Zombie-Setup-and-Program-Guide
Zombie-Setup-and-Program-Guide
THIS GAME IS NOT SUITABLE FOR INSTALLATION IN AN AREA WHERE A WATER JET COULD BE
USED.
This appliance is not intended for use by persons (including children) with reduced physical, sensory or men-
tal capabilities, or lack of experience and knowledge, unless they have been given supervision or instruction
concerning use of the appliance by a person responsible for their safety. Children should be supervised to
ensure that they do not play with the appliance.
AC Power Information
The games main fuse is accessed through the back of the game at the power mod. Above the
power cord is a small panel that contains the main fuse.
The value of the fuse for 120 volt users is 6 AMPS at 250Volt type slow blow.
The value of the fuse for 230 users is 4 AMPS at 250Volt type slow blow.
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STOP
Level game before setting tilt bobbin.
Adjust Tilt/Bob distance between 1/16” and 1/8” all
around before power-up.
Loosen wing nut to move up and down.
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Game SETUP
1 Open the door between Player Station 5 and 6.
2 Insert the male end of the AC plug through bottom of cabinet and into a AC outlet.
3 Then plug the female end into the power connector.
4 Turn the power switch to [I] position (on).
STOP: 1
2
Follow any additional instruction sheets along with the included 11 x 17 setup
guide that is attached to the cabinet to finish your game’s setup.
Keyboard and mouse are located inside player door 4.
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OPTION: Card swipe Install
When installing a card swipe system there are different options for
the control panel. See below for part numbers.
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Marquee Removal
Using a 3/16 Allen on the 1/4 –20 x 15/32 joint connectors and 5/32 Allen on the 1/4-20 2-3/4 bolts remove
the two shown below. The opposite hardware is on the other side of the marquee. Then unplug the harness.
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HOW TO USE THE SAFETY BRACE - DO NOT DISCARD!
Remove two dome mounts on the side which you need to access.
Do not remove the mount opposite of where you wish to access!!
Lift the dome up and insert the safety bracket so that the bottom
locks into the win hole and the top locks into the dome. It is inserted
into the opposite end where you left the third dome mount.
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Understanding the Game Software
A monitor is located inside the cabinet at Player Station 2. A keyboard and mouse is also located inside the
cabinet. Open Player station 6 door and locate the keyboard and mouse. To access the computer to plug in
the mouse and keyboard, open player station 1. The mouse will move the cursor (arrow) over the different
menu buttons. Pressing the left button will either select that menu button or increment the value shown in
the menu button. The right mouse button will decrease the value shown in the menu button.
Credits Screen
Book Keeping
Screen
Menu Buttons
Event Logs
Software
Version and
firmware of
I/O boards
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Understanding the main screen.
The upper portion of the display shows the player stations and how many plays has been purchased. This in-
formation is important if using the multi-swing option. It allows you to confirm the amount of players per
credit. If you have configurated the game for three swings per credit, each time a credit is purchased, plays
will increase by three. As the player plays each play, this value will decrease by one.
The next section is the active book keeping. The information is based on how you have the game configured.
It is very important that the “Ticket value” and “Cost of Game” are correct. The puck values used are pro-
grammed under “Puck Menu”.
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Game software menus and their meaning.
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Gameplay Cost/Award Button
Pulses Per Game: This button determines how many pulses are needed to give a credit to play.
Swings Per Game: The number of swings given to a player per each game credit. When two
swings are enabled the cost of game is divided in half. When three swings are
enabled the cost of the game is one third the value. If a customer charges a
dollar but gives the player three swings, then you would use a .33 cent pay
table and not a dollar pay table.
This option must be enabled in “Advance Operator menu” in Operator Menu.
Cost of Game: This button defines how much money you are charging to play. This is a critical
setting in order for the book keeping to calculate correctly.
Ticket Dispensing: Turns tickets on or off.
Ticket Multiplier: Allows you to use higher value tickets. The range is 1—10.
Ticket Value: This sets the value of your tickets in money. This is a critical setting in order for
the book keeping to calculate correctly.
Mercy Ticket (s): The game will pay out these tickets no matter the amount won. 0 = off.
Range is 1—5 tickets.
Starting Bonus Value: This is the starting bonus and will be displayed on the upper marquee. Refer to
“Bonus values” Chart.
Progressive Increment: Each time a game is played and the bonus is not won it will increase the bonus
by this value. Options are disabled, 1– 5.
Progressive Max Value: This option will limit the bonus from increasing over this value.
Range is 100-9999
Reset Progressive: This will only reset the bonus back to its starting value.
It will not reset any letters lit.
EXIT: Returns to the main menu.
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Puck Value Menu
This menu allows you to define the pucks being used in your game. The game will reject any pucks that
are not defined. Puck one is always the bonus puck’s value and cannot but used for regular pucks.
Value: Each puck has a printed ticket value on it including the bonus puck (it does not have to
match the bonus amount). Any puck that is won and its value is not defined will cause
that station it was one in to go out of order and flash yellow.
Manual Dispense: Clicking this button will release any pucks in that player’s chute (if the auto dispenser is
in the home position).
Max Pucks This line configures the game to how many pucks need to be loaded into the
In Bucket: auto dispenser before returning them to the playfield.
Send Bucket This will send the auto dispenser to the playfield regardless how many pucks are in To
To Table: it.
Exit: This button will exit the menu and return to the main menu.
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Operator Menu
Enter Service Mode: This button will cause all the zombie arms to move from play position to the
service position in order to remove the playfield. MAKE SURE NOTHING
BLOCKS THE ARMS PATH OR DAMAGE CAN OCCUR.
Tilt Length: Sets the duration of the tilt sound before automatically turning off. Range is .5
to 5 minutes.
Payout Tables: This allows you to AUTO-configure your game per what you wish to charge.
See sub menu.
Advance Operator Menu: See sub menu.
Exit: This button will exit the menu and return to the main menu.
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Advance Menu
This menu will enable/disable features of the game.
Show Multi-Swing: This button will disable or enable the option to add more swings per play.
Show Progressive: This button will disable or enable the ability to set a progressive bonus.
Exit: This button will exit the menu.
Reset Menu
This menu resets the various settings or values in the game.
Reset Books: This button will erase all earnings and book keeping.
Reset Credits: This button will erase any credits that have been accumulated and not played.
Reset Tickets: This will erase any tickets owed from any and all stations.
Reset Bonus Letters: This will turn off all lighted letters in the bonus sign.
Reset Progressive: This will reset the bonus back to the defined starting value (in Game Play/Cost menu).
Exit: This button will exit the menu.
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How to configure your game for a .25 Playfield.
Step 1: Confirm the pucks on and decals match below. If missing, contact the ICE Service Department.
ZS7007X ZS7068X ZS7004X ZS7003X ZS7090X ZS70XXX ZS7015
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [.25] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [.33] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [.50] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [1.00] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
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How to configure your game for a $1.50 Playfield.
Step 1: Confirm the pucks on and decals match below. If missing, contact the ICE Service Department.
ZS7009X ZS7008X ZS7007X ZS7006X ZS7004X ZS70XXX ZS7080
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [1.50] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
Step 2: At the main menu press the left mouse button on “Operator Menu”.
Step 3: Then click with the left mouse button on “Payout Tables”.
Step 4: Then click with the right mouse button on “PAYOUT TABLE” until it shows [$2.00] as the table.
Step 5: Click on the “Commit Table” twice with the left mouse button.
During game play, up to six pucks can be removed from the active playfield and sitting in the elevator waiting
to be returned to the playfield. If players are attempting only high value pucks, once won, they are forced to
play for the lower value pucks. The elevator will return the high value pucks to the playfield once seven
pucks are won.
If players achieve too high of a payout, it is recommended to remove one bonus puck. Remove one higher
value puck next if the payout doesn’t reduce. Reducing the bonus puck’s value should only be done once
removing both a bonus and high value puck is tried first. Once reduced, return the two pucks and start the
process over again.
If players achieve too low of a payout, we recommend to increase the Bonus puck value. Then double the
bonus. You can also increase the bonus increment. If adjusting the bonus doesn’t increase the payout, then
add one additional high value puck.
Over time the payout might move depending on the player’s skill. Repeat players will become more skilled
while new players will be less skilled and learning.
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Auto Fill Dispenser Unit
When a puck drops into the prize chute, the
RFID reader identifies the value of the puck. If
the value of the puck is valid the puck is re-
leased into the puck chute. A solenoid pre-
vents the puck from rolling all the way down
into the auto filler. The game checks to en-
sure the auto filler is in the home position and
if so fires the solenoid releasing the puck into
the dispenser.
When seven pucks fill the auto fill dispenser,
the dispenser will turn on the bottom motor
bringing the pucks to the top. The motor will
turn off predetermined amount of time (no
end of travel switch). If any pucks are won at
this time, the solenoids in the puck chutes will
stop them. If more than four pucks are in the
chute, the station will begin to flash yellow
and not allow a player to play.
Once the auto filler has brought the pucks to the top, a second motor will engage magnetically the agitator.
The agitator will spin in both directions for a period of time. The motor will return the dispenser back to the
bottom until the home sensor is made. Once the home switch is made, if any pucks are in the chutes, the
solenoids will fire releasing them into the dispenser. This process will repeat through out the game.
Pressing the following keys on the keyboard will:
Z= fire solenoid 1
X= fire solenoid 2
C= fire solenoid 3
V= fire solenoid 4
B= fire solenoid 5
N= fire solenoid 6
M= cycle dispenser
No more than 4 pucks can be loaded into the chute, otherwise the station will begin to flash yellow.
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Prize Chute Assembly
At each player station is a prize chute assembly. If a player manages to
push a puck into the prize chute the puck lands on a ramp that directs it
to land sideways into the puck motor assembly. Located at the side of the
puck motor assembly is a RFID reader. What is RFID? It stands for Radio
Frequency identification which is a technology that incorporates the use
of electromagnetic in radio frequency to uniquely identify an object,
animal, or person. We use this to assign a unique code to the pucks.
Our RFID technology has two components – the reader and the TAG. The
reader is composed of a transceiver and an antenna. The transceiver
generates a weak radio signal that has a range of about 4 inches. The
radio signal is necessary to wake or activate the TAG and is transmitted
through the antenna. The signal itself is a form of energy that is used to
power the TAG.
The transponder is the part of the TAG which is embedded into the pucks
used in the game. The transponder converts the radio frequency into usable power, as well as send
messages. When the transponder is hit by the radio waves, the waves go up and down the length of the
transceiver, oscillating. When the RFID has power, it wakes up the transponder. The transponder
immediately upon being woken up, transmits all the information it has stored on it.
Once the Puck has been read and its stored value verified the game will advance the puck motor one
notch. The puck falls out of the put motor assembly and rolls down a ramp into the puck bucket located at
player station 4.
NOTE: If the stored value of a puck doesn’t match what has been programmed under puck value menu the
game will flash “YELLOW” once and the puck will remain against the RFID reader. The game will not allow
game play on that station until the puck has been physically removed from the game. Credits will stack.
If a puck is unreadable, defective or contains no data, the unit will not be able to detect a puck has already
been loaded to be read. The game will continue to allow play and pucks won will fill the up the prize chute
and not be able to be read.
RFID
P
Prize Chute Ramp U Surface
C
K
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RFID Readers Communication:
Each RFID reader is connected to the I/O board. I/O board one
has on connector J23 station 1 RFID reader, connector J22 has
station 2 RFID reader, and connector J21 has station 3 RFID
reader. The I/O board supplies the +5 volts of DC power to each
reader on pin 1. Pin 4 of each connector is DC common ground.
Pin 2 is the receive line and pin 3 is the transmit line for serial
communications back and fourth to the RFID readers.
Pictured is the read position when a puck has been dropped into the prize chute.
The puck can land on either side. When the RIFD reader successfully reads a puck
and verifies its value is valid to the game the motor is activated. The motor turns
PUCK
the puck wheel 1/3 of a revolution before the switch encounters another notch
to signify the next read position. The puck rolls out of the puck motor
assembly, down a ramp, into the puck bucket.
Connector J2, J4, and J6 on I/O board 1 at pin 6 has the puck motor signal for
player stations 1 through 3. Signal is a ground. The motors always have +12
VDC which are supplied through the I/O boards.
Connector J15 on I/O board 1 at pins 2 through 4 is the status for puck motor
position for stations 1 through 3.
Ready for the
next puck. Connector J2, J4, and J6 on I/O board 2 at pin 6 has the puck motor signal for
player stations 4 through 6. Signal is a ground. The motors always have +12
VDC which are supplied through the I/O boards.
PUCK
Connector J15 on I/O board 2 at pins 2 through 4 is the status for puck motor
position for stations 4 through 6..
RFID TAG
Motor will run until the switch hits a notch. This indicates
to the game that the prize chute is ready to accept a puck.
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Clearing Puck jams in the Prize Chute Assembly - DO NOT REMOVE DOME!
If the puck cannot be read, the value read from the puck is not in the table, or the motor has failed, pucks can
collect in the prize chute. You do not have to remove the dome to clear this. Remove the bottom thumb
screw that secures the RFID reader assembly. Lift from the bottom up and down.
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Finger Assembly: Theory of Operation
The finger assembly when activated will attempt to push any puck
in its path into the player’s win hole. The arm is connected to a
bracket which is mounted to a plunger on a actuator. When the
player credits the game and pushes the button, the computer
sends a command to the I/O board to begin the sequence to
move the arm.
The I/O boards sends a ground signal called the “Arm Drive” to a
relay board for about 5 seconds. This causes the relay to engage
reversing the voltage to the actuator. The actuator extends the
plunger to a predetermined internal position. When the Arm
drive signal is no longer present the relay disengages and the
voltage is reversed again. The actuator then pulls the plunger
back to its home position. The voltage is always present at the actuator extended or not. The position is
determined by the polarity of the voltage.
Connectors J2, J4, J6 of I/O board 1 on pin 4 has the Arm Drive signal for stations 1 through 3. Connectors
J2, J4, J6 of I/O board 2 on pin 4 has the Arm Drive signal for stations 4 through 6.
+12 VDC
Ground
Arm Drive
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Playfield Motor: ZS2008A =Gearbox ; ZS2008C = Controller
The motor used to spin the playfield is a Brushless DC motor with
precision control. A special controller board is used to drive the motor
and maintain precise speed. The motor speed controller maintains the
speed of the spinning playfield to one revolution in 9 seconds.
The speed controller has internal protection to the motor and gearbox. If
the internal protection is activated a LED indicator flashes a code pauses
and repeats. See “Motor Controller Board LED FLASH CODE ERRORS” for list of errors.
The speed controller has precision control to the motor and unless the motor or gearbox have been replaced
it should not require any adjustments. If repairs have been preformed, located on the playfield are silver
PEM studs. Use these and pick a spot on the table to time how long it takes for that PEM stud to do one full
rotation. Adjust only the internal speed potentiometer. Do not adjust the other potentiometer, this controls
the acceleration/deceleration time.
The Speed Controller has a small cable attached to CN2. This cable turns on the functions “Start/Stop”, “Run/
Break”, and “Int.VR”. No other interaction is required to make the motor run.
The motor is accessed from below the playfield at player station 5. The motor is anchored on the left side
while the right side has a tension spring. This tension spring allows the O-ring to travel over uneven surfaces.
ZS2008
Motor + Gearbox + Controller
ZS4006
Tension Spring O-ring
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Playfield Wheel Access
Step 1: (Note: dome is not shown for clarity)
Follow the directions in “Playfield Access - Using the Safety
Brace” to secure the dome when working under the dome.
Loosen at each player station the nut that holds each player
station’s puck diverter.
Loosen
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At player station 1 left click on
“operator menu” and then left
click on enter service mode.
LEFT CLICK
LEFT CLICK
Each arm assembly will move to the service position. With a helper, lift the playfield up high enough to clear
all arm assemblies. While holding the playfield in the air, left click on Enter Service Mode again. The arms
will be back in the play position.
WARNING ** DAMAGE WILL OCCUR TO THE FINGER ASSEMBLY IF THE ARMS ARE BLOCKED IN ANYWAY
WHILE MOVING.
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Lay the playfield onto the arm assemblies. Located underneath
the playfield wood are wheels. They are held onto the playfield
by 655 Square drive screws.
Underneath
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Cheat Sensor
To prevent customers from shaking the
game to get pucks to fall in the prize
chutes the game uses a “tilt” bobbin type
sensor. The sensor balances a weight and
when the game is rocked, the weight
moves like a pendulum and hits the side
of a bracket, completing the cheat circuit
to sound an alarm.
When the cheat alarm is activated, the
game will produce a loud noise and flash
the Zombie Arm yellow. At that time it
will still accept money but game play will
not start until the alarm is over.
AC / DC Power
AC power to the main power supplies is fused with a 6 amp slow blow type fuse for 110V users and 4 amp
slow blow type fuse for 230V users. There are two DC power supplies used in the game. The +12 volts of DC
is supplied by a KF2010 and +24 volts of DC is supplied by a ZS2010. The +24 volts of DC is used to power the
speed motor controller board. The +12 volt DC power supply is used to power the actuators, puck motors,
amplifier, dispenser motors, LED’s, and I/O board.
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I/O Communication
Each I/O board communicates to the PC through an USB to serial adaptor. If these adaptors are replaced or
moved to a different USB port the configuration of their port address can change. This will cause the game
to loose communication to that I/O board. The proper configuration for I/O board 1 is port 1 and I/O board 2
is port 2. If the game has trouble communicating to a USB port, the game will flash all Zombie arms yellow
and sound the tilt alarm. Once communication is restored, the game will stop tilting.
To confirm or change the port settings it is recommended to disconnect one of the two I/O boards to ensure
you are changing the correct I/O board.
To confirm or change a I/O board to port:
Step1 - Plug USB keyboard in if not already plugged in and press “ESC” key.
Step2 - Left click on “START” at lower left of screen.
Step3 - Left click on “Control Panel”
Step4 - Left click on Device Manager
Step5 - Double left click on “Port (Com & LPT)”
Step6 - Right click on “Prolific USB-to-Serial Port (COM?)” ?=current port assigned to it.
Step7 - Left click on “Properties”
Step8 - Left click on “Port Settings”
Step9 - Left click on “Advanced…”
Step10 - Left click on the down triangle right of “COM Port Number”
Step11 - Left click on “Port 1” for I/O board 1 or select “Port 2” for I/O board 2.
Step12 - Left click on “OK”
Step13 - If the PC informs you that port is in use, click “YES” to continue.
Step14 - Left click “OK” to exit.
Step15 - REBOOT COMPUTER.
WRONG
CORRECT
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WARRANTY POLICY
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:
Serial Number of Game or Bill of Sale
Machine Type
A Detailed Description of the Equipment Fault Symptoms
ICE product, including, Sam’s Billiards, Neolith, Game Concepts & Funway is warranted as follows:
days on the Main PCB, Computers and Motors
Year on LCD/LED Monitor Panels (through Manufacturer)
days on all other electronic/mechanical components (i.e. DBV’s, Ticket Dispensers)
days on all parts and repaired items
ICE Inc shall not be obligated to furnish a warranty request under the following conditions:
Equipment has been subjected to unwarranted stress through abuse or neglect
Equipment has been damaged as a result of arbitrary repair/modification attempts
Equipment that has failed through normal wear and tear (bulbs, balls, buttons, etc.)
ICE Inc will assume no liability whatsoever for costs associated with labor to replace defective parts or travel time associ-
ated therein.
All defective warranty covered components will be replaced with new or factory refurbished components equal to OEM
specifications. ICE Inc. (or the manufacturer) will cover domestic (U.S.A.) UPS ground (or comparable shipping means)
freight costs to the customer during the warranty period. Expedited shipments are available for an additional charge at
the customer’s own expense.
Defective parts are to be returned to ICE Inc. (or the manufacturer), at the customer’s expense, in a timely fashion. They
should be packaged following UPS guidelines to insure safe transit back to ICE. Adequate value freight insurance should
be used in case the shipper damages the item and a claim must be filed.
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.
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