WINNING blinks; - TILT lamp TILT blinks. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 9

10 DESCRIPTION OF THE INPUTS AND OUTPUTS For the right functionning of the program, we have to communicate with the microprocessor. For this purpose we dispose of a programmable parallel interface (8155). This interface is composed of three parts which can be programmed into inputs or outputs. An input constitutes an acquisition of information for the microprocessor : for instance, reading of the position of a switch, An output is an information given by the microprocessor to the user : for instance, light of a lamp, In this game, the microprocessor disposes of four parallel interfaces in order to guarantee the right functionning of the game. The circuits are located on PCB 128R /1 IC /2 IC 12 A0 DATA 0 A0 SCAN A A1 DATA 1 A1 SCAN B A2 DATA 2 A2 SCAN C A3 DATA 3 A3 SCAN D A4 DATA 4 A4 SW 0 A5 DATA 5 A5 SW 1 A6 DATA 6 A6 SW 2 A7 DATA 7 A7 SW 3 OKI Sound system B0 DATA 8 B0 A0 B1 DATA 9 B1 A1 B2 DATA 10 B2 LED 1 B3 DATA 11 B3 LED 2 B4 DATA 12 B4 LED 3 B5 DATA 13 B5 LED 4 B6 DATA 14 B6 LED 5 B7 DATA 15 B7 EXTENTION C0 ENB LATCH C0 SW PLAYF1 C1 CLK LITE 1 C1 SW PLAYF2 C2 CLK LITE 2 C2 SW PLAYF3 C3 CLK DISPLAY C3 SW PLAYF4 C4 MOTOR SHUTTER C4 SW PLAYF5 C5 MOTOR LIFTER C5 SW PLAYF6 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 10

11 8155/3 IC /4 IC 14 A0 TLF A A0 green switch front moulding A1 TLF B A1 yellow switch front moulding A2 TLF C A2 security sw fr. Moulding A3 TLF D A3 red switch fr. Moulding A4 zero step mot A4 manual lifter sw.fr.moulding A5 BUSY } OKI A5 DTR A6 HEAD TILT A6 SWITCH A7 ANTI CHEAT A7 SW 3}OKI Printer B0 COL 1 B0 COIL 1 / Stepper motor B1 COL 2 B1 COIL 2 / Stepper motor B2 COL 3 B2 Red light sw fr.moulding B3 COL 4 B3 Green light sw fr.moulding B4 COL 5 B4 Yellow light sw fr.moulding B5 COL 6 B5 Security hopper motor B6 COL 7 B6 COIL 3 / Stepper motor B7 COL 8 B7 Hopper motor C0 CM TOTO C0 ENABLE COIN ACCEPTOR 2 C1 CM TOTI C1 C2 CM COIN C2 C3 CM TELI C3 ENABLE COIN ACCEPTOR 1 C4 CM TELO C4 COIL 4 / Stepper motor C5 RESET TILT C5 DEFLECTOR PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 11

12 ERROR CODES A.- HARD errors Before executing the program of the game, the microprocessor executes a serial of tests which indicate the good working of components which surround him. If one of this components is defective, the microprocessor will display a code which will permit to locate this component. Display Description Location on PCB 128R3 01 EPROM 1 defective IC15 A0 Hopper empty (see OPTION 24) A1 Part blocked or out cell of hopper defective (see OPTION RAM defective IC nd EPROM defective IC16 45 EAROM defective IC18 63 ROLL OVER yellow blocked 64 ROLL OVER red blocked 70 Shutter motor blocked 71 Lifter motor blocked 72 Stepper motor false with zero detection 77 Front moulding (switch-lite) not connected Besides the display of the error code on the display of the game, the microprocessor disposes of 9 LED s located on PCB 128, which indicate the procedures it realizes. A.- a green LED (L9) : indicated that the Vcc voltage is present on PCB 128. B.- a red LED (L1 to L8) : eight in number. Permit the microprocessor to display informations to the technician. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 12

13 LED 1 DESCRIPTION Lit if the microprocessor detects an anomaly with primary voltage (detection 50 Vac). 2 Lit if the microprocessor detects a cheating with the electric piezo 3 Lit if the microprocessor has no access to the EPROM 4 Lit if the microprocessor detects an anomaly with the working of the surveillance circuit 5 Lit if the microprocessor detects an anomaly on the working of the EAROM 6 Lit if the microprocessor detects an anomaly on the working of the RAM 7 If flashing, indicates that the multiplex functions correctly 8 If flashing, indicates that the microprocessor executes the program correctly Remark on LED 4 This LED indicates an anomaly on the working of the surveillance circuit of the door switch OFF. The game will not verify the working of these circuits only if OPTION 8 is ON (=FF). If LED 4 lits, you have to be sure that the surveillance switches (door, front panel) that give the supply voltage of the RAM IC-22 are well switch off. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 13

14 B.- SOFT errors When executing the program, the microprocessor controls certain important parts of the game. If an error occurs, the microprocessor will mark it with a witness which can be displayed during the test of the memory (address 25 to 28). The clearing of the witnesses can be done, during the memory test, by pushing the CL BUTTON of the test box. When the error code is displayed, it is possible to display the payment percentage of the game by pushing the MANUAL LIFTER. DESCRIPTION OF THE WITNESSES 1.- Non volatility witness 2.- Number of balls higher than permitted 3.- Removal of a ball from a hole during a game 4.- Error or cheating with the coin acceptors 5.- Condition of the head tilt 6.- Detection of a TRAP (decreasing voltage) 7.- Detection of an anti-cheat 8.- Earom witness Remark If OPTION 2 has been taken (see TEST T1 TRIP ZONE), a representative code of the first four witnesses will be displayed when opening the door. As these witnesses are cumulative, we will give here below a list of the codes of all the possible combinations. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 14

15 NON VOLATIL BALL TOO MUCH REMOVAL BALL COIN ACCEPTOR CODE A B C D E F The clearing of ERROR 90 effects with the opened door. We mark 2 proceeds, function of OPTIONS 30 and 31 : a.- the content of OPTIONS 30 and 31 = 0; push simultaneously CL and Q BUTTONS; b.- the content of OPTIONS 30 and 31 is different from 0; the content of both options constitutes a secret code we will have to introduce by the keyboard to erase the error. Introduction of the secret code When the door is opened : - push CL BUTTON, an hyphen will occur to the utmost right of the credit display; - introduce the first figure, a double bar is displayed to the left of the hyphen; - introduce the second figure, a double bar is displayed to the left of the previous double bar; - introduce the third figure, a double bar is displayed to the left of the previous double bar; - introduce the fourth figure, if the code introduced is different from the content of OPTIONS 30 and 31, the display of the credit switch off and the error remains. If the code introduced is the same as the content of OPTIONS 30 and 31, the error disappears and the game restores. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 15

16 Writing of the secret code After the introduction of the secret code, to modify the options, write the two first figures of the secret code in OPTION 30 and the two last figures in OPTIONS 31. OPTION 30 OPTION 31 1 st FIGURE 2 nd FIGURE 3 rd FIGURE 4 th FIGURE Remark The secret code, for the modification of the options is different from the secret code contained in OPTIONS 30 and 31. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 16

17 CONSULTATION OF THE MEMORY PICCADILLY GB It is possible to display some variables of the program. To do so, push M BUTTON on the keyboard. We will display, on one part a representative figure of the displayed variable, and on the other part, its content. For understanding reasons and easiness of use, we have subdivided those variables into 4 zones : ZONE 0 ZONE 1 ZONE 2 ZONE 3 Common variables Variables proper to REEL GAME Variables proper to BINGO GAME Variables proper to REPEAT GAME variables Z = A.- Label scrutation memory Z = II : modification Z A - Address Zone To visualize following variable (previous), presse + (-) KEY on the keyboard. It is possible to go directly to the following zone pushing X-Y KEY. According to displayed variable, it is possible to modify its content. To do so, press = KEY followed by the new value. To go out of the consultation of the memory, press Q KEY. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 17

18 We give, here below, a summary board taking a representative number of the memory with its characteristics. a.- ZONE 0 (common variables) ADDRESS WRITING DEFINITION LIMIT 000 Yes Non volatility test 5A 001 Yes Tilt 00-FF 002 Yes Cheating on balls FF 003 Yes Shutter panel 00-FF 004 No Nber of starts in the current game DECIMAL 005 No Type of game played in the current game Note No Nber of starts in the previous game DECIMAL 007 No Type of game played in the previous game Note Yes REFLEX for REEL GAME Yes Reflex (0 to 30 decimal) for 6 CARDS GAME A Yes Number of balls in the ramp 00-0A 00B Yes Number of balls in the holes 00-0A 00C Yes Number of balls in the alley D Yes Number of lifter balls 00-0A 00E Yes Number of shot balls 00-0A 00F Yes Number of balls to be lifted 00-0A 010 No 1 st number realized (in decimal) No 2 nd number realized No 3 rd number realized No 4 th number realized No 5 th number realized No 6 th number realized No 7 th number realized No 8 th number realized No 9 th number realized No 10 th number realized A Yes Credit deduction by keyboard (in pences) DECIMAL 01B Yes Credit deduction by keyboard DECIMAL 01C Yes Credit deduction by keyboard DECIMAL 01D Yes Introduction of pences by the keyboard DECIMAL PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 18

19 ADDRESS WRITING DEFINITION LIMIT 01E Yes Introduction of pences by the keyboard DECIMAL 01F Yes Introduction of pences by the keyboard DECIMAL 020 Yes POWER ON tilt 00-FF 021 No Witness error EAROM 00-FF 022 No Version of the program (MM) No Version of the program (DD) No Version of the program (YY) No Non volatility witness 00-F1 026 No Witness ball added 00-F2 027 No Witness ball removed 00-F4 028 No Witness coin acceptor 00-F8 029 No Witness head tilt 00-FF 02A No Witness TRAP 00-FF 02B No Witness ANTI-CHEAT 00-FF 02C No Wins of the previous part (in pence) DECIMAL 02D No Wins of the previous part DECIMAL 02E No Wins of the previous part DECIMAL 02F No COIN VALUE previous part No Total wins (units) DECIMAL 031 No Total wins (tens) DECIMAL 032 No Bank wins (units) DECIMAL 033 No Bank wins (tens) DECIMAL 034 Yes Last decount value DECIMAL 035 Yes Last decount value DECIMAL 036 Yes Last decount value DECIMAL 037 Yes Last decount value DECIMAL 038 Yes MACHINE NUMBER (xxxxxx) 00 FF 039 Yes MACHINE NUMBER (xxxxxx) 00 FF 03A Yes MACHINE NUMBER (XXxxxx) 00 FF Note 1 It is possible to establish the type of game realized thanks to the following binary variable : Bit END REPEAT BINGO REEL PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 19

20 b.- ZONE 1 (proper variables to REEL GAME) PICCADILLY GB ADDRESS WRITING DEFINITION LIMIT 100 Yes REFLEX of the REEL GAME Yes Number of steps for REEL 00-FF 102 Yes Position of the REEL 00-0F 103 Yes Initialisation of the REEL 00-FF 104 Yes Position in bingo feature Yes Memorisation of the bingo position Yes REEL award Yes Access to BINGO GAME Yes GAME condition Note 2 Note 2 Bit END OF REEL GAME REEL DECODER REEL GAME PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 20

21 c.- ZONE 2 (proper variables to the BINGO GAME) ADDRESS WRITING DEFINITION LIMIT 200 Yes REFLEX Yes BINGO GAME conditions Note Yes RED DIAGONALS CARDS 1, 2 & 3 00-FF 203 Yes RED DIAGONALS CARDS 4, 5 & 6 00-FF 204 Yes ROLL OVER YELLOW (corners) 00-FF 205 Yes CORNERS in all cards 00-FF 206 Yes ROLL OVER RED (SUPER LINES) 00-FF 207 Yes SUPER LINES in all cards 00-FF 208 No Price of the EXTRA BALL DECIMAL 209 No Price of the EXTRA BALL DECIMAL 20A No Price of the EXTRA BALL DECIMAL 20B 20C 20D 20E No No No No Total wins of the current 6 CARDS GAME Total wins of the current 6 CARDS GAME Total wins of the current 6 CARDS GAME Total wins of the current 6 CARDS GAME DECIMAL DECIMAL DECIMAL DECIMAL Note 3 Bit END OF 6 CARDS GAME PAYMENT EXTRA BALL 6 CARDS GAME PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 21

22 d.- ZONE 3 (proper variables to the REPEAT GAME) PICCADILLY GB ADDRESS WRITING DEFINITION LIMIT 300 Yes REPEAT GAME witness Note Yes 1 st number to realize Yes 2 nd number to realize Yes 3 rd number to realize Yes 4 th number to realize Yes 5 th number to realize Yes 6 th number to realize Yes 7 th number to realize Yes 8 th number to realize Yes 9 th number to realize Yes 10 th number to realize Yes 11 th number to realize Yes 12 th number to realize Note 4 Bit END OF REPEAT GAME DECODE REPEAT REPEAT GAME PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 22

23 PROGRAM TEST There are in the game a serial of tests which allow the technician to verify the functioning of the program. To get access to these tests, connect the keyboard with SW MATRIX and push the T BUTTON, followed by the number of the test. To leave the test, push the Q BUTTON of the keyboard. DESCRIPTION OF THE TESTS T1 T2 T3 T4 T5 T6 T7 T8 T9 TA TB Visualization of the options of the game Visualization of internal meters Test of the hoppers Test of the inputs (switches) Test of the outputs (lites, mechanical meters) Visualization of the statistics of the holes realized Visualization of the history of the tilts Visualization of the particular meters Test of the displays Reel test Sound test PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 23

24 TEST T1 Visualization of the options Verification of the options of the game There are 3 well defined zones : visualization of the TRIPS; visualization of the STEPPERS. Each of these zones starts at a fixed address : address 01 = first TRIP; address 30 = first STEPPER. To visualize the following option (previous), push the + (-) BUTTON. If the option displayed was the last of the zone, we go to the first option of the zone. It is also possible to go to the first address of each zone : to do so, push the C BUTTON. For instance : if we were in the TRIP ZONE and we push C BUTTON, the option displayed will be the first STEPPER (address = 30). By pushing again C BUTTON, we go back to the first TRIP address (=1). When there is an ERROR 45 (defective EAROM), the microprocessor will write a middle value in each option. We will give, in the board here below, this value. To modify the content of an option, the secret code must be introduced. If the secret code is correct, the limits of the options will be displayed and the content can be modified. To do so, introduce the new value followed by a push on = BUTTON. If the value is out of the allowed limits, it will be refused and the ancient value is displayed again. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 24

25 Remark If the game in on ERROR 20, and if the error can be erased using the secret code, as long as the ERROR 20 is present, it will not be possible to modify the options. It will be necessary to erase ERROR 20 before beginning TEST T1. Option address - OPTION contents 1 - Lowest limit Highest limit Only for trip or if secret code introduced. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 25

26 TRIPS ZONE The TRIPS are logical variables which can take 2 values : - 00 : false condition; - FF : true condition. value. To write the FF value, introduce a number from 1 to 9 or push = BUTTON to add the trip Nr Trip Min Max Mid 01 Deduction POWER ON 00 FF FF 02 Display of witness when the door is being opened 00 FF Memory TILT 00 FF FF 04 Type of hopper 00 FF FF 05 Display error ball counting 00 FF Display extraction ball 00 FF FF 07 Display security door switch OFF 00 FF Reset particular meters (T8) during (T2) 00 FF FF Remark It is not necessary to introduce the secret code to modify a trip. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 26

27 OPTION Nr 1 POWER ON decount a.- OPTION = 00 At POWER ON, no deduction of CREDIT. Only telephone allows to deduct the CREDIT. b.- OPTION = FF At POWER ON, if we activate the MANUAL LIFTER, CREDIT will be deducted. OPTION Nr 2 Display error door opened a.- OPTION = 00 At the opening of the door, no CODE 90 will be displayed on the game. IF AN ERROR 20 is although written, look at the state of OPTION 7; b.- OPTION = FF At the opening of the door, game switched ON? WE WILL DISPLAY AN ERROR 2x (see meaning page 12). OPTION Nr 3 Memory tilt a.- OPTION = 00 At POWER ON of the game, it will be on tilt (both tilt bulbs are lit). b.- OPTION = FF The game is supervising the tilt (pendulum tilt short delay and the head tilt). If we bring into action the tilt at POWER OFF, the game will go on tilt at POWER ON. Else the game can go on. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 27

28 OPTION Nr 4 Type of hopper a.- OPTION = 00 Hopper COIN CONTROLS. b.- OPTION = FF Hopper SUZO. OPTION Nr 5 Display error counting balls a.- OPTION = 00 If an anomaly during ball counting is detected, the game will go on tilt (both tilt bulbs flash simultaneously), but it will not display error code. b.- OPTION = FF If an anomaly is detected, a representative code of the error is displayed. The technician intervention is necessary to erase this error. Error code : see TEST T7 (retreat = 66). Remark : balls control is possible only with the closed door. OPTION Nr 6 Security extraction ball a.- OPTION = 00 The game will not control if a ball has been removed from its hole. b.- OPTION = FF The game verifies that no ball has been removed from its hole. If it happens, the game will go on technical tilt. Remark : control is made only with the closed door. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 28

29 OPTION Nr 7 Security door opening at POWER OFF a.- OPTION = 00 No supervisation at door or front panel opening at POWER OFF. b.- OPTION = FF The game verifies the condition of the door and the front panel of the game at POWER OFF. If one of those access is opened at POWER OFF, the game will go on ERROR 2x at POWER ON. OPTION Nr 8 Meters reset (T8) with internal meters (T2) a.- OPTION = 00 Reset of particular meters (T8) will be done during visualization of the last particular meter. b.- OPTION = FF Reset of particular meters will be done during reset of internal meters (T2). PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 29

30 STEPPERS ZONE Nr Stepper Min Max Mid 30 Secret code to erase ERROR 20 (part 1) Secret code (part 2) Payout level Transfer value CHANNEL Transfer value CHANNEL 3 Coin acceptor 1 (right) Transfer value CHANNEL Transfer value CHANNEL Transfer value CHANNEL 3 Coin acceptor 2 (left) Transfer value CHANNEL Limit of functioning of the COIN ACCEPTOR If = 00 no limit Otherwise COIN ACCEPTOR functions if credit = to the value of OPTION* COIN VALUE (20, 25, 30 pences) EXTRA BALL (not used) Visualization possible wins Limit overflow CORNERS probability SUPER LINES probability PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 30

31 OPTIONS Nr 30 & 31 Secret code to erase ERROR 20 Those options are made of a secret code of 4 numbers : - if this secret code = 0000, the erase of ERROR 2x will be made with the keyboard, pushing M, CL, Q keys, door opened; - if the secret code 0000, you will have, with the keyboard and door opened, to introduce the code written in those 2 options to erase this ERROR 2x. Remark If the game displays the ERROR 2x and if the secret code is different from 0000, the options cannot be modified. OPTION Nr 32 Reflex variation This option is a picture of the payout percentage. The lowest the option (around 72) is, then the game will be hard (low payment %). The higher the option (around 99) is, then the game will be liberal (high payment %). Remark : - REFLEX variation is possible only with closed door. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 31

32 OPTIONS Nr 33 to 44 Coin acceptor transfer value Those options state the transfer values of coin acceptor(s) channel(s) Door with 2 coin acceptors OPTION channel 2 coin acceptor 1 OPTION channel 3 coin acceptor 1 OPTION channel 4 coin acceptor 1 OPTION channel 2 coin acceptor 2 OPTION channel 3 coin acceptor 2 OPTION channel 4 coin acceptor 2 OPTION Nr 45 Coin acceptor(s) limit a.- OPTION = 00 Coin acceptors are operational whatever the CREDIT VALUE may be (CREDIT below the OVERFLOW limit). b.- OPTION = FF The value of the OPTION multiplied by 10 fixes the CREDIT limit from which the coin acceptor(s) is (are) no more operational. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 32

33 OPTION Nr 46 COIN VALUE value According to OPTION Nr 11, this OPTION has two functions : a.- OPTION = 00 COIN VALUE = 20. b.- OPTION = 00 COIN VALUE = 25. c.- OPTION = 00 COIN VALUE = 30. OPTION Nr 47 EXTRA BALL price (not used in this particular software) (proper option to 6 CARDS BINGO GAME) This OPTION fixes EXTRA BALL price and corresponds to a % of the most important winning. This OPTION concerns only EXTRA BALL bought at the end of the game. OPTION Nr 48 CORNERS probability (proper option to 6 CARDS BINGO GAME) This OPTION determines the turning up probability of the CORNERS. a.- OPTION = 00 The probability is low but it exists. b.- OPTION = 99 The probability is high, but not at 100%. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 33

34 OPTION Nr 49 OVERFLOW limit a.- OPTION = 99 The maximal CREDIT limit is points. At this time, the player can end the current game but once this game ended, he will have to deduct the CREDIT. b.- OPTION = 00 The maximal CREDIT limit is equal to the OPTION*1000 points. If the CREDIT is higher than this limit at the end of the current game, the game goes on ERROR 30 and needs a technical intervention. OPTION Nr 50 CORNERS probability (proper action to 6 CARDS BINGO GAME) This OPTION determines the turning up probability of the CORNERS. a.- OPTION = 00 The probability is low but it exists. b.- OPTION = 99 The probability is high, but not at 100%. OPTION Nr 51 SUPER LINES probability (proper action to 6 CARDS BINGO GAME) This OPTION determines the turning up probability of SUPER LINES advantages. a.- OPTION = 00 The probability is low but it exists. b.- OPTION = 99 The probability is high, but not at 100% PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 34

35 TEST T2 Visualization of the internal meters AIM This test allows to visualize the internal meters (in pence), the percentage of payment of the game and the average percentage on the 5* last IN. METHOD Two (2) writings appear on the displays of the game. On one part, a representative number of the internal meter, and on the other part, the content of this internal meter. Meters (low part) 2 Meters (high part) A - ADDRESS ADDRESS INTERNAL METERS 1 TOTAL IN (START) 2 TOTAL OUT (WIN) 3 CASH OUT 4 CASH IN 5 TOTAL IN KEYBOARD 6 TOTAL OUT KEYBOARD 7 REFILL 8 % (TOTAL OUT/TOTAL IN) 9 % (CASH OUT/CASH IN) 10 Average % on 5* IN To visualize the next internal meter (previous), press + (-) KEY on the keyboard. When the payment percentage is displayed (ADDRESS Nr 9), it is possible to reset all the internal meters pushing simultaneously the RED and the YELLOW keys. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 35

36 Remark : if the OPTION Nr 8 is FF, during a reset of the internal meters, the particular meters (T8) will be also reset; the internal meters are written only if the door is closed; during introduction of points (deduction) by keyboard, the points are written not only in the METER 7 (6) but also in METER 2 (1); we cannot reset the meters used for calculation of average percentage. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 36

37 TEST T3 Test of the hoppers AIM This test allows to check the functioning of the HOPPER if it is installed. METHOD A push on the RED KEY will give a transfer of 125 coins (or less if not enough in the hopper) and a counting of coins rejected will be displayed. 3 A - Number of ejected coins A push on the YELLOW BUTTON will switch on the hopper. This last one will stop if we push on the YELLOW BUTTON once again. Remark : It is possible to enter into TEST T3 pushing on the hopper emptying switch. To come out of the test, push once again on the switch hopper emptying. The switch drains hopper is connected on the BODY SPLIT. PIN 8-7 of J.SWITCHES of PCB 567; PIN 8-7 of J.HOPPERSW of PCB 467. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 37

38 TEST T4 Test of the inputs AIM METHOD This test allows to check the inputs of the game (switches). The result of a switch reading displays in 2 ways : - the first method consists in showing off on the display the number of the following tested ROW (previous) and its content. To go to the visualization of the following ROW (previous), press on + BUTTON (-) on the keyboard. Meter 4 A - Addres - The second method consists in lighting on a lamp proper to the tested switch. We give here below a board giving the connection between switches and lamps. - To test the internal switches of the game, it is possible to command the movable elements of the game where operate theses switches (shutter panel and ball lifter switches). - These controls are made by action on external switches that we explain here below. SWITCH LIGHT 1 Number 1 of the 1 st card 2 Number 2 of the 1 st card 3 Number 3 of the 1 st card 4 Number 4 of the 1 st card 5 Number 5 of the 1 st card 6 Number 6 of the 1 st card 7 Number 7 of the 1 st card 8 Number 8 of the 1 st card 9 Number 9 of the 1 st card PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 38

39 SWITCH LIGHT 10 Number 10 of the 1 st card 11 Number 11 of the 1 st card 12 Number 12 of the 1 st card 13 Number 13 of the 1 st card 14 Number 14 of the 1 st card 15 Number 15 of the 1 st card 16 Number 16 of the 1 st card 17 Number 17 of the 1 st card 18 Number 18 of the 1 st card 19 Number 19 of the 1 st card 20 Number 20 of the 1 st card 21 Number 21 of the 1 st card 22 Number 22 of the 1 st card 23 Number 23 of the 1 st card 24 Number 24 of the 1 st card 25 Number 25 of the 1 st card GATE MAGIC NUMBER 1 ALLEY MAGIC NUMBER 7 DOOR MAGIC NUMBER RED MAGIC NUMBER 9 (open shutter panel) YELLOW MAGIC NUMBER 22 (close shutter panel) BLUE MAGIC NUMBER 25 Trough 0 (under propeller) (NF) TROUG 1 (NF) TROUG 2 (NF) TROUG 3 (NF) TROUG 4 (NF) TROUG 5 (NF) TROUG 6 (NF) TROUG 7 (NF) TROUG 8 (NF) TROUG 9 (NF) NUMBER 6 of the 6 th card NUMBER 3 of the 6 th card NUMBER 21 of the 6 th card NUMBER 7 of the 6 th card NUMBER 1 of the 6 th card NUMBER 11 of the 5 th card NUMBER 2 of the 5 th card NUMBER 22 of the 5 th card NUMBER 24 of the 5 th card NUMBER 7 of the 5 th card LIFTER MANUAL LIFTER Number 8 of the 6 th card Number 23 of the 6 th card (action lifter motor) PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 39

40 SWITCH LIGHT SHUTTER Number 2 of the 6 th card CARRY OVER SHU Number 17 of the 6 th card TILT TILT 1 HEAD TILT TILT 2 COIN ACC.CHAN.1 COIN ACC.CHAN.2 COIN ACC.CHAN.3 COIN ACC.CHAN.4 COIN ACC.CHAN.5 COIN ACC.CHAN.6 ROLL OVER RED ROLL OVER YEL Number 10 of the 6 th card Number 16 of the 6 th card Number 13 of the 6 th card Number 14 of the 6 th card Number 4 of the 6 th card Number 24 of the 6 th card ROLL OVER RED ROLL OVER YELLOW RED (fr.mould.) Red lamp front moulding + shutter panel opening NUMBER 10 of the 4 th card Yel (fr. Mould.) Yellol lamp front moulding + shutter panel closing NUMBER 7 of the 4 th card Green (fr. Mould.) Green lamp front moulding NUMBER 3 of the 4 th card Security connection front moulding NUMBER 4 of the 4 th card Manual lifter NUMBER 9 of the 4 th card Printer NUMBER 17 of the 4 th card Refill NUMBER 11 of the 4 th card Hopper emptying NUMBER 2 of the 4 th card Remark : It is possible to open (close) the playfield pushing on B (A) BUTTON of the keyboard. Switches and lights of the front moulding are direct entries (see description PORT I/O page 5, schema of connection of front moulding). PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 40

41 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 41

42 MATRIX SWITCH Display row 1 GATE 2 8 RLVR 25 2 row 2 GATE RLVY 24 3 row 3 GATE row 4 GATE 1 ALLEY 5 row 5 GATE row 6 GATE 7 row 7 GATE row 8 GATE row 4 CHAN 1 CHAN 2 CHAN 3 CHAN 4 CHAN 5 CHAN 6 10 row 5 BLUE TILT DOOR EMPTYING REFILL 11 row 6 TRG 0 TRG 1 TRG 2 TRG 3 TRG 4 TRG 5 TRG 6 TRG 7 12 row 7 TRG 8 TRG 9 LIFTER SHU COSHU 13 row 8 K E Y B O A R D PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 42

43 TEST T5 Test of the outputs AIM METHOD This test allows to check the outputs of the game (lamps, mechanical meters). Output matrix (lights) is sequentially tested; we will show on the displays of the game the X and Y coordinates of the lit lamp. The increment of the X,Y coordinates of the matrix can be done in 2 ways : x y The first method allows to scan the memory manually. To go to the following (previous) lamp, push on + (-) KEY on the keyboard. It is also possible to go directly to a lamp. To do so, push X-Y KEY. The X coordinate flashes then and we can introduce the coordinate value of the wanted lamp. Pushing once again on X-Y KEY, the game allows to introduce the Y coordinate (this last one flashing on the displays). 2.- Pushing on CL KEY, we will lit the 32 lamps of a X. Pushing once again on CL KEY, we will lit the lamps of the following X. x 5 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 43

44 It is possible, during this test, to verify the mechanical meters. To do so, press the following key on the keyboard : - A to bring into action the mechanical meter CASH IN; - B to bring into action the mechanical meter CASH OUT; - C to bring into action the mechanical meter 6 CARDS IN; - D to bring into action the mechanical meter 6 CARDS OUT; - E to bring into action the mechanical meter REFILL. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 44

45 OUTPUT MATRIX PICCADILLY GB C A R D 1 1 CARD 1 Corner Double Double Double Red Diag C A R D 2 2 CARD 2 Corner Double Double Double Red Diag C A R D 3 3 CARD 3 Corner Double Double Double Red Diag C A R D 4 4 CARD 4 Corner Double Double Double Red Diag C A R D 5 5 CARD 5 Corner Double Double Double Red Diag C A R D 6 6 CARD 6 Corner Double Double Double Red Diag TITLE 1 TITLE 2 TITLE 3 TITLE 4 TITLE 5 TITLE 6 TITLE 7 TITLE 8 WIN BALL IN PLAY COLLEC T CREDIT EXTRA BALL TOTAL WIN BANK PRESS RED 8 N G O FEATUR E HELD ROLLOV YEL ROLLOV RED PER GAME TILT 1 TILT 2 TECHNI CAL PLAYE R PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 45

46 C A R D SUPL C A R D SUPL C A R D SUPL C A R D SUPL C A R D SUPL C A R D SUPL INSERT COIN LUCKY BINGO REEL 1 REEL 2 REEL 3 PRESS YELLO W B I 8 PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 46

47 TEST T6 History of the holes + test of the playfield leds AIM This test allows to visualize the history of the holes made and to test the leds on the playfield. METHOD We will show off, on the displays fo the game, on one part the number of the hole, and on the other part, the number of times this number has been made. The number 26 (27) corresponds to the RED (YELLOW) ROLL OVER realized when the feature is ON. To visualize the history of the following (previous) number, push on + (-) KEY on the keyboard. To reset the history of the holes made, push simultaneously on RED and YELLOW BUTTON of the game. The meters can be written only if the door is closed. Meters (low part) 6 Meters (high part) A - Numbers PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 47

48 Led s matrix on the playfield L1 L2 L3 L4 L PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 48

49 TEST T7 History of the tilts AIM This test allows to determine the reason of the last 16 TILTS detected by the game. Note that TILTS due to too brutal handling (pendulum tilt) are not taken in consideration in this historic. METHOD We will show off on the display of the game, a chronological number of the arrival of the TILT and a representative code of this TILT. A meter will show off the number of games played between two TILTS. Nber of games between two tilts 7 - tilt code A - Order Numbers PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 49

50 We give here below a summary board of these TILT codes PICCADILLY GB CODE DESCRIPTION 1-25 Number of the hole whose ball has been removed 60 Number of balls in the holes higher than the normal 62 Number of balls in the holes higher than the number of balls launched 63 RED ROLL OVER blocked (more than 5s) 64 YELLOW ROLL OVER blocked (more than 5s) 65 Number of balls not correct 69 ALLEY SWITCH or GATE SWITCH ON with the 6 th ball 70 SHUTTER MOTOR blocked (more than 10s) 71 LIFTER MOTOR blocked (more than 10s) 72 Reel position false 80 Idem as ERROR 60 but after a pendulum tilt 82 Idem as ERROR 62 but after a pendulum tilt 85 Idem as ERROR 65 but after a pendulum tilt 86 Removal of a ball after a pendulum tilt 89 Idem as ERROR 69 but after a pendulum tilt PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 50

51 TEST T8 Particular meters AIM Thanks to the particular meters wa can realize the history of the behaviour of the game. This test allows to visualize these meters. METHOD 2 writings appear on the display of the game : - on one part : a number which represents the particular meter; - on the other part : the content of the meter. Particular meters (low part) 8 Particular meters (high part) A - Zone Numbers If the OPTION Nr 8 is ON, the RESET of all those particular meters is made in the TEST T2. If the OPTION is OFF, the RESET of the particular meters is made during this test pushing on RED and YELLOW BUTTONS during visualization of the last particular meter. For simple and understanding reasons, we have subdivided the particular meters into 4 zones. To go to the following zone, press X-Y BUTTON. a.- ZONE 0 Common particular meters. b.- ZONE 1 particular meters proper to the REEL GAME; c.- ZONE 2 particular meters proper to the BINGO GAME; d.- ZONE 3 particular meters proper to REPEAT GAME; PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 51

52 a.- ZONE 0 : common particular meters PICCADILLY GB Number Particular meters 001 CASH IN (pences) 002 CASH OUT (pence) 003 REFLEX BINGO GAME 004 REFLEX REEL GAME 005 Number of seconds game occupied 006 Number of seconds game lit PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 52

53 b.- ZONE 1 : particular meters proper to the REEL GAME Number Particular meters 101 Number of pences spent to buy REEL GAME 102 Number of pences won with REEL GAME 103 Number of games with REEL GAME 104 Number of winning games with REEL GAME PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 53

54 c.- ZONE 2 : particular meters proper to 6 CARDS GAME Number 201 Nber of pences spent to buy the game Particular meters 202 Nber of pences spent to buy EXTRA BALLS 203 Nber of pences won with the first 3 balls 204 Nber of pences won with the EXTRA BALLS 205 Nber of new games played 206 Nber of games completed with EXTRA BALLS 207 Nber of new winning games 208 Nber of games completed with winning EXTRA BALLS 209 Nber of pences won in the 1 st card 210 Nber of pences won in the 2 nd card 211 Nber of pences won in the 3 rd card 212 Nber of pences won in the 4 th card 213 Nber of pences won in the 5 th card 214 Nber of pences won in the 6 th card 215 Nber of pences won with the CORNERS 216 Nomber of times CORNERS have been given (new game or ROLL OVER realized, not SAME GAME) 217 Nber of times CORNERS have paid (by game, once) 218 Nber of pences won with the SUPER LINES 219 Nber of times SUPER LINES have been given (new game or ROLL OVER realized) 220 Nber of times we have won with the SUPER LINES (by game, once) IN LINE win (win in the card not on the playfield) IN LINE win (win in the card, not on the playfied) IN LINE win (win in the card, not on the playfied) PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 54

55 d.- ZONE 3 : particular meters proper to the REPEAT GAME Number Particular meters 301 Number of pences spent to buy repeat game 302 Number of pences gambled in repeat game 303 Number of pences won with repeat game 304 Number of REPEAT GAME games 305 Number of winning games PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 55

56 TEST T9 Test of the displays AIM METHOD This test allows to check the working of the displays of the game. The checking of the displays of the game is made by a display of the informations allowing to dermine failures on the displays. This test is done in 3 stages : 1. Run of numbers from 0 to 9 on all displays to determine short-circuits between segments; 2. display, on each display, of a representative number of its controller; 3. run of a 8 on the displays, to determine short-circuits between displays. Data run can be made in two different ways : 1. the first one allows, after having pressed CLEAR KEY, an automatic run 2. the second one realises a manual run. To go to the following (previous) data, press + (-) KEY. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 56

57 TEST TA Reel test AIM METHOD This test allows to check the REEL. Once the test TA put in the game, the RED BUTTON will spin the reel for a full rotation and a sound will be given when crossing the zero position. Pushing the YELLOW BUTTON will spin the reel for one positionl The reel band can be checked on the pad (i.e. the figure must match the number of bulbs litted). PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 57

58 TEST TB Sound test AIM METHOD This test allows to check the working of the sounds of the game. The checking of the sounds of the game is made by a display of the informations allowing to determine the sound number on the display. A push on the YELLOW SWITCH will play the sound as long as the switch is actionned. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 58

59 ADJUSTMENT OF THE VOLTAGE OF THE GAME Verification of the voltage To verify the power-supply (located on PCB 132) there are a serial of green LED s which have the following functions : L1 L2 Witness of the voltage amont 12 Vdc Witness of the voltage amont 5 Vdc L3 Witness of the voltage amont VM L4 L5 L15 Witness of the voltage 12 Vdc floating Witness of the voltage 50 Vac Witness of the voltage 5 Vdc display Remark : This voltage is only available when the program of the game is functioning (security SCAN). L26 Witness of the voltage Vcc Remark : This diode will only be lit if the tension Vcc is between 5 Vdc and 5,15 Vdc (see adjustments of the voltages). Adjustments of the Vcc Adjustments of of the voltages The Vcc voltage which supplies the electronics of the game, has to be situated between 5 Vdc and 5,15 Vdc. By turning the potentiometer P2, the Vcc tension can be brought between these two limits. The validity of the Vcc voltage can be verified by means of LED L26. This LED will be lit if the Vcc voltage is situated between 5 Vdc and 5,15 Vdc. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 59

60 Adjustments of the Vcc display The voltage Vcc allows to supply the display of the game and is only present when the game is functioning (SCAN security). This voltage has to be approximately 5,15 Vdc and can be brought to this value by adjusting the potentiometer P3. The exactitude of the Vcc display can be verified by measuring the DC voltage which has be to between : the mass, taken on one of the three test points (TP2, TP3 or TP4); the Vcc display taken on test point TP9. Adjustments of the Vm The maximum voltage of the Vm (voltage of the power supply of the lamps) can be adjusted in order to protect the lamps. This voltage may not exceed 22 Vdc and can be ajusted by potentiometer P1. The maximum of the Vm can be verified by measuring the DC voltage of the following points : the mass, taken on one of the three test points; the Vm, taken on test point TP11. Description of the fuses Each voltage is protected by a fuse. Below is a list of all the fuses and all the protected voltage. Designation Value Protected voltage F1A 2A 12 V com F1B 1,5A -12 Vdc F2 6,3A Vcc and Vcc display F3 10A Vm F4 3,15A GI and V float. F5 2A 50 Vac PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 60

61 PROTECTION CIRCUITS Security on the periodicity of the primary voltage This security allows the verification of the period of the entrance signal (50 V security). If there is an irregularity, the red LED L20 will be lit and will put the microprocessor on RESET. To test the efficiency of this security, the optocoupler IC10 has to be removed, LED L20 has to light up and will reset the system. Security of the amplitude of the primary voltage This security verifies if the amplitude of the entrance signal is enough. If the entrance signal is below 180V, the red led L21 will light up, the RL1 relay changes its position and reset the microprocessor. To verify the right functioning of this security, the power-supply voltage of the game has been lowered, the system will then be put into security for an entrance signal of approximately 180 Vac. The floating tension of 180 volts can be ajusted by the potentiometer P5. Below is a schematic diagram representing the switching ON/OFF voltage following the tension of the center point of the potentiometer P5. ATTENTION : this regulating is function of the power-supply voltage of the game and the overbalancing voltage (=2,85 volts) must be checked during the installation of the machine. PICCADILLY GB PDOC doc/012997/Last printed 13/01/ :27:00 Page Nr 61

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