Download as pdf or txt
Download as pdf or txt
You are on page 1of 17

BBTSON MICROPROCESSOR CRANE

You have chosen. a crane n o t e d f o r i t s d e p e n d a b i l i t y a n d d u r a b i l i t y . B y


changing the merchandise mix, setting proper adjustments to create “winning players”
and providing a little care a n d p r e v e n t i v e m a i n t e n a n c e , this game is constructed
to earn well for many years.

INSTALLATION

On all games, there are certain items that should be checked after shfpment l

These are visual inspections which may avoid time consuming service work l a t e r .
A f t e r u n c r a t i n g , check the following items before plugging your game in:

You must remove the wire ties and wooden shipping blocks from the crane Claw
mechanism. These items are only used for shipping and should be retained should
you choose to move your crane. For normal moves, the transport spring can be
connected to the carriage to prevent damage. All wheels on the carriage and boom
mechanism should sit squarely on the rails, and they should move freely along t h e
t r a c k . T h e r e a r e f o u r “limit” switches on the carriage and boom that should move
back and forth easily when the actuator arm is moved. You should hear a clicking
noise as the switch makes contact. The crane will not operate properly if any of
these switches are out of adjustment. See the following diagrams for full parts
explanation.

Next, open the front coin door and check the game circuit board that all
connectors are properly made and secure. There will be a seperate game board for
each crane mechanism located in the bottom below each player station. Drop a quarter
through the coin acceptor to check for jams and alignment. The quarter should
eject until the machine is plugged in. Plug the game into a 110 volt wall outlet a n d
t r y a g a i n . Your quarter should now move ali the way through the acceptor and
start the game. Play the game a couple of times to check for a smooth operation of
the coin rejector and crane mechanism. Make sure the game is doing the movements
you want. Y o u m a y h a v e t o c h a n g e t h e d i p s w i t c h s e t t i n g s if it is not. There is a
power on/off switch on the plug strip located on the power assembly board that must
be on for the game to start. Also, the coin select dip switches must be set to the
coinage desired for this game to ifork properly.

GAME OPERATION

Insert the coin in coin slot. The coin light will now go out and the coin lock
out coil will release, locking out any more coins until this game is c o m p l e t e d . Game
versions are explained elsewhere. Move the joystick or push the buttons to position
the claw over the prize of your choice. If done skillfully, the claw will retrieve
the prize and return it to the prize drop area and release any items won. An
adjustment timer will regulate the length of the game play alerting the player with
a digital timer that time is about up. The coin lock out coil will now energize and
the coin light will light telling the plnyer the crane is ready to accept more coins.

IF ANY PROBLEMS SHOULD ARISE, CONTACT YOUR LOCAL DISTRIBUTOR, OR


CALL BETSON’S SERVICE DEPARTMENT AT 1 800 524-2343.
HERCHANDlSIK: THE BIG CHOICE

A crane is an excellent earning machine - "Long tern, bread ami bWer*‘*


It is not a video!! Earnings for any "M&&arxiiser" are the amounta of money
you canhang on to after the prizes are paid for.. Therefore, careful attention
should be paid to the cost arri quantities of merchardise given Out in ratio to
the i ncome. This ratio is referred to as the "Percentage of Payout:' ard compares
the cost of prizes to the gross.
In a permenant location an ideal percentage should b6 30/35x and what You
should strive to obtain. A 33:
payorlt is a 50@ prize for $1.50 income, or, a
merchandis* cost of $100.00 for a $300.00 income. Uhen the crane falls to a
payout of 20% or less the players will not play. "They cannot win!" There must
be winners to generate more players. If the crane pays out over 40.5 you will not
win the cash receipts of the second or third try to win an item.
'The BIG CHOICE allows yott to let yot~r imagination run free. Xercharxiim!nC
is the key to long term profi.ts. Your earning potential depetis on the

popularity of the items YOII choose and how well you "flash" them. Items that
have proven good earners in one place my. be a "drrd" in others arxi vice versa.
The assortment of prizes should be changed regularly with A v:,rlet.y of items to
hold your customers' intrest. Try seasonal items or prizes targeted to the type
of clllatomers of each location. A them& approach of all bears or all puppy dogs
will chnnge- the appenrance of the crane 60 that the player6 will be watching
for the next new items to be won. Prices of the prizes should range between 406
*.ni $2.50, but there can be except.ions to this nile. In this price range the
variety can be unlimited, just select things that are not too fragile.
There are several ways to load the PlG CHOICE. The method IJsF?CI will be
deFerdent on the irxiividllal loratinn nlrl the service time available. Another
determining factor will be the type of merchandise used. Fxperimentation and
clot. accounting will give you the best results for your locztion.
The N'IJP LOAD method is a form of hulk 1oadinC. This method is best used
when there are no employees in crrnstant attendance, as it does not require as
milch 11p keep. A few items, closely related in price, shnuld he packed several*
layers deep. The Frjzes cw.n hp piled high for the greatest amount of play thpn
jrlst let the players dig away "all day long". An average or medium price of
75~+ will produce a 2930.: payollt.
The SPACE LOALl method uses a variety of widely spac4 hiCh line itpms.
'I'he prizes are placed at varying heights fxinl: front. Because of the placement,
-8 the items am won, they need to be replaced constantly. Examples of ite=
that can be used include: boxed watches, radios, calculators, jewelry, fishing
reels, head phones, cameras, an3 pen sets. This method usually produces the
greatest income but is the most work.
The DISPLAY LOAD method involves more time ard a greater variety and
quantity of stock to nrake a more attractive preocntation. You anz in effect
setting up a merchandising display as a store would in a show Wirdow. With
faces front, place two or thret? levels of larger items arcurrl the perimeter
then place similar but smaller items in the center. An example would be .tie
crows arourd the outside with small crows in the middle. As an added incentive
include several novelty items, such as boxed jewelry, sunglasses or crazy balls,
spaced on top arxi in between the principal prizes:,
An accurate accounting system is the first step to regulating your payout.
Record the income a& the cost of the prizes given out. Fach time the machine
is loaded the quantities and item should be recorded on a simple tally sheet
that stays with the machine. A master sheet in the office tallies the amounts
given out against the money taken in. With these sheets the percentage of
payout can IX determined. If you fird that your percentqe is off you can adjust
the payout by chan&ng the position nf the prjzes, regulating the potentiometer,
and ad.iusting the size of the claw opening. For gocd crane exploitation the
claw should "ploy" with the prize; picrtit IIP then drop it.
The foilowing adjustment will help:
A. Jaws - Can be bent. A greater curvature picks up items better.
R. Collar - Slides on coil cylirder. Down strengthens grab, up weakens
pressure. Normal placement is l/4" up from bottom edge
of the coil cylinder.
c.cam- JIirectly on top of jaw block. Loosen screw and turn to
regulate jaw opening size in the rest position.
1). Rheostat - Regulates the current flow to claw coil. Clockwise turns
down current or weakens coil action. Counter clockwise
strengthens the Krabbing action.
E. Packing ard Flacement - Expensive items around the perimeter. Also
vary the prize heights.
llse prizes the player wants ard don't he a.fmid to let them win; throw
stock: 'This is the b-t way to eet repeat players arrl increased profits.
fKi2 C&AR

EETSON
Sr.AlL IrBJfC TS
BIG Ct-iOlCE I
MAINTENANCE AND CLOSE OBSERVATION OF PROBLEM AREAS
CAN SAVE SERVICE CALLS OR BROKEN PARTS.

l Continually check the nylon string for fra ing at-the t'o o f
co+1 cylinder; the string will be constant II y rubbrng at F his
point. To repair, simply remove two screws from cap, pull
----,-__
string throiigil, retie Knott under cap and repraLr.~

l
A lightweight oil rubbed on the string will increase the cords
life span. If the string is wearing on the portion that feeds
through the roller mechanism, reverse the ends and rewind with
worn end on the takeup spool.

l
Use a marking pen to mark the mechanism showing the route or
winding of the string. This will enable you to rewind the
string should it happen to break or come off the spool.

l Put a small amount of lightweight oil on a soft cloth and


use it to wipe grit from wheelrails. Wipe the rails dry to
prevent slipping or dirt accumulation.

l
Avoid having the claw fingers tangle in the mechanism
wiring harness by pulling up all slack in the carriage
wire loop. To do this, turn the game power off and move
the carriage to the far right side of cabinet. Pull the
excess wiring harness through the wire tie on the back of the
carriage and then retighten wire tic.

c Actuator blades on the mechanism switches can be reused when


the switches need replacement. Open the switch slightly and
insert actuator blade tip ends into the sockets on the switch.
Pressure is applied when the switch is mounted. Accurate
adjustment of the actuator blade is necessary for proper qame
action. Any switch that is activated out of-sequence‘wili
cause crazy reactions.
.
c Check the 121 nylon gear in the boom to make sure of proper
alignment with the motor worm gear.

+ The aluminum corners will need to be removed to replace broken


glass panels. Unfasten the two black strips in the corner
piece and slide them out. This will expose the screws that
fasten the aluminum corner to the metal frame. Replace glass
panel and reassemble.
LOCATION OF MECHANISM PARTS

BOOM - TRAVELS FRONT TO BACK


~IOCM ON ooou wha moo
7

I--

-0oou -
FQONT VIEW

CARRIAGE - TRAVELS SIDE TO SIDE


=.-.-m .._

--
.’ BELGIAN CRANE PARTS FRQM BEKON
@ 2#l~yoLT ~
FUSES-GMA
WEDGE REF#202
1.6 AMP - GAME BOARD
MICRO SWITCH
SIDEMOUNT REF. X25 CRANE NYLON DRIVE TIMER LIGHT
3 AMP - LIGHT BOARD BACKMOUNT REF. 122 GEAR REF. #21 PANEL #204
10 AMP - IdArN PO W ER
60 VOLT - 10 WT
TIMER LIGHT 1203 REF. 1201

LOCK 6 KEY 1210


LOCK 6 KEY SLIDE GLASS FRONT
180 OHM CRANE CRANE MOTOR CRANE '0' RING .CASH BOX DOOR
COIL REF. #a7 48 VOLT REF. 114 BELT REF. x01 (SHORTER) 1221
WOOD DOOR
(LONGER) X212

SIDE PLEXI WIT11


DECAL STRIPS REGULAR JOkSTICK
1 PLAYER #255 REF. X230
2.PLAYER 1256
3 PLAYER 11257 FIRE BUTTON
'"'PERCHANGEABLE JOYSTICK REF. 12:
CONTROL PANELS
d&L 1 - 2 BUTTON 1270
,NEL 2 - 3 BUTTON 11271
'ANEL 3,4,5, - JOYSTICK 11272
'ANEL 6 - JOYSTICK & BUTTON 1273
u/

ACTUATING BLADE
cf-+-
? -
‘-c+%

ACTUATING BLADE ACTUATING BLADE ACTUATING BLAD


REF. #104 REF. 1113 REF. #lo2 REF. 1103

OPTIONAL KITS
SMOKF MIRRORS
___- ARDAC BILL ACCEPTOR 1301
1 PL:?YEm BUBBLE GUM 1304
2 PL.qYER 11252
3 PLAYER t253
POSITION PLATE GLASS SIZE - l/4" PLATE
2 WAY W240 PLAYER FRONT - 21 l/a X 37 l/
NYLON CORD PLAYER SIDE - 27 X 38 l/2
4 WAY 1241 10 YARDS
ROTARY #242 PLAYER FRONT - 22 3/0 X 26 l/
REF. 1149 PLAYER SIDE - 27 X 38 l/2
CALIFORNIA 1243
PLAYER F R O N T - 23 5/a x 28 l/
LEGEND CASH BOX PLAYER SIDE - 29 3/16 X 43 5/
PLATE c*P
LA;o I I REF. #215
TOOL BOX KIT
PRIZE DOORS 1 BOX Y152 28 VOLT LAMPS
9" 1 PLAYER 1261 REF. 1202
9" 2 PLAYER 1262
10 l/2" 3 PLAYER 1 Box 1.6 AMP G MA FUSES
1263 1 BOX 3 AMP GMA FUSES
TOP CHOICE 1264 1 BOX 10 AMP GMA FUSES
:TAI(CuLAR P”*“lJ”noN ” pj’ 12 60 VOLT BULBS
b SWITCH *SSLYlBL” PUSH BUTTON/JOYSTICK NEW STYLE -
1 PLAYER 1265 1 #21 NYLON DRIVE GEAR
MICRO SWITCH ONLY 1 10 YARDS NYLON CORD Y49
ILLUMINATED BUTTON REF. 1226 3 PLAYER 1266
1 #22 BACKMOUNT MICRO SWITCH
JTTH SWITCH ASSEMBLY 2 #25 SIDEMOUNT MICRO SWITClf
OW FORWARD 1220 la0 OHM CLAW COIL #a7
BETSON ENTERPRISES
1
- .ti3W RIGHT 1221 1 SLIDE GLASS LOCK & KEY #210
wN 1222 1 PUSH BUTTON AND SWITCH
JOSH BUTTON FOR ASSEMBLY REF. 1220
SLOW SPEED 1223 2 MICRO SWITCH 1226

6 EMPIRE BOULEVARD / MOONACHIE, NEW JERSEY 07074


hAICROPROCESSOR -WER BQ4RD ASSEMBLY

r --w-e -- -__-_e__-------
1

I
I
I

Hlcao-os~Oa- wntw LOIIC w-0 I


I
I
I
I

-- --- -l
d r
ev8m

MICROPROSSOR -MAIN LDGlc BOARD


mm r 2
0 0 Scoim-lcmdit
1 0 2coilm=lcraiit
0 1 lcofn-1crmat
1 1 1aain=2Mdl~

SBIU 2
0 1 pulse = 1 credit
i 1 pu1r - 2 credits
0 1 pulr - 4 credits
1 1 pulse = 5 credits

s
0 60%
1 70%
0. em
1 9m

0 10 Kc
1 20 see
9 30 SEC
1 40 set

DIP SW 18

2 dir v nudqc
2 dir
crpd califokia
4 dir

0 nuk o f f
nukon

r
a timr off (2 dir cmly)
1 timr on

FREE PLAY s
0 off
1 al

PRIZE DfSP a
0 off
1 al

@VmR !sPm) -r
MICROPROCESSOR BOARD WIRING HARNESS

Jl CONNECTOR- CONTROL PANEL (15 pin connector-MLSSlOO-15)


Pin
15 purple speed n/o
14
13 orange drop claw n/o
12 brown right n/o
11 blue forward n/o
10 green back n/o
09
08 ground
07 black ground switch comon
06 ground
05 white left n/o
04 red 24V light .comon
03 yellow forward light
02 gray right light
01 no connection

52 CONNECTOR - COIN DOOR (15 pin connector)


Pin
15 alarm
14 dollar bill input
13 black lock out coil and lamp
12 green coin meter
11 no connection
10 no connection
09 no connection
08 no connection
07 green/white coin meter-24V
06 no connection
05 no connection
04 blue coin switch
03 red coin switch
02 no connection (gnd)
01 white lock out coil and lamp 24V

JlO CONNECTOR - POWER INPUT


Pin
01 red 1Ovac 1OV AC-for logic 5V power supply
04 red 1Ovac 1OV AC-for logic 5V power supply
02 gray 24vac lights relays, motors
05 gray 24vac lights relays, motors
03 yellow 48vac not used in microproc crane
06 yellow 48vac not used in microproc crane
MICROPROCESSOR BOARD WIRING HARNESS COBT’D

39 CONRECTOR - HBCBANISM (12 pin connector MESS 156-12)


Pin
purple front back motor
E white left right motor
10 green up-down claw motor
09 white/brown motor comon
08 yellow claw coil
-87 r e d claw coil- CLAW UP WAGON IN HOME POS
06 black switch comon
05 key
04 red/green claw reversing. sw14 n/o
03 brown claw up limit swt3 n/c
02 gray r i g h t t o l e f t l i m i t swl2 n / o
01 white/blue f r o n t l i m i t swll n/c

TEST PROCEDURE

Switch Test
For switch test - push game board test button once (DO NOT HOLD DOWN).
Test switches in the game over mode only. Stuck switches will make a beep
tone and switch number will be displayed in the credit display. To exit test -
push and hold test button. After a dip switch is changed, the game must be
powered up again. Do this by turning the power strip on/off switch off for
7 seconds or by holding the test button in. Game will exit test automatically
after 5 minutes time has elapsed.
%l Forward joystick switch
2 Back joystick switch .
3 Right joystick switch
4 Left joystick switch
5 Claw - coil
6 Win sensor
7 Speed button - on control panel (when used)
11 Front back limit - wagon switch 11
12 Right to left limit - wagon switch #2
13 Claw up - wagon switch ‘#3
14 Claw down - wagon switch #4
l ETSON
BIG CNOXCE 1131
1 COXN OOOR IS 1 CO?tTROL PIINEL 15 CTL-1 REV c 0

. LIW _ us
n
l
-
01 5

I I2 1 A VOLUYN l.
PaO6AAb.l McMORY p n-7
I I20

39u
-JD-0

I23
I22 3.3 cuw cLo8C aJTNT
--ur &
IK
a =lv
f

AUOIO OUTPUT
RI1

! lK W-I
i IK
I LAUC out WIS
OCCODZR

A3 Yooo
A? woe
A9 we0
fiI’( L)oee T-m
01
a1s E I%
YIeO
*lee

UIO

JE-15 +I--=-
da
I
c

L
9a
SQ

ra
0

hill
ttu

u ns 4Ia

fAGI-
Iii-u
h4
Ids ?I?L
Irn

Ill
hlS1h.t
9emu
JlI
Jll
Jll
Jll
Jll
JIl
Jll

Jll
Jll
JIl
Jll
Jll
JlI
Jll

Jll rz1
Jll ?C4
JII ?22
JlI Pl?D
Jll Cl*
JlI P3D
Jll l C#

JlI l lL
Jll Cl0
JIl -
Jll P6
Jll c*
Jll PI6
Jll ?I9

You might also like