Star Tech Journal

Issue: 1994-November - Vol 16 Issue 9

STAR*ThCH JoURNAL
November 1994
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. .. continued from page 17
time for an evaluation. If there is
nothing wrong with the game it
is probably worth finishing. If you
did wind up writing down prob-
lems on your work order you will
have to evaluate them and see if
the game is worth the additional
investment.
Gauge this with the overall ap-
pearance of the game, if the game
is in rough shape it may not be
worth the extra work and ex-
pense. This will have to be de-
cided by you -weighing all the
variables involved. If the game
can be fixed for a reasonable
amount of money, then fix it.
Make sure, however, you get all
the problems solved no matter
how minor they may be.
This will help keep the game run-
ning (less service calls, less ex-
pense, more profit) and will help
keep players playing. Players get
skeptical about putting money
into a game that looks or plays
like it is going to "take their
money" and give nothing in re-
turn.
CLEAN UP TIME
If everything is working you are
now ready to perform one of the
most important steps: Cleaning.
Get your vacuum out and clean
the inside of the cabinet as best
as possible. This will keep the
game cleaner in the future be-
cause dust will not be attracted
to the monitor as easily. The high
voltage in the monitor attracts
dust like a magnet.
The rest of the cleaning process
should be fairly straightforward.
Clean the face of the picture tube,
the monitor Plexiglas, cabinet,
marquee and any other exposed
parts of the cabinet. A clean ma-
chine will never scare away po-
tential players.
If at all possible, it would be a
good idea to have someone other
than the person who checked out
the game fill out the checklist.
The second person may uncover
a problem that someone else may
have missed.
FINAL TOUCH
Now it is time to finalize the job.
If available, you should get a copy
of the dip switches and staple it
into the cabinet where it can be
seen by service personnel, usually
somewhere near the game board.
If the service manual is available
it should be put into an envelope
and stored in the game, so if the
game needs service at a later date
there will be no question as to
where the manual is.
THE UST
The last item I would suggest is
for you to design some kind of
checklist so you could go through
it to make sure you did not for-
get to check anything out as well
as to keep a record of how cer-
tain functions of the game are set.
This list should include at least
the following:
• Voltage measurements (taken
at the PC Board),
• Cleanliness,
• 3-prong plug,
• Instruction manual,
• Dip switch chart,
• All lights working,
• Player controls,
• Monitor picture quality,
• Coin mechs tested,
• Coin meter working (if appli-
cable),
• Price settings and
• Game difficulty level settings.
FINAL TEST
Play a final test game and see if
the game is satisfactory. If it
works the way you want it to then
it is time to put the game into the
"Ready Line" so it can be trans-
ported to your location.
Write the key numbers on your
checklist and store it in a safe
place so you can ref er to it in the
future if need be. If you have ac-
cess to a copy machine it may be
a good idea to make a backup
copy of the checklist and keep it
with the game.
BOTTOM LINE ANALYSIS
Although this sounds like an aw-
ful lot of work, in most cases it
can be done in about 15-30 min-
utes. This is not a long time when
you consider how long it can take
to go out and fix the game on lo-
cation.
Cleaning and maintaining the
appearance of the game and mak-
ing sure it functions correctly will
NEVER hurt the game's income.
November 1994
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CID
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STAR*TECH JoURNAL
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MANUFACTURER'S NUMBERS
p
h
0
Alvin G. & Co.
Arachnid
Ardac
Atari
Betson
Capcom
Coin Acceptors
Coin Controls
Data East Pin
Deltronics
Doyle
Drew's
Dynamo
Fabtek
Grayhound
Hantarex
Happ Controls
Konami
Leland
Merit
Namco
Nintendo
Pop-A-Shot
Premier
Rock-ola
Romstar
Rowe
Seeburg
Sega
Sharp Image
Skee Ball
Smart
SNK
STAR* TECH
Strata
Taito
Technos
Tecmo
Tradewest
United Rec
Valley
Wells Gardner
Wico
Williams/Bally
Wurlitzer
n
e
708/654-0316
800/435-8319
800/321-0765
408/434-3950
800/524-2343
408/77 4-0500
314/725-0100
800/323-8174
708/786-7040
215/997-8616
813/366-3 735
803/574-0162
800/527 -6054
206/881-0900
800/222-0491
708/843-7226
708/593-6130
708/215-5100
619/280-4000
800/445-9353
408/383-3900
800/628-4126
913/827-6229
800/444-0761
310/328-1306
408/437-4 780
800/669-7693
800/Seeburg
415/802-3100
818/341-8000
215/997-8900
800/553-2442
310/371-7100
609/662-1 080
800/262-0323
708/520-9280
408/996-1877
800/338-0336
214/874-2683
800/526-0080
800/248-2837
312/252-8220
800/367 -9426
312/267-2240
201/807-2616
Area Code Decoder
23456789
02 DC DE NE KY AZ
04 CN WV GA LA CN NC VA FL
05
06
KY GA TX
Ml
W IL
NJ
07
08
HI
09
10
11
12
14 TX
16 OH KS CN NY Ml NY MO CA
CN NY
IL NY CA OK
To Use:
First find area code leading number
(ex: §.09) in vertical column, then
locate last two numbers (ex: 6.Q.9.) in
horizontal row. CN = Canada. MX =
Mexico.
~If ~@If !@tti9Hffllt r,~fi Ii ;11
F
a
Alvin G. & Co.
Arachnid
Ardac
Atari
Betson
Capcom
Coin Acceptors
Coin Controls
Data East Pin
Deltronics
Doyle
Drew's
Dynamo
Fabtek
Grayhound
Hantarex
Happ Controls
Konami
Leland
Merit
Namco
Nintendo
Pop-A-Shot
Premier
Rock-Ola
Romstar
Rowe
Seeburg
Sega
Sharp Image
Skee Ball
Smart
SNK
STAR*TECH
Strata
Taito
Technos
Tecmo
United Rec
Valley
Vari-Tech
Wells Grdner
Wico
Williams/Bally
Wurlitzer
X
708/345-2222
815/654-044 7
216/942-1835
408/434-3945
201 /438-4925
408/77 4-3996
314/725-1243
708/228-1833
708/345-7889
215/997-9506
813/366-5197
803/574-7680
817/284-7606
206/881-6503
908/370-7884
708/843-7244
708/593-6137
708/215-5144
619/284-9458
215/639-5346
408/383-0130
206/882-3585
913/827-6336
708/350-1097
310/328-3736
408/437-4 799
201/887-2399
312/247-8676
415/802-3120
818/341-8144
215/997-8982
515/265-3148
310/371-7380
609/662-0537
708/870-0120
708/520-1309
408/996-8736
213/787-3131
908/349-2478
517/892-6513
616/538-1281
312/252-8072
800/446-9426
312/961-1060
201/807-9543
The Technical & Informational Monthly
For The Coin-Op Industry
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