ICE Dunk n Alien Service Manual
ICE Dunk n Alien Service Manual
INTRODUCTION…………………………….………….PAGE 3
• GAME FEATURES
• GAME PLAY
ASSEMBLY………………………………………………PAGE 4 - 5
• BEFORE YOU BEGIN
• TOOLS NEEDED
• INSTALLATION
• SETTING A.C. LINE VOLTAGES
• A.C. LINE VOLTAGE ADJUSTMENTS
SET-UP / TESTING………………………………..…...PAGE 6 - 9
• SAFETY PRECAUTIONS
• PROGRAMMING YOUR GAME
• OPTION MODES
• TESTING
• DISPLAY CODES
• ERROR CODES
QUICK TROUBLESHOOTING………………...……...PAGE 10 - 11
• PROBLEMS AND SOLUTIONS
REPAIR…………………………………………….……..PAGE 12 - 14
• OPERATIONAL BACKGROUND
• MECHANICAL REPAIR
• ELECTRICAL / ELECTRONIC REPAIR
• MAINTENANCE
PARTS LISTINGS……………………………….………PAGE 15
WARRANTY INFORMATION…………………….…….PAGE 34 - 35
ICEDOC DA9001
REVISION D 11-01-07
2
INTRODUCTION
GAME FEATURES GAME PLAY
Thank you for your purchase of the new DUNK ‘N Game play begins when a player has inserted enough
ALIEN™ Alley Roller game from I.C.E. This game is a money into the game to create 1 “Credit”. At this point, the
whole new experience in the traditional Alley Roller genre. balls are released from the game and the games begins.
We have incorporated an interactive Alien that heckles
the player while they are trying to hit a moving target. The player rolls the balls up the alley at the moving target
These new features make for a very memorable and ex- and is awarded points from the possible target hit as well
citing experience. as the corresponding pocket the ball lands in.
The game starts off with unparalleled ease of assembly. The player continues to roll balls until they are all used
The game goes together in just a few minutes. up.
The game cabinetry is a unique plywood construction with At the end of the game, the game will dispense tickets
a special overlay for a superior finish. A special lacquer based on score. (If the game is so equipped)
finish is applied over the wood for a beautiful rich, deep
look. All of the cabinet panels interlock together, are
reinforced with cleats and are glued together to produce a
cabinet that can handle all of the abuse you can give it.
Reliability is the name of the game with our new ball re-
lease assembly. With a specially engineered solenoid and
double linkages, this mechanism has been tested to last
for years. Best of all, the entire assembly simply lifts out
of the cabinet with no tools needed!
3
ASSEMBLY
8. Slide the front cabinet into position. Insert the large
BEFORE YOU BEGIN Allen key into the holes on the sides of the front cabi-
net and rotate the Allen key 180° to lock the cabinet
WARNING: WHEN INSTALLING THIS GAME, halves together.
A 3 PRONG GROUNDED A.C. RECEPTACLE MUST BE
USED. FAILURE TO DO SO COULD RESULT IN 9. Slide the right hand cover from the game.
SERIOUS INJURY TO YOURSELF OR OTHERS.
FAILURE TO USE A GROUNDED RECEPTACLE 10. Remove the packing material from around the ball
COULD ALSO CAUSE IMPROPER GAME OPERATION, release assembly.
OR DAMAGE TO THE ELECTRONICS
NOTE: KEEP THE PACKING MATERIAL FOR THE
DO NOT DEFEAT OR REMOVE THE GROUNDING BALL RELEASE ASSEMBLY BEHIND THE GAME IN
PRONG ON THE POWER CORD FOR THE SAME CASE YOU DECIDE TO MOVE YOUR GAME LATER.
REASONS AS GIVEN ABOVE. USING AN IMPROP-
ERLY GROUNDED GAME COULD VOID YOUR WAR- 11. Open the parts box containing the balls and install
RANTY. them into the ball return release. (There should be
balls supplied with the game)
HAVE A QUALIFIED ELECTRICIAN CHECK YOUR A.C.
RECEPTACLE TO BE SURE THE GROUND IS 12. Slide the right hand cover back onto the game.
FUNCTIONING PROPERLY.
13. Open the electronics access door. (Door in between
the ticket and coin drawers)
TOOLS NEEDED 14. Connect the long Computer style power cord to the
Power Module. The power module is located inside
the Electronics access door, to the lower right. Con-
• Large Allen Key (Supplied) nect the other end to a grounded A.C. outlet.*
• Phillips head screwdriver
• Security Allen Key * Be sure before plugging the game in that it is wired for
• Allen Key (1/8”) the proper A.C. voltage. One way to check is by looking at
the game’s serial number tag. It will indicate the rated
voltage on it. If you are still unsure about what the game’s
voltage is set for, please refer to the “Setting A.C. line
voltages” section in this manual.
INSTALLATION
15. Unpack the side cages. Attach to game cabinet using
1. Remove the banding from the pallet. 2 black 1/4” bolts at the top and 2 security Allen bolts
at the sides.
NOTE: BE SURE TO STAND TO THE SIDE WHEN
CUTTING THE BANDS, AS THEY ARE UNDER 16. Unpack front glass and mount to front edge of side
PRESSURE, AND COULD SPRING OUT cages using 6 1/4-20 thumbscrews.
CAUSING INJURY.
17. Unpack top Marquee. Locate front face of Marquee 1”
2. Lift out all cage parts as well as any other parts back from top front edge of game. Attach using 3
shipped along with the game. square drive screws.
6. Open the coin and ticket doors and slide the left side
cover forward enough to connect the harnessing from
the rear cabinet to the front cabinet.
4
ASSEMBLY
• Snap the fuse holder assembly back into the
SETTING A.C. LINE power module.
VOLTAGES • Plug the power cord back into the receptacle in
the power module, and into the wall outlet.
The game comes with 4 available line voltage settings as
described below. These settings should be used to
provide A.C. power in the correct range to the game
NOTE: WHEN CHANGING VOLTAGES FROM THE
without over or under powering it.
110-120 TO 220-240 RANGE, LOWER THE MAIN FUSE
AMPERAGE VALUE BY ½.
POWER RANGE VOLTAGE SETTING
5
SET-UP / GAME TESTING
SAFETY PRECAUTIONS PROGRAMMING BUTTON
(PROGRAM / SW1)
IMPORTANT: FAILURE TO FOLLOW THESE DIREC-
TIONS COULD CAUSE SERIOUS DAMAGE TO YOU Press this button to enter or exit the PROGRAMMING
OR YOUR GAME. mode. Press this button once to enter programming
mode. When in this mode, the game displays will display
WARNING: WHEN INSTALLING THIS GAME, information pertinent to game programming. Press the
A 3 PRONG GROUNDED A.C. RECEPTACLE MUST BE button once again to exit programming mode.
USED. FAILURE TO DO SO COULD RESULT IN IN-
JURY TO YOURSELF OR OTHERS. FAILURE TO USE Once in this mode you can press SW2, SW3 or SW4 to
A GROUNDED RECEPTACLE COULD ALSO CAUSE make adjustments to the game.
IMPROPER GAME OPERATION, OR DAMAGE TO THE
ELECTRONICS
6
SET-UP / GAME TESTING
OPTION MODES MODE 04
(COINS PER CREDIT)
Please read the setting information carefully BEFORE COIN INPUT #1
making any adjustments. Failure to set options properly
can yield unexpected results. This mode determines how many coins are needed
to create 1 credit for coin input #1. (This is also the
only coin input normally adjusted for most us-
PLEASE NOTE: THE VALUES PRE-SET AT age) This value can be adjusted from 1-9. Setting
THE FACTORY HAVE BEEN FOUND TO a”1” would indicate 1 coin is needed to obtain 1
WORK BEST AT MOST LOCATIONS. credit. A “2” would indicate 2 coins are needed to
obtain 1 credit. The factory default for this setting is
“2”
MODE 01
(REAR CABINET SPEAKER VOLUME)
ALIEN VOLUME MODE 05
(BONUS CREDITS)
This mode is used to change the relative volume of
the alien and rear cabinet sounds. “1” is the lowest This mode is used to create “Bonus Credits”. The
volume setting and 9 is the highest. Each time the way this option works is as follows: if a “3” is set, for
button is pushed, a sound is played to make it easier every 3 coins put in AT THE SAME TIME, 1 extra
to determine where the volume should be set. The credit would be given. The range for this option is 0-
factory default for this option mode is “5”. Setting this 8. Setting a “0” turns this option off. The default
mode to “0” turns the rear cabinet sounds off. value for this option is “0”.
MODE 02 MODE 06
(FRONT CABINET SPEAKER VOLUME) (ATTRACT MODE)
FRONT VOLUME This mode will play the games “ATTRACT” mode
when selected. The attract mode consists of the
This mode is used to change the relative volume of
sound and motion being activated for a short
the front cabinet sounds. “1” is the lowest volume
time. The value for this mode (in minutes) is 1-
setting and 10 is the highest. Each time the button is
30. The default value for this mode is 3.
pushed, a sound is played to make it easier to deter-
mine where the volume should be set. The factory
default for this option mode is “5”. Setting this mode
to “0” turns the rear cabinet sounds off. MODE 07
(ATTRACT MODE TYPE)
MODE 03 This mode has two choices. Setting this mode to 1
(COINS PER CREDIT) plays the attract mode without sound. Setting this
mode to 2 plays the attract mode with sound and
COIN INPUT #2 motion. The default setting for this mode is “2”.
This coin input functions in an identical fashion to that
of MODE 04. This option is generally used in mar-
kets that require the use of electronic multi-
mechs. Consult our service department if you have
any questions regarding the use of electronic multi-
mechs.
7
SET-UP / GAME TESTING
MODE 08 MODE 11
(BALLS PER GAME) (MAXIMUM TICKETS)
This mode determines the STANDARD amount of This mode sets the maximum number of tickets that
balls dispensed per game. This amount DOES NOT can be dispensed by the game REGARDLESS of
include any other balls that may be dispensed by points scored. The range for this mode 0-50. Set-
other option settings. ting a “0” turns this mode OFF. The default value for
this mode is “0”.
NOTE: THE NUMBER SELECTED WILL DETER-
MINE HOW MANY BALLS ARE DISPENSED PER
GAME. THE BALLS KEPT IN THE GAME DO NOT
DETERMINE THE NUMBER. THE NUMBER OF MODE 12
BALLS IN THE GAME IS USED AS A BALL SUP- (DUNK BONUS)
PLY. THIS AMOUNT SHOULD NOT BE ALLOWED
TO GO BELOW THREE (3) OR ABOVE FIFTEEN This mode sets the number of tickets dispensed AF-
(15). TER HITTING THE TARGET THREE (3) TIMES IN
A ROW. The range for this mode is 0-100. The de-
The range for this mode is 3-9. The default value fault setting for this mode is “10”.
for this option is “5”.
MODE 09 MODE 13
(AUTO BALL ADVANCE)
(POINTS PER TICKET)
This mode is needed for two reasons. First, if some-
This mode adjusts the points required to dispense one starts a game but does complete it or walks
one (1) ticket. Setting a value of 30 will dispense away, there has to be a way to end the game. Sec-
one (1) ticket for every 3,000 points scored. The ond, if a ball is thrown into another game by mistake,
range for this mode the game would never end unless the game had a
is 0-200. The default value for this mode is way to count down the number s of balls played.
“30”. (ticket for every 3,000 points scored)
This mode eliminates both of above problems by
automatically counting down by one (1) ball every
MODE 10 “XXX” number of seconds. (“XXX” represents the
value set for this mode) The value set will be the
(MINIMUM TICKETS) number of seconds counted down between each
ball. The range for this mode is 0-45. Setting a “0”
This mode sets the minimum number of tickets that
turns this mode OFF. The default setting is “30”.
can be dispensed by the game. This would be the
equivalent of a “just for playing” option. The amount
set IS NOT in addition to other tickets won. If the
amount of tickets won exceeds the minimum amount MODE 14
set, that amount of tickets is awarded. The range for (AUTO BALL DISPENSE)
this mode 0-10. Setting a “0” turns this mode
OFF. The default value for this This mode works with MODE 13. After the time has
mode is “4”. run out for MODE 13, the game dispenses one (1)
ball. This mode removes the problem of “too few
balls in the game”.
The game is set to “0” or “1”. Setting the game to
“0” turns the mode OFF. The default setting for this
mode is “0”.
8
SET-UP / GAME TESTING
MODE 15 GAME TESTING
(TARGET ARM SPEED)
DISPLAY CODES
When this mode is selected, the speed of the target
arm can be changed. The range for this mode is 5- Errors are detected upon power up. The game will
25. The default for this mode is “15”. go through a “power up” sequence:
Display 0
MODE 16 Display 11111
Display 22222
(FACTORY DEFAULTS) Target Lights go out
Display 33333
When this mode is selected, the game will reset to Display 44444
all the factory defaults for all modes. Target Lights return
Display 55555
SET “1”, THEN EXIT PROGRAMMING MODE TO Display 66666
RESET ALL VALUES TO FACTORY DEFAULTS. Display 77777
The default for this mode is “0”. Display 88888
Display 99999
Target Arm swings for 4 seconds
GAME TESTING Alien Motor Starts
Alien Gets to top
After you have completed the set-up of your game,
INSTALL TICKETS into the game, and play a few
games to make sure everything is working properly. ERROR CODES
Check the following:
If no errors exist, then the game will start up
• Check the ticket dispenser to be sure the proper automatically. If errors exist, a display with “Er” in
amount of tickets is given. the Ball Display will show which errors had occurred
during self test.
• Check that the game dispenses the correct num-
ber of balls. 1 = Left Ball Sensor
2 = Ball Sensor to right of #1
• Check that the ALIEN JAW is moving. 3 = Center Ball Sensor
4 = Ball Sensor to right of #3
• Check that the TARGET is moving and is lighting 5 = Right Ball Sensor
up. 6 = Ball Count Sensor
7 = Alien at Top Sensor
• Check the game for proper scoring. 8 = Motor Position Sensor
9 = Target Switch stuck on
• Check that the “DUNK” sign (strobe light) lights 10 = Coin 1 Input Stuck on
up when the TARGET is hit. 11 = Coin 2 Input Stuck on
12 = EEPROM Error - New for New Jersey
• Check that the ALIEN drops and resets to the
top when the TARGET is hit. The game will continue to display these errors until
power is cycled. Since some of the errors involve
IF YOU HAVE ANY QUESTIONS REGARDING moving motors, it is safer to have the operator look
THE PROGRAMMING OPTIONS, PLEASE at and correct the errors without devices moving
CALL OUR unexpectedly. Once the errors have been corrected,
SERVICE DEPARTMENT AT: a power cycle will have the game test again and if all
are well, the game will function normally.
1-716-759-0360
9
QUICK TROUBLESHOOTING
GAME WILL NOT TAKE OR ADD MONEY CORRECTLY
• Micro switch not working or returning properly. Check and repair or replace as necessary.
• Game programming set-up incorrectly. Refer to service manual for proper settings.
• Bad harnessing or connector. Check w/ohm meter and repair if necessary.
• Bad Main P.C. Board. Check and repair or replace as necessary.
START BUTTON WILL NOT FLASH WHEN GAME HAS CREDITS, OR WORK WHEN PUSHED
• Micro switch not working properly. Test and replace as necessary.
• Micro switch popped out of housing. Snap back into housing.
• Burned out light bulb. Replace light bulb.
• Bad harnessing or connector. Check w/ohm meter and repair as necessary.
• Bad Main P.C. Board. Check and repair or replace as necessary.
GAME WILL NOT ADD POINTS CORRECTLY / COUNTS BALLS WHEN NOT THROWN
• Bad score sensor. Check and repair or replace.
• Score sensor wiring bad. Check w/ohm meter and repair or replace.
• Cabinet harnessing bad. Check w/ohm meter and repair or replace as necessary.
• Sensors loose or misaligned. Realign sensors.
• Main P.C. Board bad. Check and repair or replace as necessary.
• Check sensors on play cups (look for red LED on opto board)
• Beam is blocked
• Bent opto brackets
ALIEN EYES
• Eyes not lighting up. Check harness connections/replace eye boards.
NO FLUORESCENT LIGHTING
• Bad connectors or harnessing. Check w/ohm meter and repair as necessary.
• Bad ballast transformer. Replace ballast transformer.
• Bad bulb. Replace bulb.
• No A.C. power to game. Check main fuses in power module.
11
GAME REPAIR
WARNING: ALWAYS REMOVE POWER TO THE Use extreme caution when using probes or volt if the
GAME BEFORE ATTEMPTING ANY SERVICE, game is powered up. If doing continuity checks, it is
UNLESS NEEDED FOR SPECIFIC TESTING. important to disconnect the harnessing at both, as
FAILURE TO OBSERVE THIS PRECAUTION attached they may yield erroneous results.
COULD RESULT IN SERIOUS INJURY TO YOUR-
SELF OR OTHERS. If P.C. Boards are suspected as causing problems,
check to see that all of the I.C. chips are firmly
seated on the boards.
OPERATIONAL
If light bulbs are suspected, swap them with one that
BACKGROUND is known to work to narrow the problem down to the
bulb or P.C. Board.
The DUNK ‘N ALIEN™ game has been designed
with MODULAR repair in mind. The coin drawer and
ticket drawer can be slid out and removed in their
entirety to be worked on in another area if desired. MECHANICAL REPAIR
The ball release assembly can be removed as a unit
with no tools necessary, making repair a snap. BALL RELEASE ASSEMBLY
The ball release system utilizes an A.C. Pull type
WARNING: BE SURE POWER HAS BEEN RE-
solenoid that has been specifically designed to
MOVED FROM THE GAME BEFORE PROCEED-
eliminate residual magnetism problems commonly
ING.
found in this type of solenoid. The solenoid is
powered via an Opto-isolator, to eliminate solenoid
1. Open the cash box drawer at least 6 inches.
noise from the electronic circuitry.
2. Pull forward on the ball release cover. (The
Other than the display, all electronics and power
panel with the clear plastic window) about 3
supply components are located on the Main P.C.
inches to disengage, then lift off.
Board to make modular type replacement fast and
simple. The display board has been designed to be 3. Remove the balls from the game.
very reliable and easy to repair. Very few drive
components are necessary for this type of display. 4. Grasp the release assembly by the rail and
slowly lift out, being careful to avoid hitting the
sensors on the cover retaining screws.
TROUBLESHOOTING
PHILOSOPHY 5. Disconnect the connector that connects the re-
lease assembly to the game.
To find problems with the game, always first check
what should be obvious. See that the game is
plugged in and that all of the fuses on the game are SOLENOID REPLACEMENT
good. This includes the fuse that is located INSIDE
the power module. 1. Remove the spring from the solenoid and mount-
ing bolt.
Next, check to see that all of the connectors are
firmly seated and that none of the wires have pulled 2. Remove the cotter pin from the clevis pin and
out of them. slide the clevis pin from the solenoid shaft and
linkage.
When trying to find out if specific components are
bad or not, try swapping them with components from 3. Carefully scribe a mark when removing the sole-
another player station to see if the problem moves noid to be sure the replacement is properly lo-
with the component, or stays where it was. This will cated.
help you to know if you have a problem with a spe-
cific component, or maybe a problem with either the 4. Remove the hardware that secures the solenoid
wiring or the Main P.C. Board. to the mounting plate.
12
GAME REPAIR
5. When re-assembling, be sure to use the same BULB REPLACEMENT
size cotter pin to retain the clevis pin, as this pin
is needed to hold the spring to the solenoid as- 1. Unlock and remove the display cover.
sembly.
2. Pull the old bulb straight out of the socket.
6. Be sure the bent over end of the cotter pin is
trimmed so it cannot contact the solenoid body.
3. Push a new bulb straight into the socket and
snap into place.
SOLENOID REPLACEMENT
1. The ball count sensor must be replaced as an MAIN P.C. BOARD
assembly. Remove the transmitter, receiver and
sensor P.C. Board from the release assembly. 1. Turn off A.C. power and remove the power cord
from the power module.
2. When replacing the unit, it is important to re-
member to use the star washers. This will pre- 2. Remove all P.C. Board connectors noting where
vent the sensors from rotating or loosening. each one connects into the board.
3. Be sure to install the new sensors in the same 3. Remove the 4 hex fasteners that retain the
position as the old ones. This is important to in- board to the mounting bracket.
sure proper alignment and consequently proper
ball count 4. Re-assemble in reverse order.
BULB REPLACEMENT
BALL RETURN SENSOR
1. The bulbs replace easily. Pull the bulb straight
out of the socket. 1. Turn off game power.
2. Insert the new bulb into the socket and snap into 2. Open cash drawer at least 6 inches.
place.
3. Slide ball release cover from right hand side of
game.
1. Unlock and remove the display cover. NOTE: BE SURE THE TRANSMITTER WIRING IS
KEPT HIGH ENOUGH FOR THE BALLS TO PASS
2. Remove the Phillips head screw at the top of the UNDER. IF THERE IS ANY SLACK, IT IS IMPOR-
display mounting bracket. TANT TO REMOVE IT USING A TIE WRAP, ETC.
MAINTENANCE
Maintenance is easy as the game requires very little
service under normal use. To get the best out of the
game, please perform the following as indicated:
14
PARTS LISTINGS
MECHANICAL PARTS GRAPHICS & DECALS
AR1001 Ball Rail DA7001 Decal - Large Logo
AR1002 Ball Return Tray DA7002 Decal - Small Logo
AR1003 Rail Support Spacer DA7003 Decal - Coin Door Decal
AR1004 Ball Release Lever Spring DA7004 Decal - Ticket Door
AR1005 Cash Box DA7006 Decal - Back - Inside
AR1007 Solenoid Linkage DA7008 Instruction Panel
AR1009 Ball Release Lever Brkt. DA7009 Fuse Rating Decal
AR1011NH-P402 Channel Cover, Left DA7011 Decal - Bonus Points
AR1012NH-P402 Channel Cover, Right DA7014 Decal - Hit The Target
AR1016 Alley Edge Protector, Rear DA7015 Decal - Playfield Score
AR1018 Ball Release Lever DA7022 Marquee Upper - Dunk
AR1019 Alley Edge Protector, Front DA7024 Decal - Tank Left
AR1020 Cup Connecting Plates DA7025 Decal - Tank Right
1024 Ticket Bin DA7026 Decal - Tank Middle
1026 Ticket Bin Switch Mtg. DA7027 Marquee
Brkt. DA7030 Decal - Bubbles
AR1029 Speaker Grille DA7031 Decal - Alien Eyes
DA1060-P802 Cage, Left Side DA7032 Decal - ICE Logo
DA1061-P802 Cage, Right Side DA9001 Service Manual
AR2017 Diffuser Support
DA3000 Runaway Material w/
Adhesive
DA3012 Ball Diverter Block ELECTRICAL / ELECTRONIC
DA4013
AR3001
Netting
Ball Jump
PARTS
AR3020 Runaway Ball Bumper
Material 211 Low Ticket Switch
AR3021 Ball Stop Grommet 248 PL7 Transformer
DA3024 Ball 249 PL7 Bulb
DA3035 Front Glass 251 PL7 Socket
AR3065 Runaway Ball Bumper FP2000X Display P.C. Board
Cap, Left Side DA2002 Transformer
AR3066 Runaway Ball Bumper AR2005 Start Button
Cap, Right Side AR2007 Speaker 6 X 9
DA3017 Ball Diverter AR2008 Solenoid
5014 Coin Door Lock RB2009X Optical Sensor Assembly
5101 Mech Holder CC2027 20 Ft. Computer Style Power Cord
6105 Latch Tool AR2028X Ball Eject P.C. Board (AR Model)
6111 Fiber Lever Washer DA2034X Main P.C. Board Assembly
6117 Clevis Pin 3/4” HH2050 Power Module
6118 Clevis Pin 1” 2111 Solid State Relay
HH5005 Ticket Dispenser (Entropy)
PC20224 Counter, 12 Volt D.C.
PC20429 Red Diffused L.E.D.
DA2001X Power Supply
SR2008AX Motor Assembly - (Wiring only)
- Alien
DA2008 Motor - Target
15
4 3 2 1
DA2057AX
93"
COIN DOOR INTERFACE
black orange
Gnd 1 1 +12 VDC
yellow/brown black
Coin1 2 2 Gnd
yellow/red
Coin2 3 3 C Cnt
D orange orange D
Power 4 4 +12 VDC
orange black
Power 5 5 Gnd
orange yellow/brown
Power 6 6 Coin 1
Lockout tan
7 7
Gnd black
8 8
Coin Counter yellow/red
9 9
9 PIN AMP HOUSING #8136 10
CONTACT PIN #2201 tan
11 Lockout
orange
12 +12 VDC
12 PIN PLUG #2106
SPLIT PIN #2100
C C
DA2058AX
93" TICKET DOOR INTERFACE
16
violet/blue 1 T Sense
violet/blue BLACK
T Sense 1 2 Gnd
ORANGE violet/white
Power 2 3 T Run
violet/white ORANGE
Ticket Run 3 4 +12 VDC
orange orange
Power 4 5 +12 VDC
violet/red violet/green
Ticket Low 5 6 T Cnt
violet/brown violetbrown
Ticket Out Led 6 7 T Out
BLACK violet/red
Gnd 7 8 T Low
B black black B
Gnd 8 9 Gnd
violet/green
T Cnt 9 10
11
9 PIN PLUG #2292 12
SPLIT PIN #2100 12 PIN PLUG #2106
SPLIT PIN #2100
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2057AX-COIN DOOR INTERFACE D
DESCRIPTION
DA2058AX-TICKET DOOR INTERFACE DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D 112" D
Ball Return 1
white/brown orange 1
Score 1 2 + 12 VDC
white/red white/brown 2
Score 2 3 Score 1
white/orange white/red 3
Score 3 4 Score 2
white/yellow white/orange 4
Score 4 5 Score 3
white/green black 5
Score 5 6 GND
white/blue white/yellow 6
Score 6 7 Score 4
Ground 8 white/green 7 Score 5
black white/blue 8
Ground 9 Score 6 (Target)
Ground 10 gray/brown 9 Sc Enable 1
black gray/red 10
Ground 11 Sc Enable 2
white/violet gray/orange 11
Ball Rail Sense 12 Sc Enable 3
12 PIN METHODE gray/yellow 12 Sc Enable 4
gray/green 13 Sc Enable 5
C 14 C
15
15 PIN CAP #2367
FEMALE PIN #2102
gray/violet
1 Ball Rail Enable
17
white/violet
2 Ball Rail Sense
black
3 Gnd
orange
4 12V+
4 PIN CAP #2101
orange FEMALE PIN #2102
Power 1 112"
Power 2
orange
Power 3
4
B gray/green B
Score Enable 5 5
gray/yellow
Score Enable 4 6
red
Power 7
red 112" black 1
Power 8 gray/orange
9 white red 2
Score Enable 3 gray/red
10 green #8526 white 3
Score Enable 2 gray/brown black green 4
Score Enable 1 11 white
Tank Lite 3 12 5
green 6
Tank Lite 2 13 black
Tank Lite 1 14 gray/violet 6 PIN CAP MOLEX #
Ball Rail Enable 15 FEMALE PIN #2176
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2055AX - SCORE SENSOR D
DESCRIPTION
INTERFACE DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
gray/brown
1 SC1 Enable
orange *2
2 +12 VDC
white/brown TO
3 SC1
black *2 CUP1
4 Gnd
4 PIN PLUG #2099
SOLID PIN #2100S
18
gray/orange gray/yellow
Sc Enable 3 11 1 SC4 Enable
gray/yellow orange *2
Sc Enable 4 12 2 +12 VDC
gray/green white/yellow TO
Sc Enable 5 13 3 SC4
black *2 CUP4
14 4 Gnd
4 PIN PLUG #2099
15 SOLID PIN #2100S
15 PIN PLUG #2144
SPLIT PIN #2100
gray/green
1 SC5 Enable
B orange *2 B
2 +12 VDC
white/green TO
3 SC5
black *2 CUP5
4 Gnd
4 PIN PLUG #2099
SOLID PIN #2100S
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
#RB2055X - SCORE SENSOR D
DESCRIPTION
HARNESS DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
DA
P11 120"
19
P20
1 KEY
KEY 116"
2 red
+ 5 Vdc
Gnd 3
4 yellow/orange
Alien Motor Encoder
5 KEY
KEY
B 5 PIN METHODE #2714
B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2050X - ALIEN UP/JAW POWER D
DESCRIPTION
EXTENSION DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
DA2060X-MAGNETIC REED SENSOR
116" LEAVE WIRES AT FULL LENGTH
clear 1 black
TO: DA2050X 1
#8529 black 2 black
2
ORANGE/WHITE 2 PIN CAP MOLEX #8175
Power 1 FEMALE PIN #2176
Power 2 ORANGE 2 PIN PLUG MOLEX #2998
MALE PIN #2159
CG2012 SENSOR
+ 5 VDC 3 red
D Power 4 ORANGE D
Target Motor 5 YELLOW/BLACK
Alien Motor Encoder 6 yellow/orange
Alien Up 7 clear
Gnd 8 black *2
36"
Alien Motor 9 GREEN/BLACK ORANGE 1
Jaw BLUE/BLACK BLUE/BLACK
10 2
Power red 2 PIN CAP #2181
11
Dunk Strobe black FEMALE PIN
12
12 PIN PLUG #2106 #2102
SPLIT PIN #2100
42" ORANGE 1
2
3
YELLOW/BLACK 4
C 4 PIN CAP #2101 C
FEMALE PIN #2102
To Alien Motor
71"
ORANGE/WHITE 1
2
GREEN/BLACK 3
20
3 PIN CAP #2288
FEMALE #2102
76"
yellow/orange 1
red 2
black 3
4
B 4 PIN AMP HOUSING #2429 B
CONTACT PIN #2201
To Alien Motor
Encoder
TO STROBE LIGHT
140" black #2909 #651 red/black
M
.187 .187
17 "
#8529
red #651 #2909 red
M
.187 .187
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2061X - ALIEN UP/JAW POWER D
DESCRIPTION
DA2060X - MAGNETIC REED SENSOR DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
34"
yellow/brown
1 Serial Dout
D red D
2 +5 vdc
black
3 Gnd LEFT EYE
white/brown
4 Serial Din
white/red
5 Latch
yellow
6 Clock
6 PIN METHODE
#8634
16"
red *2
+5 VDC 1
black *2
Gnd 2
white/brown
Serial Data 3
white/red *2
Latch 4 34" 1 Serial Dout
C yellow *2 red C
Clock 5 2 +5 vdc
black
6 3 Gnd RIGHT EYE
ORANGE yellow/brown
+12 VDC 7 4 Serial Din
white/red
8 5 Latch
BLUE/BLACK yellow
JAW 9 6 Clock
6 PIN METHODE
9 PIN PLUG #2292 #8634
21
SPLIT PIN #2100
B 20"
B
ORANGE 1
BLUE/BLACK 2
2 PIN CAP #2181
FEMALE PIN
#2102
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION DA2052X - EYE/JAW HARNESS D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
DA2053X - EYE/JAW EXTENSION DA2072X - EYE/JAW INTERFACE
DO NOT CAP
18 AWG FLEX WIRE UNTIL RAN THROUGH
REG. 18 AWG WIRE TO:
slight twist
EYE/JAW HARNESS
DA2052X
60" 30"
+5 VDC RED RED 1 1 RED RED 1
1 +5 VDC
Gnd BLACK BLACK 2 2 BLACK BLACK 2 Gnd
2
Serial Data TAN/BLACK TAN/BLACK 3 3 TAN TAN 3 Serial Data
3
Latch RED/BLACK RED/BLACK 4 4 PINK PINK 4 Latch
4
Clock YELLOW YELLOW 5 5 YELLOW YELLOW 5 Clock
5
5 PIN PLUG #8129 6 6
SOLID PIN #2100S
6
C ORANGE 7 7 ORANGE ORANGE 7 +12 VDC C
8 8 8
BLUE/BLACK 9 9 DRK. BLUE DRK. BLUE JAW
9
9 PIN CAP #2551 9 PIN CAP #2551
FEMALE PIN #2102 FEMALE PIN #2102
9 PIN PLUG #2292
SPLIT PIN #2100
22
ORANGE
+12 VDC 1
BLUE/BLACK
JAW 2
2 PIN PLUG #2103
SOLID PIN #2100S
B B
TITLE
A A
DA1000XREV2.VS
FILENAME
DA2053X - EYE AND JAW EXTENTION D
DESCRIPTION
DA2072X - EYE AND JAW INTREFACE DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
1 BLACK
TO: GREEN
SP2062X ADAPTOR 2
3 WHITE
C 3 PIN CAP #2288 C
FEMALE #2102
"
STRIP 12" 179 6"
GREEN
EARTH #639 STRIP
WHITE WHITE
PL7 FUSE #639 1
23
BROWN #2066-5 COND. CABLE BROWN
#653T 2
BLACK BLACK
AC HIGH #639 3
cut off red orange 4
black 5
white/violet 6
gray/violet 7
GREEN*2 8
3" G/Y 9
B Ball Rail Enable 1 gray/violet 35 " B
2 white/violet 35 " 9 PIN PLUG #2292
TO: Ball Rail Sense SPLIT PIN #2100
Gnd 3 black 35 "
DA2055X PIN 8: 14 AWG MALE #2422 TO BALL
12V+ 4 orange 35 "
RAIL
4 PIN PLUG #2099
SOLID PIN #2100S ASSEMBLY
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2056X - POWER HARNESS D
DESCRIPTION
DA2059X - POWER EXTENSION DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
red/white
.250 #653T
C 43 "
C
red/white
Left Speaker + 1
brown/white
Left Speaker - 2
3 6 "
red/gray brown/white
Right Speaker + 4 1 .250 #653T
brown/gray
Right Speaker - 5 2
5 PIN AMP HOUSING #2419
24
CONTACT PIN #2201 2 PIN CAP #2181
FEMALE PIN
#2102
B B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION y DA2051X speaker harness D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
#651 brown
SCORE 6 (TARGET) .187 3" STRIP brown
4" STRIP
GND #651 blue blue
.187
48"
1 red
2 #8530 red
3 black 9 cond. cable black
4 green cut off orange, yellow, green
5 white violet and shield white
5 PIN IDC #2714
25
AC-GND
WHITE 9 AC-N
green 10
16" 11
white 12
AC-L 1 BLACK 12 PIN PLUG #2106
2 SPLIT PIN #2100
AC-GND GREEN/YELLOW
AC-N 3 WHITE
3 PIN CAP #2288
B FEMALE #2102
B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION DA2062X - PLAYFIELD D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
38"
1 orange orange 1
+ 12 VDC + 12 VDC
2 white/brown white/brown 2
Score 1 Score 1
white/red white/red 3
Score 2 3 Score 2
white/orange white/orange 4
Score 3 4 Score 3
D black *2 black 5 D
GND 5 GND
white/yellow white/yellow 6
Score 4 6 Score 4
white/green white/green 7
Score 5 7 Score 5
white/blue 8
Score 6 8
gray/brown gray/brown 9
Sc Enable 1 9 Sc Enable 1
gray/red gray/red 10
Sc Enable 2 10 Sc Enable 2
gray/orange gray/orange 11
Sc Enable 3 11 Sc Enable 3
gray/yellow gray/yellow 12
Sc Enable 4 12 Sc Enable 4
gray/green gray/green 13
Sc Enable 5 13 Sc Enable 5
14 14
15 15
15 PIN PLUG #2144 15 PIN CAP #2367
SPLIT PIN #2100 FEMALE PIN #2102
C C
white/blue 1
black 2 SCORE 6 (TARGET)
red 3 GND
24"
1 ORANGE ORANGE 4
TARGET MOTOR TARGET MOTOR
26
2 black 5
3 YELLOW/BLACK 6
4 YELLOW/BLACK BLACK 7 MOTOR GND
MOTOR GND AC-L
4 PIN PLUG #2099 GREEN/YELLOW 8
SOLID PIN #2100S WHITE 9 AC-GND
green 10 AC-N
11
28" white 12
AC-L 1 BLACK 12 PIN CAP #2105
B 2 GREEN/YELLOW FEMALE PIN #2102
B
AC-GND
AC-N 3 WHITE
3 PIN PLUG #2206
SOLID PIN #2100S
4 3 2 1
4 3 2 1
D D
TO DISPLAY
PCB
27
/LLTCH BLACK BLACK /LLTCH
14 14
GROUND BLACK/WHITE BLACK/WHITE GROUND
15 15
B B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION DA2054AX - DISPLAY INTERFACE D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
C C
" 44 "
1 10
BLUE 44 " #649
2 43 "
BLACK 10 "
3
orange 38 "
4
black 38 "
5
28
white/violet 38 " gray/violet
6 1 Ball Rail Enable
gray/violet 38 " orange
7 2 +12 VDC
GREEN/YELLOW white/violet
8 3 Ball Rail Sense
black
9 4 Gnd
9 PIN CAP #2551 4 PIN PLUG #2099
FEMALE PIN #2102 4 " SOLID PIN #2100S
G/Y .250 #653T
B B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION #DA2073X - Ball Release Harness D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
#651 brown
SCORE 6 (TARGET) .187 3" STRIP brown
4" STRIP
GND #651 blue blue
.187
48"
1 red
2 #8530 red
3 black 9 cond. cable black
4 green cut off orange, yellow, green
5 white violet and shield white
5 PIN IDC #2714
29
AC-GND
WHITE 9 AC-N
green 10
16" 11
white 12
AC-L 1 BLACK 12 PIN PLUG #2106
2 SPLIT PIN #2100
AC-GND GREEN/YELLOW
AC-N 3 WHITE
3 PIN CAP #2288
B FEMALE #2102
B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION DA2062X - PLAYFIELD D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
1 BROWN
2 GREEN 120 " RED 1
C 3 WHITE BLACK 2 C
4 BROWN 3
5 KEY
#2066 WHITE 4
6 RED GREEN 5
7 BLACK 5 PIN CAP #8130
FEMALE PIN #2102
7 PIN AMP HOUSING #2293
CONTACT PIN #2201
30
B B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DESCRIPTION D
DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
D D
36 "
1 BLACK*2 BLACK M .250 #654
TO: 2 GREEN/YELLOW*2
POWER MOD 3 WHITE*2 WHITE #639
3 PIN PLUG #2206
SOLID PIN #2422
36" 6 "
31
GREEN/YELLOW
.250 #653T
B B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
DA2069X D
DESCRIPTION
MAIN AC POWER DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
#PC20224
12v COUNTER
1 red red
+12 VDC 0000000000
2 black black
Gnd
3 black
C Cnt
D 4 orange D
+12 VDC 24"
5 black orange
Gnd #650
6 yellow/brown
Coin 1
7 black
#650
8
9 DA2057X
18"
10 yellow/brown COIN DOOR
.250 #653T
11 tan
Lockout
12 orange black
+12 Vdc .250 #653T
12 PIN CAP #2105
FEMALE PIN #2102
24" tan
#651
orange
#651
C C
32
14"
T Sense 1 violet/blue violet/blue 1
Gnd 2 BLACK BLACK 2
T Run 3 violet/white violet/white 3
+12 VDC 4 ORANGE ORANGE
4
+12 VDC 5 orange+red
6 black 4 PIN MOLEX CAP #2158
T Cnt
T Out 7 violetbrown WITH FEMALE PIN #2176
B T Low 8 violet/red B
Gnd 9 black #PC20224
10 12v COUNTER
11 red DA2058X
12 black 0000000000 TICKET DOOR
12 PIN CAP #2105
FEMALE PIN #2102
21"
violet/brown LOW TICKET LED
1
orange #PC20229 WITH
2
LED HOLDER #1017
2 PIN MOLEX HOUSING #2089
MINI KK PIN #2074
17"
violet/red #651
TITLE DA1000X
.187
A A
black #651 DA1000XREV2.VS
FILENAME
.187 #DA2057X - Coin Door
DESCRIPTION D
#DA2058X - Ticket Door DRAWN BY MVANHORN
4 3 2 1
4 3 2 1
"
116
CLEAR CLEAR 1
1
BLACK #2730 - 2 COND. BLACK 2
2
2 PIN PLUG #2103 2 PIN CAP #2181
SOLID PIN #2100S FEMALE PIN
#2102
C C
CLEAR
.250 #653T
#DA2070X - SPEAKER CABLE +
"
33
150
CLEAR
1 To Speaker
BLACK #2730 - 2 COND.
2
2 PIN PLUG #2103
SOLID PIN #2100S
BLACK
.250 #653T
B - B
TITLE DA1000X
A A
DA1000XREV2.VS
FILENAME
#DA2070X - Speaker Cable D
DESCRIPTION
#DA2070AX - Speaker Cable Extension DRAWN BY MVANHORN
4 3 2 1
Warranty
I.C.E warrants all components in the DUNK N’ ALIEN™ game to be free of defects
in materials and workmanship for a period of ninety days from the date of
purchase.
This warranty does not cover items damaged due to normal wear and tear, sub-
jected to abuse, improperly assembled by the end user, modified, repaired, or oper-
ated in a fashion other than that described in the service manual.
I.C.E. will assume no liability whatsoever, for costs associated with labor to replace
defective parts, or travel time associated therein.
· The serial number of the game with the defective parts is given.
I.C.E. distributors are independent, privately owned and operated. In their judg-
ment, they may sell parts or accessories other than those manufactured by I.C.E.
We cannot be responsible for the quality, suitability, or safety of any non-I.C.E.
part, or any modification, including labor, which is performed by such a distributor.
34
WARRANTY
ICE Inc warrants that all of its products will be free from defects in material and workmanship.
When placing a warranty request, please be prepared to provide the following information:
ICE product, including Cromptons, Sam’s Billiards, Uniana and Bell Fruit is warranted as follows:
ICE Inc shall not be obligated to furnish a warranty request under the following conditions:
ICE Inc will assume no liability whatsoever for costs associated with labor to replace defective parts or
travel time associated therein.
All defective warranty covered components will be replaced with new or factory refurbished components
equal to OEM specifications. ICE Inc will cover all domestic UPS ground, or comparable shipping means,
freight costs during the warranty period. Expedited shipments are available for an additional charge.
Defective parts are returned to ICE Inc, at the customer’s expense, in a timely fashion.
ICE distributors are independent, privately owned and operated. In their judgment, they may sell parts
and/or accessories other than those manufactured by ICE Inc. We cannot be responsible for the quality,
suitability or safety of any non-ICE part, modification (including labor) that is performed by such a
distributor.
35