ICE Games KNOCK OUT PUNCH Instruction Manual

OWNERS AND SERVICE MANUAL
INNOVATIVE CONCEPTS IN ENTERTAINMENT INC.
10123 MAIN STREET, CLARENCE, NY 14031
SERVICE: 1-716-759-0360
FAX: 1-716-759-0884
WEBSITE: www.icegame.com

2
TABLE OF CONTENTS
INTRODUCTION……………………………...…..…....PAGE 3
GAME FEATURES
GAME PLAY
ASSEMBLY……………….……….…………....…..…..PAGE 4 & 5
BEFORE YOU BEGIN
TOOLS NEEDED
INSTALLATION
SET-UP / TESTING.……………………………….…....PAGE 6 - 8
SETTING A.C. LINE VOLTAGE ADJUSTMENTS
ADJUSTING VOLUME
FINAL ASSEMBLY
SAFETY PRECAUTIONS
PROGRAMMING YOUR GAME
OPTION MODES
TESTING
QUICK TROUBLESHOOTING………….……………..PAGE 9
PROBLEMS & SOLUTIONS
REPAIR…………………………………………………..PAGE 10 - 16
OPERATIONAL BACKGROUND
MECHANICAL REPAIR
ELECTRICAL / ELECTRONIC REPAIR
MAINTENANCE
PARTS LISTINGS………………………….………..….PAGE 17
SCHEMATICS & WIRING DIAGRAMS....…………....PAGE 18 - 22
ASSEMBLIES…………………………………………...PAGE 23
DECAL DIAGRAM……………………………………...PAGE 24
LED PART NUMBER LISTING FOR MARQUEE…...PAGE 25
WARRANTY INFORMATION………………………….PAGE 26
1-12-2011

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INTRODUCTION
GAME FEATURES
Thank you for your purchase of the new KNOCK
OUT PUNCH™ redemption game from I.C.E.
The game is constructed of a quality 7 ply MDO ply-
wood cabinet. The cabinet is then sealed, painted
and decaled using laminated graphics that resist
most common cleaning agents. All metal parts are
powder coated for maximum beauty and durability.
The game uses creative lighting techniques to draw
game players to it and to enhance game enjoyment.
A unique cartoon like Punching Glove on a scissors
mechanism gives the game a fun way for Kids to
play the game. The mechanism has been exten-
sively tested for durability and reliability. The sole-
noid coil that drives the mechanism is fan cooled
and thermally protected. The coil is also operated on
low voltage D.C. power.
The game electronics are at the same time high
tech, yet all drive components are chosen for their
long history of reliability. Surface mount components
and programmable logic arrays keep the board size
to a minimum and the reliability to the maximum.
The boxers move along a belt that is powered by a
heavy-duty 12-volt gear motor. This motor has been
chosen for its long lasting and cool running capabili-
ties. It has a full-length drive shaft for greater reliabil-
ity.
All electronics are fully operator adjustable and are
adjusted via convenient programming buttons lo-
cated just inside the coin door. The game allows the
operator to choose a timed game or a random hit
game depending on the operators' location. (Please
see the Game Play section below and the program-
ming section for further information).
GAME PLAY
The player inserts their money into the game to be-
gin. Behind the row of boxers are round displays that
either will show a count down timer or it will show
how many boxers you hit depending on how you
configure your game. Once the timer begins to
countdown, the player needs to hit as many boxers
as possible before time runs out.
The player will be awarded tickets based on how
many boxers have been knocked down. The player
may also receive "mercy" tickets if they were unable
to hit any boxers.

4
ASSEMBLY
BEFORE YOU BEGIN
WARNING: WHEN INSTALLING THIS GAME, A 3
PRONG GROUNDED A.C. RECEPTACLE MUST
BE USED. FAILURE TO DO SO COULD RESULT
IN INJURY TO YOURSELF OR OTHERS. FAILURE
TO USE A GROUNDED RECEPTACLE COULD
ALSO CAUSE IMPROPER GAME OPERATION,
OR DAMAGE TO THE ELECTRONICS
DO NOT DEFEAT OR REMOVE THE GROUNDING
PRONG ON THE POWER CORD FOR THE SAME
REASON AS GIVEN ABOVE. USING AN IMPROP-
ERLY GROUNDED GAME COULD VOID YOUR
WARRANTY.
HAVE A QUALIFIED ELECTRICIAN CHECK
YOU’RE A.C. RECEPTACLE TO BE SURE THE
GROUND IS FUNCTIONING PROPERLY.
TOOLS NEEDED
To assemble your game you will need a 7/16" socket
or box wrench.
Note: For normal game servicing you will need two
different size Allen wrenches which are provided.
INSTALLATION
1. Remove the cardboard box from the pallet.
2. Cut banding that holds the game to the pallet.
NOTE: BE SURE TO STAND TO THE SIDE WHEN
CUTTING THE BANDS, AS THEY ARE UNDER
PRESSURE, AND COULD SPRING OUT CAUSING
INJURY.
3. Remove all of the shrink-wrap and packaging
from the game and marquee.
4. Find the location that the game will be placed
in and move into rough position.
5. Position the marquee on top of the game aligning
the mounting holes.
6. Secure the marquee to the cabinet with the
provided mounting hardware. They are located
in the cash box.
7. Open the back door of the marquee being care-
ful not to cause the PLL bulbs to come out and
insert both wire harnesses through to the bottom
cabinet..
8. Open the back of the cabinet and attach the har-
nesses to their mating end.
9. Close back door.
Wire hole

5
SETTING A.C. LINE
VOLTAGES
The game comes with 4 available line voltage set-
tings as described below. These settings should be
used to provide A.C. power in the correct range to
the game without over or under powering it.
POWER RANGE VOLTAGE SETTING
90-110 V.A.C. 115
110-130 V.A.C. 125
200-220 V.A.C. 230
220-250 V.A.C. 250
The game uses a POWER MODULE to handle all of
the A.C. power distribution chores of the game. It
incorporates an On-Off switch, primary A.C. game
fusing, and power switching capabilities. This allows
the game to be used with a wide variety of A.C. volt-
ages by re-strapping the main transformer.
A.C. LINE VOLTAGE
ADJUSTMENT
To adjust the game for a different A.C. voltage:
Unplug the game from the outlet.
Disconnect the power cord from the power
module.
Using a small flat blade screwdriver, pry the
fuse holder from the power module.
Notice a small window on the fuse holder
with an arrow that points to the voltage the
game is presently set at.
Using a small flat blade screwdriver, lift the
retaining tab that holds the voltage selector
in the fuse holder.
Rotate the voltage selector until the voltage
you want is displayed in the voltage select
window.
Push the voltage selector back into the fuse
holder until it snaps into place. NOTE: Do not
force the selector into the fuse holder. If it
does not go in easily, it is not being installed
correctly.
ASSEMBLY
Snap the fuse holder assembly back into the
power module.
Plug the power cord back into the receptacle
in the power module, and into the wall outlet.
NOTE: WHEN CHANGING VOLTAGES FROM THE
115-125 TO 230-250 RANGE, LOWER THE MAIN
FUSE AMPERAGE VALUE BY ½.
WHEN CHANGING FROM THE 230-250 TO 115-
125 VOLT RANGE, DOUBLE THE MAIN FUSE AM-
PERAGE VALUE.
Plug the game in, turn the power on and play a
couple of game. Pay attention to the sound vol-
ume of the game.
ADJUSTING VOLUME
There are two volume control potentiometers on the
Main P.C. Board. The top one controls the theme
music and the bottom one controls the sound effects
such as Duck sounds, etc. Adjust these during game
play.
FINAL ASSEMBLY
After the volume is adjusted, proceed to the set up /
testing section to prepare the game for your location.
When all testing is done, re-install the "Wacky
Ducks™ Sign, remove the keys, and roll the game
into its final location. Lower the adjustable leg level-
ers to keep the game from moving.
YOUR GAME IS NOW READY TO PLAY. IF
YOU HAVE ANY FURTHER QUESTIONS OR
COMMENTS REGARDING THE GAME,
PLEASE CALL OUR SERVICE DEPARTMENT
AT 1-716-859-0360

6
SET-UP / TESTING
SAFETY PRECAUTIONS
WARNING: WHEN INSTALLING THIS GAME, A 3
PRONG GROUNDED A.C. RECEPTACLE MUST
BE USED. FAILURE TO DO SO COULD RESULT
IN INJURY TO YOURSELF OR OTHERS. FAILURE
TO USE A GROUNDED RECEPTACLE COULD
ALSO CAUSE IMPROPER GAME OPERATION,
OR DAMAGE TO THE ELECTRONICS
DO NOT DEFEAT OR REMOVE THE GROUNDING
PRONG ON THE POWER CORD FOR THE SAME
REASON AS GIVEN ABOVE. USING AN IMPROP-
ERLY GROUNDED GAME COULD VOID YOUR
WARRANTY.
HAVE A QUALIFIED ELECTRICIAN CHECK
YOU’RE A.C. RECEPTACLE TO BE SURE THE
GROUND IS FUNCTIONING PROPERLY.
REPLACE ALL INCANDESCENT BULBS WITH
PROPER ICE SUPPLIED BULBS ONLY.
PROGRAMMING YOUR GAME
This section will give you a detailed explanation of
the functions and operating characteristics of each
of the programming buttons.
PLEASE READ THIS SECTION CAREFULLY TO
AVOID PROBLEMS WITH YOUR GAME.
PLEASE NOTE: THE PROGRAMMING AND
TICKET RESET BUTTONS ARE LOCATED IN-
SIDE THE LEFT HAND COIN DOOR. ADDITION-
ALLY, THERE IS A SINGLE TICKET RESET BUT-
TON INSIDE THE RIGHT HAND COIN DOOR.
DISPLAY INFORMATION
THE RIGHT HAND ROUND DISPLAY WILL SHOW
YOU THE OPTION YOU ARE IN. THE LEFT HAND
DISPLAY WILL SHOW THE VALUE OR SETTING
FOR THAT OPTION.
PROGRAMMING BUTTON
Press this button to enter or exit the PROGRAM-
MING mode. You will notice when you are in the
Programming mode, as the displays will change.
SELECT BUTTON
This button is used to change from one option to the
next. When this button is pushed, the option number
is shown in the display window of the RIGHT HAND
round display.
ADVANCE
This button is used to change the value within the
option. When this button is pushed, the value will be
shown in the LEFT HAND round display.
TICKET RESET BUTTON
When the game runs out of tickets, it keeps track of
how many are owed. When more tickets are in-
serted, the game will attempt to dispense all of the
tickets that are still owed. If the operator does not
wish to dispense these tickets when reloading, press
the "Ticket Reset" button BEFORE replacing the
tickets. The tickets Reset buttons are located inside
the coin doors.
OPTION MODES FOR V3.22
MODE 0
(GAME COST)
This option determines how many coins are neces-
sary to start a game. The range for this game is 1-
10. The default value for this mode is "2"

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SET-UP / TESTING
MODE 1
(GAME LENGTH)
This mode determines how long the game lasts in
SECONDS. The range for this value is 1-60.
The default value for this game is "15"
MODE 2
(COIN OR CREDIT COUNTER)
This mode determines if the coin counter will count
coins or credits. (Example: If it takes 3 coins to start
a game, then 3 coins would equal 1 credit). Setting a
"0" equals coins. Setting a "1" equals credits. The
default value for this option is "0".
MODE 3
(TIME BETWEEN HITS)
This mode determines how long the game will make
the player wait between hits of the punching glove.
The number shown X 100 milliseconds equals the
actual time. (Example: 10 X 100 milliseconds equal
1 second). The range for this option is 10-50 (1 to 5
seconds). The default value for this option is "10"
MODE 4
(BOXERS PER XX TICKET DISPENSE)
This option determines how many boxers must be
knocked down each time XX tickets can be dis-
pensed. (See OPTION 5 for value of XX) The range
for this option is 1-9. The default value for this option
is "1".
FOR EXAMPLE, if the value set in OPTION 4 is "2"
and the value set in OPTION 5 is "3", the game
would dispense 3 tickets for every 2 boxers knocked
down.
MODE 5
(VALUE OF XX)
This option determines the number of tickets to dis-
pense each time a dispense order is given by OP-
TION MODE 4. The range for this option is 1-9. The
default value for this option is "1".
MODE 6
(JUST FOR PLAYING TICKETS)
This mode determines the amount of "Mercy" tickets
paid to the customer ion the event that they do not
win any tickets during normal game play. The range
for this option is 0-99. The default value for this op-
tion is "3"
NOTE: THIS OPTION FUNCTIONS IN THE TIMED
GAME MODE ONLY.
MODE 7
(ATTRACT TIME)
This mode determines the period of time between
attract modes. The numbers in this option represent
minutes. The range for this option is 0-90. Setting a
"0" equals turning the attract mode OFF. The default
value for this option is "3
MODE 8
(ATTRACT MODE TYPE)
This option determines which type of attract mode is
set.
0= Mode Disabled
1= Audio only
2= Motion only
3= both motion and audio
The default value for this option is "3"

8
SET-UP / TESTING
MODE 9
(DISPLAY TYPE)
This option determines what information the round
displays will show during game play. The display
can show either a count down timer or how many
boxers the player has hit.
0= Count Down Timer displayed
1= How many boxers you hit
The default value for this option is "0"
MODE 10
(FACTORY RESET)
This mode has the capability to reset all options to
the factory default values. The range for this option
is 0-1. Setting a "1" will reset all values. The default
value for this option is "0" (no reset)
GAME TESTING
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.
Check the following:
· Check the ticket dispenser to be sure the
proper amount of tickets is given.
· Check to be sure the boxer belt is tracking
properly. If not, check the mechanical repair
section for adjustment procedures.
· Be sure all external fasteners like those of
the cover glass and puncher housings are
installed and tight.

9
QUICK TROUBLESHOOTING
GAME WILL NOT START NO A.C. POWER CHECK POWER AT A.C. RECEPTACLE
POWER MODULE SET INCORRECTLY CHECK VOLTAGE SETTING
FUSE BAD IN POWER MODULE CHECK OR REPLACE FUSE
FUSE BAD ON MAIN P.C. BOARD CHECK OR REPLACE FUSE
NO CREDITS INSERT PROPER AMOUNT OF COINS
BAD COIN MICRO SWITCH CHECK OR REPLACE MICRO SWITCH
BAD TRANSFORMER CHECK TRANSFORMER VOLTAGES
BAD GAME HARNESSING CHECK W / METER & REPAIR IF NEEDED
BAD MAIN P.C. BOARD REPAIR OR REPLACE MAIN P.C. BOARD
BOXERS WILL NOT MOVE BAD DRIVE MOTOR REPLACE DRIVE MOTOR
BAD DRIVE TRANSISTOR REPAIR OR REPLACE MAIN P.C. BOARD
NO CREDITS IN GAME ADD CREDITS TO GAME
BAD FUSE ON MAIN P.C. BOARD CHECK OR REPLACE FUSE
BELT BINDING SEE MANUAL FOR BELT ADJUSTMENT
TICKETS WILL NOT DISPENSE BAD TICKET DISPENSER CHECK FOR JAMS OR REPLACE
BAD GAME HARNESSING CHECK W / METER & REPAIR IF NEEDED
NO TICKETS IN GAME ADD TICKETS TO GAME
GAME PROGRAMMED IMPROPERLY RE-PROGRAM TICKET DISPENSE OPTION
ROUND DISPLAYS DON'T WORK BAD ROUND DISPLAY REPAIR OR REPLACE P.C. BOARD
OR WORK INCORRECTLY. BAD HARNESSING CHECK W / METER & REPAIR IF NEEDED
EYE LIGHTS DON'T FLASH BAD LIGHT BULB REPLACE BULB
NO SCORE WHEN BOXERS BAD BOXERS DISPLAY REPAIR OR REPLACE P.C. BOARD
ARE KNOCKED OVER BAD MICRO SWITCH REPLACE MICRO SWITCH
MICRO SWITCH WIRE BENT WRONG REBEND WIRE FOR OPTIMUM CONTACT
BAD HARNESSING CHECK W / METER & REPAIR IF NEEDED
NO FLORESCENT LIGHTING BAD FLORESCENT BULB REPLACE BULB
BAD LIGHT BALLAST REPLACE BALLAST
BAD WIRING CHECK W / METER & REPAIR IF NEEDED
NO SOUND OR SOUND LOW BAD SPEAKER REPLACE SPEAKER
BAD WIRING CHECK W / METER & REPAIR IF NEEDED
VOLUME SET TOO LOW ADJUST VOLUME (SEE MANUAL)
PUNCHING GLOVE DOESN'T BAD DRIVE TRANSISTOR REPAIR OR REPLACE MAIN P.C. BOARD
WORK OR WORKS SLOWLY BAD THERMAL SWITCH TEST OR REPLACE SWITCH
BAD COOLING FAN REPLACE FAN
BAD PUSH BUTTON SWITCH CHECK OR REPLACE SWITCH
BAD HARNESSING CHECK W / METER & REPAIR IF NEEDED

10
GAME REPAIR
OPERATIONAL
BACKGROUND
The KNOCK OUT PUNCH™ game has been de-
signed to be as easy as possible to repair.
The boxer belt can be easily adjusted while in the
game, yet can be removed easily from the game if
replacement should ever become necessary.
The punching mechanisms have been designed for
easy access by simply removing the access covers.
TROUBLESHOOTING PHILOSOPHY
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
good. This includes the fuse that is located INSIDE
the power module.
Next, check to see that all of the connectors are
firmly seated and that none of the wires have been
pulled out of them.
When trying to find out if specific components are
bad or not, try swapping them with components from
another player station to see if the problem moves
with the component, or stays where it was. This will
help you to know if you have a problem with a spe-
cific component, or maybe a problem with either the
wiring or the Main P.C. Board.
Use extreme caution when using probes or voltme-
ters if the game is powered up. If doing continuity
checks, it is important to disconnect the harnessing
at both ends, as attached they may yield erroneous
results.
If a P.C. Board is suspected as the cause of a prob-
lem, check to see that all of the components on the
board are firmly attached. Pay special attention to
any socket device.
If light bulbs are suspected, swap them with one that
is known to work to narrow the problem down to ei-
ther a bulb or P.C. Board.
MECHANICAL REPAIR
PUNCHING GLOVE ASSEMBLY
OVERVIEW
The punching glove system is designed for high reli-
ability and safety. The assembly can be designed
with simplicity in mind, as the solenoid is driven for
maximum pull in strength.
The solenoid is driven by approximately 35 DC volts.
This voltage may be higher or lower depending on
your A.C. voltage at the wall.
The solenoid is fan cooled to allow for higher volt-
ages that will in turn provide the higher pull in
strength.
Since fan cooling is necessary under a high game
play mode, the solenoid is protected by a bi-metal
thermal switch that is strapped directly to the sole-
noid bobbin. This switch assures that if the fan fails,
the solenoid power will be shut down before the coil
could be damaged.
The thermal switch is run "IN LINE" with the solenoid
power. This simple arrangement is very reliable and
easy to troubleshoot.
TESTING THE COIL
TESTING FOR POWER - Disconnect the coil from
the connectors. Using a voltmeter, measure that
voltage is present during game play if the punch but-
ton is pressed. There should be a voltage of 30+
volts D.C. If you do not see this much voltage, but
do see some, your meter is probably too slow to see
the voltage, as it is only on for approximately 100
milliseconds. If you don't see any voltage at all, the
solenoid driver F.E.T. on the main P.C. Board could
be bad. It could also be that the push button is not
sending a signal to the main P.C. Board.
If you see voltage to the coil, but the mechanism
won't fire, check that the thermal switch is working
correctly. When the thermal switch is cool, discon-
nect the wires from its leads and do a continuity test
across the switch terminals. You should see continu-
ity. If you don't, the switch needs to be replaced.

11
GAME REPAIR
If you see that the thermal switch is good, check to
see that the coil and the diode on the coil are good.
Disconnect the coil and unsolder 1 side of the diode.
Do a resistance check to see that there is infinite
resistance in one direction. If there is no resistance
in either direction the diode is bad. If the diode is
bad, there is also a chance that the drive transistor
and / or fuse could be bad as well.
If the diode tests good, check to see the resistance
of the coil. It should measure approximately 3.8
ohms. This resistance will vary some depending on
the temperature of the coil. If the resistance is sig-
nificantly more or less, the coil should be replaced.
COIL REPLACEMENT
1. Remove the 2 bolts that hold the punching as-
sembly cover in place.
2. Disconnect the micro switch assembly from the
push button and remove the cover.
3. Remove the 2 square drive screws that hold the
cardboard fan shroud in place.
4. Remove the wires that attach to the solenoid.
5. Remove the 4 screws that hold the assembly
into the cabinet. NOTE: IF THERE ARE SPAC-
ERS TO ADJUST THE SOLENOID ANGLE BE-
TWEEN THE PUNCHER BRACKET AND CABI-
NET, BE SURE TO USE THEM IN THE SAME
PLACE WHEN REASSEMBLING THE GAME.
6. Remove the hex nuts that secure the 2 long
shoulder bolts to the puncher mounting bracket.
Unscrew the two shoulder bolts from the
puncher mounting bracket. The puncher assem-
bly should now be able to be removed.
7. Remove the 2 screws that hold the coil retaining
bracket to the puncher bracket. The solenoid
may now be removed.
8. Assemble in the reverse order.
NOTE: WHEN RE-ASSEMBLING THE PUNCHER
ASSEMBLY, BE SURE TO USE LOCK-TITE ON
THE SHOULDER BOLT THREADS AND RETAIN-
ING NUTS.

12
GAME REPAIR
BOXER BELT ASSEMBLY
ADJUSTMENT AND REPAIR
There are two different adjustments that should be
occasionally performed on the belt assembly.
The first is an adjustment to get the proper amount
of tension to the boxer belt. This is important to pre-
vent the boxers from hanging too low on the bottom
of the belt, and to help insure proper tracking.
The second type of adjustment is to set the tracking
accurately to the center of the belt board.
NOTE: BOTH OF THE ABOVE ADJUSTMENTS
ARE NECESSARY WHEN THE BELT NO LONGER
RUNS CENTERED ON THE BELT BOARD OR
WHEN REPAIRS TO THE DUCK BELT ASSEMBLY
ARE PERFORMED.
MOTOR REPAIR
1. Turn off A.C power
2. Remove cover glass by removing the 4 Allen
screws that hold the glass retainer.
3. Remove the covers that are held in place with
Velcro by lifting straight up and out.
4. Remove the wires that are connected to the D.C.
motor. They are located on the left side of the
game, shown below with the arrow.
NOTE: MARK THE WIRES TO BE SURE THE MO-
TOR DOES NOT RUN BACKWARDS WHEN THE
GAME IS POWERED BACK ON. IF THE BELT
RUNS BACKWARDS THE BELT COULD BE SE-
VERELY DAMAGED.
5. Remove the 4 bolts that hold the belt assembly
into the game. Remove the belt assembly from
the game. BE CAREFUL NOT TO SCRATCH
THE GAME WHEN REMOVING THE
ASSEMBLY. One corner is shown below.
6. Place the assembly on a suitable work surface.

13
GAME REPAIR
7. Loosen the 4 adjusting bolts on BOTH ends of
the assembly to loosen up the duck belt.
LOOSEN THESE SCREWS
(BOTH SIDES)
8. On the DRIVE MOTOR SIDE of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.
9. Loosen the Allen set screws that holds the small
roller bearing to the motor shaft.
10. Remove the 4 screws and nuts that hold the mo-
tor to the assembly.
11. RE-ASSEMBLE IN THE REVERSE ORDER.
12. NOTE: TIGHTEN THE SCREWS THAT HOLD
THE MOTOR TO THE ASSEMBLY JUST TIGHT
ENOUGH TO JUST SQUEEZE THE GASKET
MATERIAL. OVER TIGHTENING COULD
CAUSE SHAFT MIS-ALIGNMENT AND / OR
EXCESSIVE MOTOR NOISE.
13. FOLLOW THE BOXER BELT ADJUSTMENT
PROCEDURES AT THE END OF THIS SEC-
TION.
BELT REPLACEMENT
1. Turn off A.C power.
2. Remove cover glass by removing the 4 Allen
screws that hold the glass retainer as shown pre-
viously.
3. Remove the covers that are held in place with
Velcro as shown previously.
4. Remove the wires that are connected to the D.C.
motor as shown previously. NOTE: MARK THE
WIRES TO BE SURE THE MOTOR DOES NOT
RUN BACKWARDS WHEN THE GAME IS
POWERED BACK ON. IF THE BELT RUNS
BACKWARDS THE BELT COULD BE SE-
VERELY DAMAGED.
5. Remove the 4 bolts that hold the belt assembly
into the game as shown previously.
6. Remove the belt assembly from the game. BE
CAREFUL NOT TO SCRATCH THE GAME
WHEN REMOVING THE ASSEMBLY. Place the
assembly on a suitable work surface.
7. Loosen the 4 adjusting bolts on BOTH ends of
the assembly to loosen up the duck belt as
shown previously.
8. On the DRIVE MOTOR SIDE of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.
9. Loosen the Allen set screw that holds the small
roller bearing to the motor shaft.
10. Remove the 4 screws and nuts that hold the mo-
tor to the assembly. Three are shown below.

14
GAME REPAIR
MOTOR MOUNTING SCREWS
11. On the IDLER ROLLER side of the assembly,
pull the belt to the side and loosen the 2 Allen
set screws that hold the drive roller to the motor
shaft.
12. Loosen the Allen setscrews that hold the idler
roller shaft and slide the shaft out.
13. Remove the 4 adjusting bolts on both ends of
the assembly, separate the end brackets and
remove the belt.
14. RE-ASSEMBLE IN THE REVERSE ORDER.
15. NOTE: TIGHTEN THE SCREWS THAT HOLD
THE MOTOR TO THE ASSEMBLY JUST TIGHT
ENOUGH TO JUST SQUEEZE THE GASKET
MATERIAL. OVER TIGHTENING COULD
CAUSE SHAFT MIS-ALIGNMENT AND / OR
EXCESSIVE MOTOR NOISE.
16. FOLLOW THE DUCK BELT ADJUSTMENT
PROCEDURES AT THE END OF THIS SEC-
TION.
BOXER BELT ADJUSTMENT
1. PRELIMINARY ADJUSTMENT - Loosen the 4
bolts that hold the boxer belt assembly to the
cabinet. They should be loose enough that the
entire unit can be slid back and forth easily.
2. Loosen the eight bolts that are used to tighten
the belt. There are 4 bolts on each end.
3. Loosen the bolts that secure the roller bearings
to the assembly, and re-tighten them at the mid-
point of their adjustment slots.
4. Tighten the bolts on the idler roller end of the
assembly about ½" from the innermost position.
5. Pull on the motor end of the assembly to remove
slack from the belt.
6. NOTE: WHEN THE BELT SLACK IS AD-
JUSTED PROPERLY THERE WILL BE NO
MORE THAN 2 INCHES OF DROOP ON THE
BOTTOM SIDE OF THE BELT.
7. If there is more than 2 inches, retighten the belt.
8. FINAL ADJUSTMENT - Start a game and notice
how the belt track.
9. If the belt tracks to one particular side, loosen
the bolts that adjust the roller bearings and move
the roller in or out for proper tracking. This can
be done during a game when the belt is moving,
if done carefully.
10. It may be necessary to adjust both ends once or
twice to get the optimum tracking.
11. NOTICE: DO NOT LET THE BELT DRAG ACROSS
THE DUCK-UP RAMPS. THIS COULD CAUSE DAM-
AGE OR FRAYING OF THE BELT MATERIAL OR
COULD DAMAGE THE SEWN BELT SEAM
LOOSEN THESE SCREWS

15
GAME REPAIR
BULB REPLACEMENT (Cabinet)
1. Remove cover glass by removing the 4 Allen
screws that hold the glass retainer.
2. Access the bulb from underneath as shown
below.
BULB REPLACEMENT (Marquee)
1. Open the back door of the marquee.
2. Located on the door are two PLL bulbs.
BALLAST REPLACEMENT
1. Open back door of marquee.
2. Located at the top is the ballast “WORKHORSE
5” to power the marquee bulbs.
3. Located at the bottom of the marquee is the bal-
last “WORKHORSE 3” for the cabinet bulb.
MAIN P.C. BOARD
1. Turn off all A.C. power and remove the
power cord from the A.C. receptacle.
2. Remove the back door of the cabinet..
3. Remove all of the P.C. Board connectors,
noting where each one connects onto the
board.
4. Remove the 4 hex fasteners that connect the
board to the cabinet.
5. Re-assemble in reverse order.
ROUND DISPLAY BOARD
1. Turn off all A.C. power and remove the
power cord from the A.C. receptacle.
2. Remove front glass as shown below.
Door is omitted to show
location of PLL Bulbs
MARQUEE BALLAST
CABINET BALLAST

16
GAME REPAIR
MAINTENANCE
Maintenance is easy, as the game requires very little
service under normal use. For your customers to get
the greatest enjoyment from the game, please per-
form the following periodically:
Clean the cabinet with soapy water or a commer-
cial cleaner such as Fantastik™ or Formula
409™. Do not use any chemicals such as alco-
hol, benzene, or paint thinners that could dam-
age the finish. Finish cleaning the cabinet by ap-
plying a good quality spray furniture polish.
Clean the glass with a good quality glass
cleaner.
Adjust the Duck Belt to assure proper tracking
and operation.
Clean the coin mechs with a soapy water solu-
tion to remove dirt and grime.
Clean the push buttons if they become sticky in
use.
Clean dirt and grime from the punching mecha-
nisms if they become sluggish.
NOTE: DO NOT USE ANY LUBRICANT ON THE
PUNCHING MECHANISMS, AS THIS WILL ONLY
ATTRACT DIRT, WHICH WILL BIND, AND SLOW
THE UNITS. If the punching mechanisms still re-
spond sluggishly after cleaning, check you’re A.C.
line voltage to be sure it matches the way your game
is set.
IF YOU HAVE ANY QUESTIONS REGARDING
THE PROGRAMMING OPTIONS, PLEASE CON-
TACT OUR SERVICE DEPARTMENT
PHONE: 1-716-759-0360
FAX: 1-716-759-0884
2. Remove the two mounting bolts that hold the
round display to the cabinet.
3. Unplug 6 pin harness
4. Remove the two plastic standoffs.
5. Assembly in reverse order.

17
PARTS LISTING
MECHANICAL PARTS
FP1019 LEVELER FOOT
HD1052 SWIVEL CASTER
WA5001 TRIPLE COIN DOOR
WK1001-P700 CONTROL BOX
WK1114 RAMP (BOXER LIFT)
WK1020-P802 PUNCH ASSEMBLY BRACKET
WK1022 SPRING PLUNGER LINK
WK1025 COIL RETAINER BRACKET
WK1026 HINGE WASHER, SQUARE
WK1050 BEARING, CONVEYOR ROLLER
WK1115 HINGE, BOXER TARGET UPPER
WK1116 HINGE, BOXER TARGET LOWER
WK4111 BOXER COLOR
WK4112 BOXER BLONDE
WK4113 BOXER ITALIAN
WK1052 PLUNGER SPRING
WK3005X CONVEYOR ROLLER W / GRIT
WK3010 PLUNGER LINK BLOCK 1 ½ SQ.
WK3011 PLUNGER LINK #1
WK3012 PLUNGER LINK #2
WK3013 PLUNGER LINK #3
WK3014 PLUNGER LINK #4
WK3015 PLUNGER LINK, END
WK3016 PUNCHING GLOVE
WK1112X CONVEYOR BELT ASSEMBLY
WK9001 SERVICE MANUAL
ELECTRICAL / ELECTRONIC
PARTS
E00211 LOW TICKET SWITCH
2005 LIGHT BULB, #906
2026 THERMAL SWITCH
2364X FAN ASSEMBLY
HH5005 TICKET DISPENSER
PC20224 12-VOLT COUNTER
PC20238 BULB SOCKET, TWIST
WK2001X POWER SUPPLY
WK2002X TRANSFORMER
WK2007X POWER MODULE
WK2008 DRIVE MOTOR
WK2009 COIL, INCLUDES SLEEVE
WK2232X DISPLAY P.C. BOARD ASSEMBLY
WK2234X MAIN PCB
WK8284X BALLAST ASSEMBLY
WK3011X PUNCH ASY W/O SOLENOID
WK1020X PUNCH ASY W/SOLENOID
WK1001BX CONTROL BOX BOLT
HR2005 BUTTON
WK3005RX CONVEYOR ROLLER (RIGHT)
WK3027 FRONT GLASS 20 7/16 x 49 3/8
8312 FLOOR BULB
E00049 LED (On display PCB WK2232x)
AL8384 BALLAST
CS8449X BALLAST
E00418FRX WHITE 3 LED TAPE ASY
E00418WKX WHITE 12 LED TAPE ASY
E00439FRX RED 3 LED TAPE ASY
E00439WKX RED 24 LED TAPE ASY

18

19

20
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