Stack N Grab Manual

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Version V1.6.

PLEASE NOTE:
► Read this manual BEFORE operating the machine.
► Keep this manual for your reference.
►Go to www.LAIGames.com Click on Support to register your
Games and receive future updates.

© LAI Games
LAI Games
Correspondence regarding this machine should be addressed to your
closest LAI Games office, or LAI Games Distributor.
For contact details, refer to the back page of this manual.

© LAI Games
Copyright Notice:

Authorization is hereby provided to you to copy this


manual in its entirety provided such copies are used for
non-commercial purposes and solely for use with
LAI Games products. This authorization is specifically
conditioned to include all legends, copyright, proprietary
and other notices which appear herein are unaltered on
any and all copies you make.

LAI Games

sales@laigames.com www.laigames.com
Operator's Manual – Stack N Grab
© LAI GAMES

LAI Games Notes

Dear Customer,

Keep up to date with any new Software updates or Service Bulletins for
this Game.

Check our Website at www.laigames.com and click on Support, here you


will find links to all the Bulletins and Software Updates to keep your
game in top working order.

Thanks,

Page 1
Operator's Manual – Stack N Grab
© LAI GAMES

TABLE OF CONTENTS

SAFETY PRECAUTIONS ......................................................................................................4


MACHINE INSTALLATION AND INSPECTION ............................................................5

INTRODUCTION ....................................................................................................................6
SPECIFICATIONS ..............................................................................................................7
CASH BOX PARTS ..............................................................................................................8
ASSEMBLY INSTRUCTIONS ...........................................................................................9
HOW TO PLAY ..................................................................................................................14
OPERATION ......................................................................................................................15
OPERATIONAL DIAGRAM ...........................................................................................15
ATTRACT MODE ............................................................................................................15
PLAY MODE ....................................................................................................................15
TEST MODE .......................................................................................................................16
TEST MODE DIAGRAM .................................................................................................16
SOUND, LAMPS & DISPLAY TEST ..............................................................................17
SWITCH TEST .................................................................................................................18
RUN TEST ........................................................................................................................19

PROGRAMMABLE ADJUSTMENTS MODE ..................................................................20


PROGRAMMABLE ADJUSTMENTS MODE DIAGRAM............................................20
PROGRAMMABLE ADJUSTMENTS PROCEDURE ...................................................20
PROGRAMMABLE ADJUSTMENTS QUICK REFERENCE TABLE (V1.6.2) ...........21
PROGRAMMABLE ADJUSTMENTS DETAILED .......................................................22
AUDITS MODE ..................................................................................................................28
AUDITS MODE DIAGRAM ............................................................................................28
AUDIT PROCEDURE ......................................................................................................29
AUDITS QUICK REFERENCE TABLE .........................................................................30
AUDITS DETAILED ........................................................................................................31
GAME HISTORY MODE .................................................................................................33
GAME HISTORY MODE DIAGRAM.............................................................................33
GAME HISTORY PROCEDURE ....................................................................................33
GAME HISTORY QUICK REFERENCE TABLE ..........................................................34
ERRORS AND TROUBLESHOOTING ..........................................................................35
ERROR CODE QUICK REFERENCE TABLE ...............................................................35
TROUBLESHOOTING GAME ERRORS .......................................................................36
FUSE INFORMATION......................................................................................................38
SECTION A: SERVICE INSTRUCTIONS .....................................................................39
LOCATING AND ACCESSING PARTS .........................................................................40
PARTS LOCATION DIAGRAM .....................................................................................40
ROPE WINDING FOR THE CLAW ................................................................................43

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Operator's Manual – Stack N Grab
© LAI GAMES

DISPLAY ACCESS, .........................................................................................................43


PRIZE SENSOR................................................................................................................44
PARTS DESCRIPTION ....................................................................................................45

CLAW ADJUSTMENT .........................................................................................................46


LAMPS ................................................................................................................................48
MAINTENANCE ................................................................................................................49
1” CAPSULE DISPENSER (OPTIONAL) ...........................................................................50
CAPSULE WIRING DIAGRAM (OPTIONAL) ..................................................................51
FILLING IN THE CAPSULES (OPTIONAL) .....................................................................52

SECTION B: TECHNICAL DETAILS ...............................................................................53

CONNECTION DETAIL ......................................................................................................54


MAIN PCB 28 WAY EDGE CONNECTOR ............................................................................54
FB158 PCB RELAY CONNECTOR DETAIL,.........................................................................55

GANTRY EXPLODED VIEW .............................................................................................56

CRANE EXPLODED VIEW.................................................................................................57

MAINS VOLTAGE ADJUSTMENT ...................................................................................58

COIN OPTIONS REFERENCE GUIDE .............................................................................60

3 D PART EXPLODE VIEW ................................................................................................61

STACK ‘N GRAB MAIN WIRING .....................................................................................67

STACK ‘N GRAB CONTROL WIRING ............................................................................68

STACK ‘N GRAB CONTROL WIRING 1 .........................................................................69

STACK ‘N GRAB CONTROL WIRING 2 .........................................................................70

STACK ‘N GRAB OPTIONAL WIRING ...........................................................................71

STACK N GRAB POWER WIRING ...................................................................................72

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Operator's Manual – Stack N Grab
© LAI GAMES

SAFETY PRECAUTIONS
The following safety precautions and advisories are used throughout this manual and
are defined as follows.

* WARNING! *
Disregarding this text could result in serious injury.

* CAUTION! *
Disregarding this text could result in damage to the machine.

* NOTE! *
Is an advisory text to hint at or help you understand more!

BE SURE TO READ THE FOLLOWING

* WARNING! *
Always Turn OFF Mains AC power and unplug the game, before
opening or replacing any parts.
Always When unplugging the game from an electrical outlet, grasp the
plug, not the line cord.
Always Connect the Game Cabinet to grounded electrical outlet with a
securely connected ground line.
Do Not Install the Game Cabinet outdoors or in areas of high humidity,
direct water contact, dust, high heat or extreme cold.
Do Not Install the Game Cabinet in areas that would present any
obstacle in case of an emergency, i.e. near fire equipment or emergency
exits.

* CAUTION! *
Always Use a Digital Multi meter, logic tester or oscilloscope for testing
integrated circuit (IC) logic PC boards. The use of a continuity tester is
not permitted.
Do Not Connect or disconnect any of the integrated circuit (IC) logic PC
boards while the power is ON.
Do Not Use any fuse that does not meet the specified rating.
Do Not Subject the game cabinet to extreme temperature variations.
Reliability of electrical components deteriorates rapidly over 60 oC.

Page 4
Operator's Manual – Stack N Grab
© LAI GAMES

MACHINE INSTALLATION and INSPECTION


When installing and inspecting “Stack N Grab”, be very careful of the following
points to ensure that players enjoy the game safely.

 Be sure to turn the power OFF before working on the machine.

* WARNING! *
Always Turn OFF mains power before removing safety covers and refit all safety
covers when work is completed.

 Make sure the power cord is not exposed on the surface (floor, ground, etc.) where
people walk.

 Check that the rubber glide feet levelers are set evenly on the floor so that the
game cabinet is unable to roll and is stable.

 Always make complete connections for the integrated circuit (IC) logic PC Boards
and other connectors. Insufficient insertion can damage the electrical
components.

* CAUTION! *
Before Switching the machine on be sure to check that it has been set on the
correct voltage for your area!
Refer To the mains voltage adjustment section of this manual. Machines are
normally shipped on 220V AC unless otherwise specified.

 Only qualified personnel should inspect or test the integrated circuit (IC) logic PC
Boards.

 If any integrated circuit (IC) logic PC Boards should need servicing. Please
contact the nearest LAI Games distributor. (Refer to the back page of this manual)

Page 5
Operator's Manual – Stack N Grab
© LAI GAMES

INTRODUCTION
CONGRATULATIONS! You have just purchased “Stack N Grab”, it is another
great product in the “Toyzone” range from LAI Games.

With a bright and very attractive cabinet, “Stack N Grab” is an exciting innovative
new style of game which uses a crane to vend prizes won and which would make a
great addition to any location.

We hope you take the time to read this manual and learn about the many features and
user-friendly adjustments that can be made to “fine-tune” the game for maximum
earning potential.

DESCRIPTION
 The “Stack N Grab” is a game where players have to press the “Stack” button to
stop the moving blocks on top of the blocks in the previous level. As the blocks get
higher the game gets progressively harder. If the player reaches and stacks the top
level, they win and the claw is activated. The player then uses the Joystick to
maneuver the crane and drop the claw to “Grab” their prize. The claw remains
active until a prize has been dropped into the vend area.

PACKAGING
 At delivery, the machine should arrive in good condition. To move the packaged
machine for transport or placement, use a forklift and take care not to hit the
package or stack heavy objects on top, as this may cause damage to the machine.

CONTENTS
 The “Stack N Grab” cabinet
 Keys: 2 x Front door keys
2 x back door keys

 Operator‟s manual
 IEC Power Cord (In cash box)
 Parts & Accessories (In cash box)

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Operator's Manual – Stack N Grab
© LAI GAMES

SPECIFICATIONS
DIMENSIONS
 Weight: 240 kg (529lb)
 Height: 2132mm (84”)
 Width: 808mm (31-3/4”)
 Length: 1150mm (45-1/4”)
 Power: Maximum (360 Watts) (220V @ 1.6A) (120V @ 3.3A)

ELECTRIC SUPPLY
The game has the option to operate on a 110V, 120V, 220V or 240V AC 50/60Hz
single phase mains electric supply.
The supply must be a three wire grounded supply.

* CAUTION! *
Before Switching the machine on be sure to check that it has been set on the
correct voltage for your area!

Please Refer to the mains voltage adjustment section of this manual. Machines are
normally shipped on 220V AC unless otherwise specified.

LOCATION REQUIREMENTS
 Ambient temperature: between 5°C and 40°C.
 Ambient humidity: Low
 Ambient U.V. radiation: Very low
 Vibrations level: Low
1150 mm 807 mm
[45 1/4 in] [31 3/4 in]
2132 mm

[74 3/8 in]


1888 mm
[78 3/4 in]
2000 mm
[84 in]

[32 1/4 in]


818 mm

802 mm
[31 1/2 in]
[4 3/8 in]
112 mm

905 mm
[35 5/8 in]
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Operator's Manual – Stack N Grab
© LAI GAMES

CASH BOX PARTS


This is the list of parts that can be found inside the cash box when you receive the
game,

Spare Rope for the Claw

M2.5 Allen Key

Spare Fuses

Spare M6 Screws

8” Smaller Claw Kit

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Operator's Manual – Stack N Grab
© LAI GAMES

ASSEMBLY INSTRUCTIONS
(Step 1)
Unpack the machine
Dispose of the packaging carefully
Keys are in the coin reject
Assembly instructions are inside game
Manual inside the game
Top Header inside the game
Control panel inside the game if disassembled

(Step 2)
Open front door
Take out the Top Header Panel
Take out the control panel if disassembled
Remove the protective cover from the header
lighting panel

Keys

Top Header Lighting Panel


Lights

Top Header Panel


Control Panel

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Operator's Manual – Stack N Grab
© LAI GAMES

(Step 3)

Slots for the hooks

Remove the two screws from the top header panel and keep them safe so you can
use them for later to hold the header in place. Look at the top header lighting panel
on the game and see two hooks for the header panel to hook onto and from the
back, two holes to replace the screws through to secure the header

Hooks

Holes for screws

When Top Header Panel assembled

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Operator's Manual – Stack N Grab
© LAI GAMES

(Step 4)

Do Not Cut

Remove all the cable ties holding the crane and claw secure for
transport.
Do not cut the cable tie on the central cable ring support
Use same method to secure for transporting the machine

(Step 5) Only if the control panel has been removed

Remove the joystick panel cover


by removing the two M5 Phillips
M5 Phillip head Screws Head screws, their positions are
indicated with black and yellow
arrow stickers

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Operator's Manual – Stack N Grab
© LAI GAMES

(Step 6)

M5 Counter sunk screws

Remove the six M5 counter


sunk screws from the door
which will be used to hold the
control panel in position. Look
for the arrow stickers to show
where they are

(Step 7)

From the inside of the door, fit the control panel by tilting the control
panel so the joystick fits through the door.

Hold the control panel in position while you fasten the screws back in
to secure the panel

Note: The position from the drawing above

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Operator's Manual – Stack N Grab
© LAI GAMES

(Step 8)
M5 Phillips Head Screws

Replace the joystick cover using the two screws you have taken off
earlier and replace back to the same position (see above)

(Step 9)

The door should now look like


this and will now require the
two connectors fastened
together

Clip the two connectors


together as shown below

(Finished) Your machine should now be ready for connecting power


and testing. Please check that the Main AC voltage is correct (marked on the
back of the machine)
* NOTE! *
Make sure to have taken all cable ties off the crane gantry

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Operator's Manual – Stack N Grab
© LAI GAMES

HOW TO PLAY
PLAYERS TRY TO STACK THE BLOCKS
VERTICALLY TO WIN PRIZES
 Pay to play.

 Press the Stack button to start a game.

 Press the Stack button to stop the moving blocks.

 Stop the moving blocks on top of the blocks in previous level.

 Game ends when the player fails to stop the moving blocks above any of the blocks
in the previous level.

 The Player wins if the last block is stacked correctly on the last level the claw will
then become active.

 Winning players use the Joy stick to maneuver the crane and drop the claw to
“Grab” their prize. The claw remains active until a prize has been dropped into the
vend area.

Missed
Perfect Not bad Game over

Note:
Staying Blocks Lost Blocks

* NOTE! *
Toys Storage Height 300 mm (11”) x Width 1124 mm (43”) x Depth 712 mm (28”)

Page 14
Operator's Manual – Stack N Grab
© LAI GAMES

OPERATION
The “Stack N Grab” game has five operational modes: Attract mode, Play mode,
Test mode, Programmable Adjustments Mode Audits Mode and History Mode.

OPERATIONAL DIAGRAM
POWER UP

ATTRACT MODE PLAY MODE

PRESS TEST
* NOTE! *
Entering test mode will
TEST MODE clear any stored credits
PRESS TEST

PROGRAMMABLE ADJUSTMENTS MODE

PRESS TEST

AUDITS MODE

PRESS TEST

GAME HISTORY MODE

PRESS TEST

ATTRACT MODE
The Attract mode provides a light and sound display, while the game is not being
played. This feature is to attract potential customers to play the game. The attract
mode sound can be turned on and off
(Refer to programmable adjustment page of this manual).

PLAY MODE
 “Stack N Grab” has two play modes. The Standard Coin Play mode, where a coin
or coins are inserted to play the game, or Free Play where no coins are necessary.
COIN PLAY
 The Coin Play mode is entered from Attract mode, by inserting coins in any of the
two coin slots on the front of the machine cabinet, then following the instructions
in the “How to Play” section of this manual.
FREE PLAY
 The free play mode is entered from attract mode by holding the Service button for
longer than five seconds, F r E E will be displayed on the 4-digit LED display.
For a single free game, just press the Service button once. When issuing single
free games in this manner, Prizes can be won as normal.

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Operator's Manual – Stack N Grab
© LAI GAMES

TEST MODE
The “Stack N Grab” Test mode has Three Test Configurations allowing you to
explore the functioning of the Sound, Light & Display and Game Switches and to
allow an operational test of the Crane Claw (Refer to the Test Mode Diagram below).

The Test mode is also used for Clearing Game Errors. If there is an active error, its
code will be displayed. To try to clear the error code, press the red test button once.
The error can be by passed by quickly pressing the red test button twice.

* NOTE! *
 Entering Test Mode will CLEAR any CREDITS remaining in the game.
 If during test mode no ADJUSTMENTS or actions are made to the game for
approximately four minutes, it will automatically RETURN to Attract Mode.

TEST MODE DIAGRAM


ATTRACT MODE PLAY MODE
PRESS TEST

SOUND, LAMPS & DISPLAY TEST


0 0 0
The Display counts,
all Lamps are flashing 1 1 1
and Sound is played

9 9 9

PRESS TEST

SWITCH INPUT TEST No INPUT is active

C 0 0

Service switch Start/Stop switch Joystick Up Z Down


is active is active is active is active
C 0 2 C 0 3 To C 1 0 C 1 9

PRESS TEST

RUN TEST
PRESS PRESS
r r r r SERVICE r 0 1 SERVICE r 0 2
R R REPEATEDLY
R
Move the Claw using the joystick, Press the To step from Claw Test
Catch button to lower the claw and it will R01 to R02 Press the Stack
return to the home position automatically button to close the
claw

PRESS TEST

PROGRAMMABLE ADJUSTMENTS MODE

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Operator's Manual – Stack N Grab
© LAI GAMES

SOUND, LAMPS & DISPLAY TEST


 ENTER The Sound, Lamp & Display test is entered from Attract mode by
pressing the test button once.
* NOTE! *
 If there is an active error displayed, press the red test button once to try and
clear the error.
 If the error code will not clear, it can be bypass by quickly pressing the red
test button twice.

DURING THE TEST:


o Game music and a voice over will be played.
o The Door Indicator LEDs will light up in sequence.
o The Credit display will count from 0000 to 9999 and then repeat.
o The LED Playfield Display panel will run a test pattern sequence.
o The Continue, Start/Stop and Select button lamps will flash on and off
 EXIT The Sound, Lamp & Display test is exited by pressing the test button.
The next test will be switch test.

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Operator's Manual – Stack N Grab
© LAI GAMES

SWITCH TEST
 ENTER The Switch Test can be entered by pressing the Test button once while
in the Sound, Light & display test or by pressing the Test button twice
while in Attract mode, C - X X will be displayed on the 4-digit
display where „XX‟ is a number representing the switch that is active.
 TESTING THE GAME SWITCHES
All game switches have a code from C1 to C19 as tabled below. By
activating any of the switches, their code will be displayed on the 4-
digit display. In the normal condition with the crane in the home
position, C - 1 5 , C - 1 6 and C - 1 9 will be active and
shown in the 4- Digit display.
CODE DISPLAY SWITCH FUNCTION
C-0 C - 0 0 No Input Active
C-1 C - - 1 (Optional)Ticket/Capsule Switch Active
C-2 cC - - 2 Service Switch Active
C-3 C - - 3 Stack Button Active
C-4 C - - 4 Coin 1 Switch Active
C-5 C - - 5 Coin 2 Switch Active
C-9 C - - 9 Prize Sensor Active
C-10 C - 1 0 Joystick Up Switch Active
C-11 C - 1 1 Joystick Down Switch Active
C-12 C - 1 2 Joystick Right Switch Active
C-13 C - 1 3 Joystick Left Active
C-14 C - 1 4 Joystick Button Switch Active
C-15 C - 1 5 Crane Mechanism Left Home Switch
C-16 C - 1 6 Crane Mechanism Forward Home Switch
C-17 C - 1` 7 Crane Mechanism Back Home Switch
C-18 C - 1 8 Claw Down Position Switch
C-19 C - 1 9 Claw Up Position Home Switch

* NOTE! *
 Several switches can be simultaneously activated in Switch test. The display
will then consecutively show their codes, indicating which switches are
active. However, it is much easier to test the game switches individually.

Page 18
Operator's Manual – Stack N Grab
© LAI GAMES

 TICKET DISPENSER NOTCH


(If optional Ticket or Capsule dispenser is fitted)
The Ticket Notch Switch (C1) can be activated or deactivated from the Ticket
Feed Button on the Ticket Dispenser PCB or by manually pushing the tickets from
the ticket holder through the dispenser after pulling the ticket release rod upwards

Ticket tensioning
mechanism
Ticket release rod

 EXIT The Switch Test is exited into Run Test Mode by pressing the Test
Button once.

RUN TEST
 ENTER The Run Test can be entered by pressing the Test button once while in
the Switch Test or by pressing the Test button three times while in
Attract mode, r r r r will be displayed on the 4-digit display.
 SELECT The Service button is pressed once to start the run test mode. The
credit display will indicate, r - 0 1 for the first crane mechanism
run test. The Service button is then pressed again to step to the second
crane mechanism test r-02.

 RUN Use the joystick and the Stack button to operate the Crane Mechanism
in the Run test.
 EXIT The Run Test is exited into Programmable Adjustments Mode by
pressing the Test Button once.

 RUN TEST 1 (r-01)


This test allows you to test the normal operation of the crane
mechanism as it would work in a winning game, the joystick with
move the mechanism in all directions and pushing the Stack button
will drop the claw down and the claw will close and try to grab a prize
and then return automatically to the home position this test can be
repeated until you exit the test.

 RUN TEST 2 (r-02)


The test is to test the claw only, by pushing the Stack button the claw
with pull closed and stay closed while the button is pressed.

Page 19
Operator's Manual – Stack N Grab
© LAI GAMES

PROGRAMMABLE ADJUSTMENTS MODE


“Stack n Grab” has fifteen programmable adjustments that can be changed in this
mode. They are P01 to P15 and their codes and values are displayed alternatively
during the adjustment procedure.

Example: Code P01 (Number of Coins Mech 1) is displayed as P 0 1 and its


value of 1 as 1 on the 4-digit display.

PROGRAMMABLE ADJUSTMENTS MODE DIAGRAM


RUN TEST MODE

PRESS TEST

PROGRAMMABLE ADJUSTMENTS MODE


PRESS PRESS
P P P P SERVICE P 0 1 P 2 7
SERVICE
REPEATEDLY
To step from
PRESS START 1 P01 to P23 O n
to change value
Loops back to P01
1, 2, 3, 4 … 10

PRESS TEST

AUDIT MODE

PROGRAMMABLE ADJUSTMENTS PROCEDURE

 ENTER The Programmable Adjustments Mode can be entered by pressing the


Test button once while in the Run Test or by pressing the Test button
four times while in Attract mode, P P P P will be displayed on the 4-
digit credit display.
 SELECT The green Service button is pressed to step through each of the
adjustment configurations, starting from the P P P P display, P01
being the first step, continuing through to P15, and then looping again
from P01 to P15 until the mode is exited.
 CHANGE The Stack button is pressed to change the displayed value. The value
can only be stepped up by using the Stack button, but the value will
loop back to its minimum value the next step after its max value.

* NOTE! *
 Certain program adjustments have a fast adjustment feature. By holding the
Start/Stop button down, the values step through quicker.

 EXIT The Programmable Adjustments mode is exited into Audits mode, by


pressing the Test button once.

Page 20
Operator's Manual – Stack N Grab
© LAI GAMES

PROGRAMMABLE ADJUSTMENTS QUICK


REFERENCE TABLE (V1.6.2)

PROGRAMMABLE OPTIONAL DEFAULT


CODE FEATURES
ADJUSTMENTS VALUES SETTINGS
P01 1 - 20 1,2,3,….20 1 Coin 1 – Coins / Credit

P02 1 - 10 1,2,3,…..10 1 Coin 1 – Games / Credit

P03 ON or OFF ON or OFF OFF Activate Multiple Bonus Pricing Coin slot 1
Coin 1
P3-1 OFF - 99 OFF,1,2,3,…99 OFF Number Coins for Bonus Pricing level 1
Coin1
P3-2 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 1
Coin1
P3-3 OFF - 99 OFF,1,2,3,….99 OFF Number Coins for Bonus Pricing level 2
Coin 1
P3-4 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 2
Coin 1
P3-5 OFF - 99 OFF,1,2,3,….99 OFF Number Coins for Bonus Pricing level 3
Coin 1
P3-6 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 3
P04 1 - 20 1, 2, 3…20 1 Coin 2 – Coins / Credit

P05 1 - 10 1, 2, 3…10 1 Coin 2 – Games / Credit

P06 OFF or ON ON or OFF OFF Activate Multiple Bonus Pricing Coin slot 2
Coin 2
P6-1 OFF - 99 OFF,1,2,3,…99 OFF Number Coins for Bonus Pricing level 1
Coin 2
P6-2 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 1
Coin 2
P6-3 OFF - 99 OFF,1,2,3,….99 OFF Number Coins for Bonus Pricing level 2
Coin 2
P6-4 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 2
Coin 2
P6-5 OFF - 99 OFF,1,2,3,….99 OFF Number Coins for Bonus Pricing level 3
Coin 2
P6-6 OFF - 99 OFF,1,2,3,….99 OFF Number of bonus credits on Pricing level 3
P07 ON or OFF ON or OFF ON Attract Mode sound
P08 3- 5 3- 5 3 (Read Only)Game Difficulty Cube Speed
P9 1 - 200 1, 2,30, 35,200 10 Average Games Per Win (AGW)
P10 ON or OFF ON or OFF OFF Prizes dispensed when in free play
P11 ON or OFF ON or OFF ON Attract Mode Display Animation strobes
P12 1…4 1,2,3,4 1 Error Message options
P13 0 – 15 0,3,5,…15 3 Crane Prize selection Time Out (Minutes)
Number of Mercy Tickets/Capsules
P14 0 – 20 1,2,3,……20 0
(optional)
P15 0–2 0, 1 or 2 0 Mercy Tickets/Capsule Option

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Operator's Manual – Stack N Grab
© LAI GAMES

PROGRAMMABLE ADJUSTMENTS DETAILED

 P01 = COIN 1: NUMBER OF COINS PER CREDIT


(Default 01) (Adjustable 1 – 20)
This sets the number of coins that need to be inserted into coin mechanism 1, for
each credit. It can be set between 1 to 20 coins for one credit. The default setting
is “1”.

 P02 = COIN 1: NUMBER OF GAME PLAYS PER CREDIT


(Default 01) (Adjustable 1 – 10)
This sets the number of games for each credit inserted into coin mechanism 1. It
can be set between 1 to 10 plays for each credit. The default setting is “1”.

 P03 = COIN 1: ACTIVATE MULTIPLE BONUS PRICING


(Default OFF) (Adjustable ON – OFF)
Note: Settings P 03 and P 03-1 thru to P03-6 are only used for the setting of
Bonus credit levels e.g. $0.50c/1 play, $1/3plays, $2/7plays, $5/20 plays
This turns on the multiple bonus credit system and activates the settings for up to
3 bonus levels on coin mechanism 1. It can be set to ON or OFF. The default
setting is “OFF” this means the multiple bonuses is disabled, if the setting is
changed to ON the multiple bonus setting will be active and open the next sub-
menu P03-1 and so on.

 P03 - 1 = COIN 1: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 1
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that need to be inserted
into coin mechanism 1 to reach the bonus credit level 1. It can be set to either OFF
for no bonus or 1 to 99 coins, (OFF=No bonus), the default setting is “OFF” this
means that the P03-2 will not open

Examples (Base price $0.25c) (Base Price $0.50c (Base Price $0.50c) (Base Price $1.00)
P Setting 1 play $ 0.25c 1 play $ 0.50c 1 play $ 0.50c 1 play $ 1.00
Adjustment 3 plays $ 0.50c 3 plays $ 1.00 3 plays $ 1.00 3 plays $ 2.00
7 plays $ 1.00 7 plays $ 2.00 8 plays $ 2.00 8 plays $ 5.00
($0.25c coins or ($0.25c coins or 22 plays $ 5.00 18 plays $ 10.00
DBA set on $0.25c DBA set on $0.25c
pulses) pulses)
($0.25c coins or ($0.25c coins or
DBA set on $0.25c DBA set on $0.25c
pulses) pulses)
P01 / P04 1 2 2 4
P02 / P05 1 1 1 1
P03 / P06 ON ON ON ON
P3-1 / P6-1 2 4 4 8
P3-2 / P6-2 1 1 1 1
P3-3 / P6-3 4 8 8 20
P3-4 / P6-4 3 3 4 3
P3-5 / P6-5 OFF OFF 20 40
P3-6 / P6-6 OFF OFF 12 8

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 P03 - 2 = COIN 1: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 1
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 1 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or between 1 to 99 bonus credits; the
default setting is “OFF” this mean that the P03-3 will not open.
Note: The Base Price is the normal price setting for one game.
e.g. If the game is set for $0.25c/1play then the base price is $0.25c, if the game
is set for $0.50c/1play then the base price is $0.50c, if the game is set for
$1.00/1play then the base price is $1.00.

 P03 - 3= COIN 1: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 2
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that is needed to be
inserted into coin mechanism 1 to reach the bonus credit level 2. It can be set to
OFF for no bonus or between 1 to 99 coins, but the setting value must be higher
than setting value of P03-1, the default setting is “OFF” and if set to OFF this
means that the P03-4 will not open.

 P03 - 4 = COIN 1: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 2
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 2 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or between 1 to 99 bonus credits; the
default setting is “OFF” this mean that the P03-5 will not open.

 P03 - 5= COIN 1: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 3
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that is needed to be
inserted into coin mechanism 1 to reach the bonus credit level 3. It can be set to
OFF for no bonus or between 1 to 99 coins, but the setting value must be higher
than setting value of P03-3, the default setting is “OFF” and if set to OFF this
mean that the P03-6 will not open.

 P03 - 6 = COIN 1: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 3
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 3 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or between 1 to 99 bonus credits; the
default setting is “OFF”

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 P04 = COIN 2: NUMBER OF COINS PER CREDIT


(Default 01) (Adjustable 1 – 20)
This sets the number of coins that need to be inserted into coin mechanism 2, for
each credit. It can be set between 1 to 20 coins for one credit. The default setting
is “1”.

 P05 = COIN 2: NUMBER OF GAME PLAYS PER CREDIT


(Default 01) (Adjustable 1 – 10)
This sets the number of games for each credit inserted into coin mechanism 2. It
can be set between 1 to 10 plays for each credit. The default setting is “1”.

 P06 = COIN 2: ACTIVATE MULTIPLE BONUS PRICING


(Default OFF) (Adjustable ON – OFF)
Note: Settings P 06 and P 06-1 thru to P06-6 are only used for the setting of
Bonus credit levels e.g. $0.50c/1 play, $1/3plays, $2/7plays, $5/20 plays
This turns on the multiple bonus credit system and activates the settings for up to
3 bonus levels on coin mechanism 2. It can be set to ON or OFF. The default
setting is “OFF” this mean the multiple bonuses is disabled, if the setting change
to ON the multiple bonus setting will be active and open the next sub-menu P06-
1 and so on.

 P06 - 1 = COIN 2: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 1
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that need to be inserted
into coin mechanism 2 to reach the bonus credit level 1. It can be set to either OFF
for no bonus or 1 to 99 coins, (OFF=No bonus), the default setting is “OFF” this
means that the P06-2 will not open

 P06 -2 = COIN 2: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 1
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 1 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or 1 to 99 bonus credits; the default
setting is “OFF” this mean that the P06-3 will not open.

Note: The Base Price is the normal price setting for one game.
e.g. If the game is set for $0.25c/1play then the base price is $0.25c, if the game
is set for $0.50c/1play then the base price is $0.50c, if the game is set for
$1.00/1play then the base price is $1.00,

 P06 – 3= COIN 2: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 2
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that is needed to be
inserted into coin mechanism 2 to reach the bonus credit level 2. It can be set to
OFF for no bonus or between 1 to 99 coins, but the setting value must be higher
than setting value of P06-1, the default setting is “OFF” and if set to OFF this
means that the P06-4 will not open.

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 P06 - 4 = COIN 2: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 2
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 2 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or 1 to 99 bonus credits; the default
setting is “OFF” this mean that the P06-5 will not open.

 P06 – 5 = COIN 2: NUMBER OF COINS REQUIRED TO


REACH BONUS CREDIT LEVEL 3
(Default OFF) (Adjustable OFF – 99)
This sets the number of coins (or Bill Acceptor pulses) that is needed to be
inserted into coin mechanism 2 to reach the bonus credit level 3. It can be set to
OFF for no bonus or between 1 to 99 coins, but the setting value must be higher
than setting value of P06-3, the default setting is “OFF” and if set to OFF this
mean that the P06-6 will not open.

 P06 -6 = COIN 2: NUMBER OF BONUS CREDITS GIVEN AT


BONUS LEVEL 3
(Default OFF) (Adjustable OFF – 99)
This sets the number of bonus credits that are given when credit Level 3 is
reached. This Bonus amount is the additional number of credits required above
the base price. It can be set to either OFF, or 1 to 99 bonus credits; the default
setting is “OFF”.

 P07 = ATTRACT MODE SOUND


(Default ON) (Adjustable ON or OFF)
This adjustment turns the attract mode sound ON or OFF. This is the sound and
music that the game generates to attract customers when it is not being played.
The music will cycle approximately every 3 minutes.

 P08 = GAME DIFFICULTY (Cube Speed)


(Default 3) (Non Adjustable 3 - 5)
This option displays the current setting of the Game Difficulty which varies the
speed that the blocks move from side to side. This setting is “read only” as the
setting is adjusted automatically by the game software.

 P09 = AVERAGE GAMES PER WIN (AGW)


(Default 10) (Adjustable 1 – 200)
This option is for adjusting the game payout and sets the Average Games played
per Prize Won. The game sets the game difficulty to achieve a player win ratio
that will average very close to the (AGW). Example an AGW setting 20 means on
average a prize will be won for every 20 games played. The setting is adjustable
from 1 to 200. With adjustment from 1-30 in steps of 1 and from 30-200 in steps
of 5. The default setting is 10, or one win every 10 Games which suitable for $4
Plush on $0.50 per play

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 P10 = PRIZES IN FREE PLAY MODE


(Default OFF) (Adjustable ON or OFF)
This setting controls whether or not the game dispenses prizes in free play mode.
The options are ON or OFF.

 P11 = ATTRACT ANIMATION (STROBING) DISPLAY


(Default ON) (Adjustable ON or OFF)
This setting controls whether or not the games attract mode animation will strobe.
When set to ON, the game will run the attract animation which includes a small
amount of strobe effect. If set to OFF, the game will skip this part of the attract
animation.

 P12 = ERROR MESSAGE OPTION


(Default 1) (Adjustable 1 - 4)
This adjustment sets the way error messages are handled. The game can play a
voice over for an error, or display the error on the small 4 digit display or both.

Setting Voice Over 4 Digit Display


1 Played Displayed
Errors will only display when the test button is
2 Played pressed and will try clear when the test button is
pressed again
3 Not Played Displayed
Errors will only display when the test button is
4 Not Played pressed and will try clear when the test button is
pressed again

 P13 = PRIZE SELECTION TIME OUT


(Default 3) (Adjustable 0, 3 – 15)

This adjustment sets the crane time out (in minutes) for a player to pick up a
Toy/Prize after winning. Example, when set to 3 means a winning player has 3
minutes to select and pick up a Toy/Prize. When the timeout has been reached, the
game will go to Err4 (prize deployment Error) A setting of 0 means there is no
time out.
Note: If the player fails to pick up a Toy/Prize three times in a row the crane
will automatically run a self test by lowering the claw into the prize chute to
make sure the prize sensor is working OK.

NOTE! To Clear the Err 4 Press Red Test button once.

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 P14 = NUMBER OF MERCY TICKETS / CAPSULES


ADJUSTMENT (default 0) (Adjustable 0 – 20)
This option adjusts the number of mercy tickets or capsules paid out if the
optional ticket or capsule dispenser is fitted. If there is no optional Ticket or
Capsule Dispenser fitted the setting should be 0

 P15 == MERCY SYSTEM MODE ADJUSTMENT


(Default 1) (Adjustable 1 – 2)
This option adjusts the way that mercy tickets or capsules are paid out if the
optional ticket or capsule dispenser is fitted. See P14 for setting the number of
mercy tickets or capsules that will be dispensed.

1. Mercy tickets / capsules are paid if no prize is won. Optional ticket /


capsule dispenser must be fitted.
2. Mercy tickets / capsules are paid on every game credit, regardless if
prizes are won or not. Optional ticket / capsule dispenser must be fitted

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© LAI GAMES

AUDITS MODE
The Audits Mode allows the operator to view statistics in all areas of the Game Play.
This enables the operator to make calculated adjustments and “Fine Tune” the
machine to maximize earning potential. The Audits mode stores bookkeeping of the
games processed since the last game audits reset. While in this mode, the game audits
can also be reset to zero.

The Stack N Grab has thirty seven Audits that can be viewed in this mode. They are
A01 to A37 and their codes and values are displayed alternatively during the Audit
Mode.

Example: Code A01 will be displayed as A 0 1 and a value of 421 as 4 2 1

on the 4-digit display.


Or it will display large values like 21589 as - - - 2 and 1 5 8 9 on
the 4-digit display.

AUDITS MODE DIAGRAM


PROGRAMMABLE ADJUSTMENTS MODE

PRESS TEST

AUDITS MODE
PRESS PRESS
A A A A SERVICE A 0 1 A 3 7
SERVICE A
REPEATEDLY A
Step from
4 2 1 A01 to A32 0 1
Displays CODE then VALUE Loops back to A01
¯ ¯ ¯ 2
or if value > 9,999 Press and hold STACK button
Displays CODE, upper VALUE ¯ for 5 seconds to reset All Audits
Then lower VALUE ¯1 5 8 9

PRESS TEST

GAME HISTORY MODE

* NOTE! *
 For Audit values that are greater than 4 digits the audits‟ values will be
displayed in two steps.
 The first number, which is displayed as - - - 2 , has leading dash
symbols

 The second number, which is displayed as 1 5 8 9 , which has no dash


symbols

 In this example the final value is 21,589

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AUDIT PROCEDURE

 ENTER The Audits mode is entered from Programmable Adjustments mode by


pressing the Test button once or from Attract mode by pressing the
Test button five times. A A A A Will be displayed on the 4-digit
display.
 SELECT The green Service button is pressed for advancing each step through
the set of audits configurations, starting from the A A A A display,
A01 being the first step, continuing through to A37, and then looping
again from A01 to A37 until the mode is exited.
 RESET The entire set of user audits can be reset during any of the audit
configurations, by holding the Stack button for longer than 5 seconds.
The displays will be cleared while still holding the button pressed and
will return to the same audit step after releasing the button. The value
of all audits will be reset to “00 000”.
 EXIT The Audits mode is exited into Game History mode, by pressing the
Test button once.

* NOTE! *

 ALL Audits will STOP INCREMENTING when the


“Total Number of Games Played”, audit A-07, reaches 60,000.

 To restart the audits they must be reset to 0000 by holding


The Start button for longer than 5 seconds while in Audits mode.

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© LAI GAMES

AUDITS QUICK REFERENCE TABLE

CODE DISPLAY AUDIT FUNCTION


A01 A - 0 1 Total Coins in Mechanism 1
A02 A - 0 2 Total Coins in Mechanism 2
A03 A - 0 3 Total Number of Service Credit
A04 A - 0 4 Average Number of Games Played Per Prize Win
A05 A - 0 5 Average Level Reached Per Game
A06 A - 0 6 Total Number of Major Prizes Won
A07 A - 0 7 Total Number of games played
A08 A - 0 8 Total Number Games reach level 1
A09 A - 0 9 Total Number Games reach level 2
A10 A - 1 0 Total Number Games reach level 3
A11 A - 1 1 Total Number Games reach level 4
A12 A - 1 2 Total Number Games reach level 5
A13 A - 1 3 Total Number Games reach level 6
A14 A - 1 4 Total Number Games reach level 7
A15 A - 1 5 Total Number Games reach level 8
A16 A - 1 6 Total Number Games reach level 9
A17 A - 1 7 Total Number Games reach level 10
A18 A - 1 8 Total Number of Mercy Games
A19 A - 1 9 Total Prize Counter (non-resettable)
A20 A - 2 0 Total Game Plays (non-resettable)
A21 A - 2 1 Coin 1 Counter (non-resettable)
A22 A - 2 2 Coin 2 Counter (non-resettable)
A23 A - 2 3 (Manufacture Audit)
A24 A - 2 4 (Manufacture Audit)
A25 A - 2 5 (Manufacture Audit)
A26 A - 2 6 (Manufacture Audit)
A27 A - 2 7 (Manufacture Audit)
A28 A - 2 8 (Manufacture Audit)
A29 A - 2 9 (Manufacture Audit)
A30 A - 3 0 (Manufacture Audit)
A31 A - 3 1 (Manufacture Audit)
A32 A - 3 2 (Manufacture Audit)
A33 A - 3 3 (Manufacture Audit)
A34 A - 3 4 (Manufacture Audit)
A35 A - 3 5 (Manufacture Audit)
A36 A - 3 6 (Manufacture Audit)
A37 A - 3 7 (Manufacture Audit)

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AUDITS DETAILED

 A01 = TOTAL COINS IN MECHANISM 1


This Audit displays the total number of coins inserted into coin mechanism 1
since the audits were last cleared.

 A02 = TOTAL COINS IN MECHANISM 2


This Audit displays the total number of coins inserted into coin mechanism 2
since the audits were last cleared.

 A03 = TOTAL NUMBER OF SERVICE CREDITS


This Audit displays the total number of Service Credits since the audits were last
cleared. This records the number of credits given by pressing the Service Button
on the service panel.

 A04 = AVERAGE GAMES PER WIN (AGW)


This Audit displays the current Average number of games played for every prize
won since the audits were last cleared.

 A05 = AVERAGE LEVEL REACHED IN THE GAME


This Audit is monitors the players skill level and the game difficulty, it displays
the Average Level that players reach since the audits were last cleared.

 A06 = TOTAL NUMBER OF PRIZES PAID OUT


This Audit displays the total number of Prizes Won, since the audits were last
cleared.

 A07 = TOTAL GAMES PLAYED


This Audit displays the total number of Games Played since the audits were last
cleared.

* NOTE! *
 ALL Audits will STOP INCREMENTING when the
“Total Number of Games Played”, audit A-07, reaches 60,000.

 To restart the audits they must be reset to 00 000 by holding


The Start button for longer than 5 seconds while in audits mode.

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 A08 to A17
TOTAL NUMBER OF GAMES ENDING ON LEVELS 1 to 10
These Audits display the total number of games ending on level number 1 through
to 10 on this machine since the audits were last cleared.

 A18 = TOTAL NUMBER OF MERCY GAMES


This Audit displays the total number of “Mercy Games” that have been played
since the audits were last cleared. Note: this audit is only active if the optional
Capsule or Ticket dispenser is fitted and the P-14 Mercy Option is active

 A19 = TOTAL NUMBER OF PRIZES PAID OUT


(Non Resettable)
This is a non resettable counter that displays the total number of Prizes paid out.
NOTE: this audit cannot be reset.

 A20 = TOTAL GAMES PLAYED (Non Resettable)


This is a non resettable counter that displays the total number of Games Played.
NOTE: this audit cannot be reset.

 A21 = COIN 1 COUNTER (Non Resettable)


This is a non resettable counter that displays the total number of coins inserted
into coin mechanism 1. NOTE: this audit cannot be reset.

 A22 = COIN 2 COUNTER (Non Resettable)


This is a non resettable counter that displays the total number of coins inserted
into coin mechanism 2. NOTE: this audit cannot be reset.

 A23 to A37 = MANUFACTURERS AUDITS ONLY

These are Manufacturer Audits only and serve no useful function for the operator
of this game.

* NOTE! *
 LAI Games Customer Support may request from the operator the values of
these Manufacturers audits, to help with any service issues.

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GAME HISTORY MODE

By using the Game History Mode the operator can view the results of the last 10
games played. This enables the operator to verify player‟s game results and verify the
win / lose pattern on the LED Playfield Display.

GAME HISTORY MODE DIAGRAM


AUDIT MODE

PRESS TEST

GAME HISTORY MODE


PRESS PRESS
H H H H SERVICE H 0 1 H 1 0
SERVICE A
The pattern of LEDs for each To step from
H01 to H10
game will be shown on the 0 5 1 0
LED Playfield Display
Game End Level Loops back to H01

PRESS TEST

GAME ATTRACT MODE

* NOTE! *
 Score Histories will be erased if the game is switched off then on.
Empty score histories show as - - - - on the 4-digit display

GAME HISTORY PROCEDURE

 ENTER The Game History mode is entered from Audits mode by pressing the
Test button once or from Attract mode by pressing the Test button six
times. H H H H Will be displayed on the 4-digit display.

 SELECT The green Service button is pressed for advancing each step through
the set of Game Histories, starting from the H H H H display, H01
being the first step, continuing through to H10, and then looping again
from H01 to H10 until the mode is exited.

 EXIT The Game History mode is exited into Game Attract mode, by pressing
the Test button once.

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GAME HISTORY QUICK REFERENCE TABLE

CODE DISPLAY HISTORY RESULTS


H01 H - 0 1 Level Ending & LED Pattern for Very Last Game Played
H02 H - 0 2 Level Ending & LED Pattern for 2nd Last Game Played
H03 H - 0 3 Level Ending & LED Pattern for 3rd Last Game Played
H04 H - 0 4 Level Ending & LED Pattern for 4th Last Game Played
H05 H - 0 5 Level Ending & LED Pattern for 5th Last Game Played
H06 H - 0 6 Level Ending & LED Pattern for 6th Last Game Played
H07 H - 0 7 Level Ending & LED Pattern for 7th Last Game Played
H08 H - 0 8 Level Ending & LED Pattern for 8th Last Game Played
H09 H - 0 9 Level Ending & LED Pattern for 9th Last Game Played
H10 H - 1 0 Level Ending & LED Pattern for 10th Last Game Played

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ERRORS AND TROUBLESHOOTING


If the Game microprocessor detects any problems with the operation of the game, an
Error will be displayed on the 4-digit display and the machine will play a voice
message. “Please Call the Attendant/ be a Winner”. Some error Messages will only be
displayed when test mode is entered. Errors are displayed on the displays as E r r X ,
where „X‟ is the error number. There are five error messages for Stack N Grab, listed
as follows:

ERROR CODE QUICK REFERENCE TABLE

CODE ERROR DESCRIPTION SOLUTION


Check the ticket/capsule
TICKET/CAPSULE
Err1 Check the sensor/switch
No tickets/capsule, Jammed
Check the Drive output to ticket/capsule

STACK BUTTON JAMMED, Check Button function using switch test


Err2
active for longer than 30 seconds Check the NO/NC connection

EEPROM ERROR
The main MCU is getting errors reading
Err3 Problem with on-board
the EEPROM (24C16 IC on MCU).
EEPROM

PRIZE DEPLOYMENT ERROR Check the Claw or Crane switches


Claw, Prize Sensor, Crane PCB or Check the prize sensor
Err4 No Prizes. This is a hard Error Check the Crane Control PCB
Test Mode can be access by Fill the cabinet with toys
pressing Test button. Check the Claw and Motor Fuses

Clear the blockage from in front of the


PRIZE SENSOR BLOCKED or
Err5 prize sensors
PRIZE SENSOR FAULTY
Test Prize Sensors and replace if faulty
Check the crane mechanism home
THE CRANE HAS NOT
position switch, make sure the
RETURNED TO THE HOME
Err8 connection is OK
POSTION or HOME POSITION
Check the motor operation in the Crane
SWITCH NOT WORKING
Gantry

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TROUBLESHOOTING GAME ERRORS

 CLEARING GAME ERRORS


Game errors can be cleared, by pushing the test button ONCE. The game
will try and check if the error is fixed. If the reason for the error is fixed,
the game will continue as normal. If the error is not fixed, the error will
remain on the display. For a Hard Error (Err4) Power OFF and ON the
game will clear the error.
 Err1 – TICKET/CAPSULE ERROR
This error is usually displayed if the optional ticket /capsule dispenser does not
function properly, or if tickets/capsules are jammed. Check the ticket/capsule
dispenser is full, Check the ticket/capsule sensor/switch and make sure they are
working properly, you can check this with your hand on the Capsule dispenser to
make sure the sensor/switches are working also make sure the micro switch wiring
is connected to the Normal Open and the Common contact of the micro switch.
For a Ticket dispenser a ticket can be pushed in and out of the sensor to test it Use
the switch test to help check the sensor/switch, an active switch will display as C1
in switch test.. Use a Digital Multimeter to check the voltage drive from the main
CPU output to the motor or ticket/capsule connector.

 Err2 – STACK BUTTON JAMMED


This error is usually displayed if the STACK button is active or jammed
on for longer than 30 seconds. Check the mechanical operation of the
Stack button and also the micro switch. Lastly make sure the micro switch
wiring is connected to the Normal Open and the Common contact of the
micro switch. Use the Switch Test to help check the Stack button, an
active/pushed button will be display as C3,
 Err3 – EEPROM ERROR
This Error means that the CPU cannot read the EEPROM, or is receiving
errors during communication with the EEPROM (The 23C16 IC on the
main MCU PCB). This could cause problems with the game audits and
program settings. The first thing to do is try to switch the machine ON and
OFF at least 2 times. If the message still appears then replace the
EEPROM IC (Atmel 24C16) on the CPU PCB with the new EEPROM. If
there is still an error message, this could be a problem with the game
audits and program. If this error cannot be cleared, please send your main
MCU PCB to the nearest authorized LAI Games Distributor for repair.
 Err4 – PRIZE DEPLOYMENT ERROR
This error is displayed when the Claw is faulty, the Prize Sensor is not
functioning either during the start up test or in game play and/or there are
no Toys inside the cabinet and the game times out. This is a hard Error and
will stop the game operating but you can still access the test mode by
pressing the test button twice for fault finding the problem.
Note: Err4 can also occur when the claw rope winds around the pulley
incorrectly and the claw is held up in the gantry. To clear this simply
press and hold the Up switch inside the gantry for the claw to be
released then redo the rope and wind it correctly. (Refer to the “Rope
Winding For the Claw” diagram in the Service Section of this manual.)

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 Err5 – PRIZE SENSOR BLOCKED or PRIZE SENSOR FAULTY


This error occurs if the prize sensor is blocked or a prize is jammed in the
prize chute, blocking the infrared beam of the prize sensor for longer than
5 seconds. Clear the blockage in front of the sensor; re adjust the sensor by
turning the sensitivity screw in the sensor body if required.

 Err8 – HOME SWITCH GANTRY ERROR


This error occurs if the Gantry home position switch is not functioning or
the crane gantry has not properly returned to the home position, (Front/left
position). Check the switch condition and operation, the motor and the
switch stopper and check the connection and the wiring to this switch.

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FUSE INFORMATION

* WARNING! *
Always turn OFF Mains power and unplug the game, before replacing any fuses.

 MAIN AC SUPPLY FUSE (1 x 6 AMP FAST BLOW, M205 TYPE)


This fuse is for the main AC supply and is situated in the IEC mains input socket.

 MCU POWER FUSE (1 x 1.5 AMP FAST BLOW, M205 TYPE)


This fuse is for the power supply to the MCU PCB.

 MCU CONTROL FUSES (2 x 5 AMP FAST BLOW, M205 TYPE)


These fuses are for the DC transistor drivers on the MCU PCB

 3 LED PLAYFIELD DISPLAY CONTROLLER FUSES


(3 x 2.5 AMP FAST BLOW, M205 TYPE)
This fuse is for the +5VDC on the three LED Playfield Display PCBs

 CLAW and MOTOR FUSES (2 x 4 AMP SLOW BLOW AND 7 AMP


SLOW BLOW, 3AG TYPE)
 These fuses are for the Crane Mechanism Motors 48VDC (2 x 4A Slow Blow)
and for the Claw Coil 48 VDC 7A Slow Blow

* CAUTION! *
Do Not Use any fuse that does not meet the specified rating.

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© LAI GAMES

SECTION A: SERVICE INSTRUCTIONS

BE SURE TO READ THE FOLLOWING


Carefully before servicing this machine

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LOCATING AND ACCESSING PARTS


PARTS LOCATION DIAGRAM
As viewed from front

Top Header

Playfield
Display

LED Strip

Control
Panel

Coin
Door
Prize
Door

Cash Box

Prize Sensor behind the


front door

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Operator's Manual – Stack N Grab
© LAI GAMES

As viewed from back

Service
Door

DB Box

Page 41
Operator's Manual – Stack N Grab
© LAI GAMES

As viewed from back continued,

BAFB66A Main CPU PCB


BAFB29 Amplifier PCB BAFB158 Claw Control PCB
BAFB52C Sound ROM PCB

10.000 µf/80 V 12 VDC PSU


Capacitor EA1003

32 Amp Bridge
Diode

Fuse Location

Prize Sensor (Viewed inside prize chute)

Page 42
Operator's Manual – Stack N Grab
© LAI GAMES

ROPE WINDING FOR THE CLAW

* NOTE! *
Rope length between notches is 1.40 meters (55”) maximum.

DISPLAY ACCESS,

Unscrew the 4 screws of the display to give access as shown above

Page 43
Operator's Manual – Stack N Grab
© LAI GAMES

PRIZE SENSOR

Prize Sensor WO-RNPW1


Win Lenk Retro Reflective

Blue/White = GND
Black = Output Logic
Brown = 12 VDC

Sensitivity Adjustment

Page 44
Operator's Manual – Stack N Grab
© LAI GAMES

PARTS DESCRIPTION
 COIN MECHANISMS
The coin mechanisms can be accessed inside the coin door to the right on the front
of the machine cabinet.

 CASH BOX
The cash box is located inside behind the coin door on the front of the machine
cabinet.

 SPEAKERS
Two speakers are located to the front of the cabinet below the control panel.
Access is through the back of front door by unscrewing the metal cover.

 CONTROL PANEL
Control Panel located in the center of the machine cabinet. The control panel can
be accessed through the front door from the back by unscrewing the metal bracket.
STACK BUTTON: The Stack button is the Large Red round illuminated button.
This button is used to start the game, to stop and Stack the blocks or to lower the
claw to grab a prize and for test and program adjustments.
JOYSTICK: The joystick is use for moving the claw into the right position above
a prize if a player wins

 SERVICE CONTROLS:
The service panel is located above the cash box and accessed through the front
door.
SERVICE BUTTON: Used to input credits to the game without activating the
coin counter, and to perform test procedures in combination with the test button
TEST BUTTON: Used to perform the test mode, in combination with the
Service button.
VOLUME KNOB: Used to adjust the speaker‟s sound level.

Test Button
On the Door

Page 45
Operator's Manual – Stack N Grab
© LAI GAMES

CLAW ADJUSTMENT

Ring
1. Mechanical Adjustments
Adjustment
 Distance between claw arms in the closed
position is adjusted by moving the two rings
Washer up and down the body of the claw. Close the
Adjustment claw manually and loosen ring grub screws.
Adjust the position of the rings for the desired
claw arm distance and tighten ring grub
screws.
Plunger
Screw  Distance between claw arms in the Open
position is adjusted by moving the square
washer at the base of the plunger. Loosen
plunger screw and rotate the square washer to
allow the claw to open wide or narrow.

Big toys claw adjustment Smaller toys claw adjustment

80 mm
50 mm
3.1”
2”

Page 46
Operator's Manual – Stack N Grab
© LAI GAMES

Note: The claw will get hot during normal game operations

* CAUTION! *
Do not touch the Power Coil during the operation it may be extremely hot

Page 47
Operator's Manual – Stack N Grab
© LAI GAMES

LAMPS

* WARNING! *
Always turn OFF Mains power and unplug the game, before replacing any lamps.
Always allow time for cooling as Lamps that have been active for a time may still
be too hot to touch.

 COIN DOOR LAMPS


The coin door lamps all are 12V/DC LED or equivalent and can be accessed
through the front door.

 BUTTON LAMPS
The button lamps all are 12V/DC LED or equivalent and can be accessed through
the front door.

 HEADER LAMPS
There are standard FL fluorescent tubes for the Header Display. Access is by the
removing of the machine header cover and accessing the tube and ballast from the
front.

 CABINET LAMPS
There are four 20 watt Energy Saver lamps in each top corner of the inside of the
cabinet. Maximum four 25 watt Energy saver lamps can be use inside the cabinet.

* CAUTION! *
Always Replace the lamps with the same or equivalent size, wattage and voltage.

Page 48
Operator's Manual – Stack N Grab
© LAI GAMES

MAINTENANCE

CLEANING AND CHECK UP


 EXTERIOR
Regularly dust and clean the external cabinet areas as required, using a soft
water-damp cloth and mild soap. Check for blown bulbs and replace as required.

Any scratches or marks in the fiberglass or acrylic can be buffed out using car
polish or cut and polish.

* CAUTION! *
Do not Use solvents on the panels as it may affect the artwork.

 INTERIOR
Regularly dust and vacuum the interior of the cabinet, taking care to remove any
objects that may have fallen on the PCBs. Check and tighten all fixing hardware
and fasteners as required.

* WARNING! *
Always Turn OFF Mains power and unplugged the game, before cleaning the
interior of the machine.
Always After cleaning the cabinet interior, check all harness connectors and
restore all loose or interrupted connections.

Regularly check that all the display and button lamps are operating through the
Sounds, Lamps and Display Test. Replace any lamps that are not operational.

Page 49
Operator's Manual – Stack N Grab
© LAI GAMES

1” CAPSULE DISPENSER (Optional)

Capsule access door closed Capsule access door opened

Capsule dispenser meter 1” Capsule dispenser

Page 50
Operator's Manual – Stack N Grab
© LAI GAMES

CAPSULE WIRING DIAGRAM (Optional)

Page 51
Operator's Manual – Stack N Grab
© LAI GAMES

FILLING IN THE CAPSULES (Optional)


Filling the 1” Capsule Dispenser,

With the Capsule Access door


opened fill in the 1” capsule
into the capsule dispenser as
required

Filling the Capsule display tube,

Capsule Capsule
Display Tube Display Tube

Use Phillip Head Screw to Fill in the capsule inside


unscrew the top cover of the Lift the cover the tube and replace in
tube reverse order

Page 52
Operator's Manual – Stack N Grab
© LAI GAMES

SECTION B: TECHNICAL DETAILS

It is advised that anybody using SECTION B for


repairing or modifying any of the components of the
game should be a qualified technician, having at least
a basic knowledge of digital components, integrated
circuits and electricity.

Page 53
Operator's Manual – Stack N Grab
© LAI GAMES

CONNECTION DETAIL
Main PCB 28 Way Edge Connector

Components Side Solder side


GND 1 A GND
GND 2 B GND
+12VDC 3 C +12V
+12VDC 4 D +12V
- P1A7 5 E P1B7 Test button input
Z Down Switch 2 P1A6 6 F P1B6 Service button input
Z Up Switch 1 (home) P1A5 7 H P1B5 Start Button input
X Left Home Position switch P1A4 8 J P1B4 -
Right Joystick Input P1A3 9 K P1B3 Ticket notch input
Left Joystick Input P1A2 10 L P1B2 Coin 1 input
(Back)Up Joystick Input P1A1 11 M P1B1 Coin 2 input
(Front)Down Joystick Input P1A0 12 N P1B0 -
(watch dog) P1C7 13 P P2C7 Display 7 Segment data
- P1C6 14 R P2C6 Output
- P1C5 15 S P2C5 Select button light
P1C4 16 T P2C4 Display, Display clock
Prize Sensor input P1C0 17 U P2C0 Display data 1
Select Button input P1C1 18 V P2C1 Display data 2
Y Backward Switch 1 (home) P1C2 19 W P2C2 -
Y Forward Switch 2(NC) P1C3 20 X P2C3
GND 21 Y GND
GND 22 Z GND

JST 7 JST 5
Light level 1 P2A0 1 1 P2B0 (PNP) Ticket Drive
Light level 2 P2A1 2 2 P2B1 Start Button Light Drive
Light level 3 P2A2 3 3 P2B2 Coin 1 Counter
Light level 4 P2A3 4 4 P2B3 Coin 2 Counter
Light level 5 P2A4 5 5 P2B4 Prize Counter Drive
Light Led Winner 6 P2A5 6 6 P2B5 Beacon /Led Light
Front Up Light 1 P2A6 7 7 P2B6 Crane Control
Front Down Light 2 P2A7 8 8 P2B7 Capsule Counter
Note: All switches that not write (NC) are NO (Normally Open).

Page 54
Operator's Manual – Stack N Grab
© LAI GAMES

FB158 PCB Relay Connector detail,

J2 (OUTPUT) 90 degree connector


Pin 11 = Left direction (X -)
Pin 12 = Right direction ( X +)
Pin 13 = Backward direction (Y -)
Pin 14 = Forward Direction (Y +)
Pin 15 =
Pin 16 = Down Direction (Z -)
Pin 17 = Up Direction (Z +)
Pin 18 = Claw Active (CW +)
Pin 19 = Claw In active (CW -)
Pin 20 =

J1 (Power Connector)
Pin 1 = +12VDC
Pin 2 = GND
Pin 3 = +48VDC
Pin 4 = +48VDC
Pin 5 = GND 12V DC
Pin 6 = -
Pin 7 = -
Pin 8 = GND 48V DC

Page 55
Operator's Manual – Stack N Grab
© LAI GAMES

GANTRY EXPLODED VIEW

Page 56
Operator's Manual – Stack N Grab
© LAI GAMES

CRANE EXPLODED VIEW

Page 57
Operator's Manual – Stack N Grab
© LAI GAMES

MAINS VOLTAGE ADJUSTMENT


 POWER SUPPLY
The Switch Mode Power Supply has a switch to set the mains voltage range. It is
located at the rear of the game cabinet, and is accessed via the Service door. Use a
thin blade screwdriver to move the selector switch to the desired mains voltage
(See Diagram Below)

 TRANSFORMER CONNECTORS
Locate the machine transformer(s) in the base of the cabinet. If unsure of the
location of the transformer(s), refer to Parts location diagram page of this manual.
6 WAY CONNECTOR PINOUT
PIN FUNCTION
Thermal Fuse:
1 0 VAC Y13F-5A-133℃
0V 1.BLK
2 110 VAC
3 120 VAC 7.ORG
110V 2.BLU
4 0 VAC 120V 3.WHI 20V/8A
5 110 VAC 50/60Hz 8.ORG
Thermal Fuse:
6 120 VAC Y13F-5A-133℃ 9.BRN
0V 4.BLK 20V/8A
7 0 VAC
10.BRN
8 20 VAC 110V 5.BLU
9 0 VAC 120V 6.WHI
10 20 VAC
10
.B
9.

8.
R
BR

7. ORG
N
N

O
6.W RG
5.B H
LU I

4.B
3.W LK
HI

2.BLU
1.BLK

Page 58
Operator's Manual – Stack N Grab
© LAI GAMES

 FLUORESCENT TUBE BALLASTS AND STARTERS


Locate the florescent tube ballasts and starters on the top of the cabinet behind the
Game Header. If unsure of the location of any ballasts or starters, refer to Parts
location diagram page of this manual. These have to be removed and replaced
with an equivalent wattage as your local mains voltage level.

110 VAC
Ballast

Starter 18 Watt
Ballast Fluorescent

220 VAC
Ballast

Page 59
Operator's Manual – Stack N Grab
© LAI GAMES

COIN OPTIONS REFERENCE GUIDE

LAI Games have installed on the coin door is a 9 way Molex connector. This
connector can be used for connection to most electronic coin systems and electronic
coin comparators.

Please see below picture to understand the connection setup,

The Coin harness supplied with the game,

The Game is supplied standard with a harness to fit to NRI G13 and 2x Electronic
Coin Comparator (LAI Games standard option). Other types of coin electronic
harnessing can be supplied as requested, please contact your nearest LAI Games
distributor.

Page 60
Operator's Manual – Stack N Grab
© LAI GAMES

3 D PART EXPLODE VIEW

Page 61
NO PART NUMBER DESCRIPTION QTY NO PART NUMBER DESCRIPTION QTY
23 SG1-Assy-023-R0 Power supply bracket assy 1 Set 01 SG1-SA-007-R0 Frame assy 1 Set
23a SG1-FM-036-R1 Power supply bracket 1 Pcs 01a SG1-SA-001-R2 Frame SA 1 Set
23b EA 0832 1 Pcs 01b SG1-FW-001-R3 Base 1 Pcs
23c EA 1003 1 Pcs 01c HM 0091 Caster wheel 3" 4 Pcs

ITEM
23d EA 2422 1 Pcs 01d SG1-FW-006-R3 Prize hopper 2 1 Pcs
23e EA 0040 ; EA 0039 @ 3 Pcs 01e SG1-FW-009-R0 Prize hopper base 1 Pcs
24 SG1-Assy-024-R0 Balast bracket assy 3 Set 01f SG1-FW-007-R1 Prize hopper 1 1 Pcs

ITEM
24a SG1-FM-028-R0 Balast bracket 3 Pcs 01g SG1-FW-008-R2 Prize door stopper 1 Pcs
24b EA 0326 3 Pcs 01h SG1-FW-003-R2 Prize base 1 Pcs

ITEM
24c EA 0304 3 Pcs 01i SG1-FP-015-R1 Prize base cover 1 Pcs
25 SG1-FP-001-R0 LED plastic cover 4 Pcs 01k SG1-FM-052-R0 Base vent. 2 Pcs
26 SG1-FP-002-R0 2 Pcs 01l SG1-FW-002-R2 Top wall 1 Pcs
27 SG1-FP-003-R0 LED plastic cover 2 4 Pcs 02 SG1-Assy-008-R0 Cash box assy 1 Set
28 SG1-FP-004-R0 2 Pcs 02a SG1-SA-010-R0 Cash box cover SA 1 Set
29 SG1-FM-051-R0 1 Pcs 02b SG1-SA-011-R0 Housing cash box SA 1 Set
30 SG1-FM-027-R1 Controller bracket 1 Pcs 03 SG1-FM-023-R0 Cash lifter 1 Pcs
31 SG1-FM-056-R0 1 Pcs 04 SG1-FP-009-R0 Cash box base 2 Pcs
32 SG1-FM-058-R0 1 Pcs 05 SG1-Assy-009-R0 Service bracket assy 1 Set
33 SG1-FM-059-R0 2 Pcs 05a SG1-SA-004-R2 Service bracket SA 1 Set
34 SG1-FM-060-R0 2 Pcs 05b EA1252 3 Pcs
35 SG1-FM-057-R0 2 Pcs 05c EE0689 Potensio carbon 1 Pcs
ITEM

36 SG1-FM-074-R0 1 Pcs 05d EP0602 Knob volume 1 Pcs


37 SG1-FM-072-R0 1 Pcs 05e EA0520 1 Pcs
38 SG1-FM-071-R0 1 Pcs 05f EA0519 1 Pcs
39 SG1-Assy-025-R0 1 Set 06 SG1-Assy-010-R0 DB box assy 1 Set
39a SG1-FW-011-R0 1 Pcs 06a SG1-FM-048-R0 DB box front 1 Pcs
39b SG1-FW-064-R1 1 Pcs 06b SG1-FM-049-R0 DB box housing 1 Pcs
EA1356

ITEM
39c SG1-M-002-R2 1 Pcs 06c 1 Pcs
39d SG1-FM-20-R2 1 Pcs 06d EA1358 1 Pcs

Page 62
06e EA0649 1 Pcs
ITEM

06f MS1 H001 1 Pcs


© LAI GAMES

06g EA0635 1 Pcs


06h EA0636 1 Pcs
06i EA0637 1 Pcs
06j EA0639 1 Pcs
07 SG1-FM-019-R4 Prize chute 1 Pcs
08 SG1-FP-005-R2 Plastic guard 1 Pcs
09 SG1-FM-020-R1 Lock cam 1 1 Pcs
10 SG1-FM-017-R2 1 Pcs
Operator's Manual – Stack N Grab

11 SG1-FM-018-R1 2 Pcs
12 SG1-FM-015-R0 1 Pcs
13 SG1-FM-016-R2 1 Pcs
14 SG1-FM-022-R0 1 Pcs
15 SG1-FW-004-R1 1 Pcs
16 SG1-FW-005-R0 1 Pcs
17 SG1-FM-038-R0 2 Pcs
18 SG1-FM-033-R0 1 Pcs
19 SG1-SA-008-R1 2 Pcs
20 SG1-Assy-011-R0 4 Set
20a SG1-FM-030-R0 Neon bracket 2 4 Pcs
20b EP 0435 4 Pcs
ITEM

20c EP 0280 24W Tornado Daylight 4 Pcs


21 SG1-FM-050-R0 4 Pcs
22 SG1-Assy-012-R0 3 Set
22a SG1-FM-029-R0 6 Pcs
22b EA 0205 Neon 15W Cool white 3 Pcs
ITEM

22c EP 0434 6 Pcs


22d HM 0021 6 Pcs
NO PART NUMBER DESCRIPTION QTY
01 SG1-SA-005-R3 Front door SA 1 Set

02 SG1-Assy-026-R0 Coin & DBA assy 1 Set

02a SG1-FM-031-R0 Coin & DBA beacket 1 Pcs


02b HM0014 Coin mechanism 1 Pcs

ITEM
02c SG1-FM-054-R0 DBA cover 1 Pcs
03 SG1-FG-001-R0 Front door glass 1 Pcs

04 SG1-FM-045-R1 Front glass clamp 2 2 Pcs


05 SG1-FM-044-R0 Front glass clamp 1 2 Pcs
06 SG1-Assy-027-R0 Lock cam cover assy 1 Set

06a SG1-FM-035-R2 Lock cam cover 3 Pcs

06b EA0520 1 Pcs

ITEM
06c EA0519 1 Pcs

07 SG1-Assy-028-R0 Front door lock assy 1 Set

07a SG1-FM-021-R0 1 Pcs

07b SG1-FM-042-R1 Upper rod key 1 Pcs

ITEM
07c SG1-FM-043-R0 Lower rod key 1 Pcs

07d Rivet nut M5 2 Pcs


08 SG1-FM-047-R0 Front panel bracket 1 Pcs

09 SG1-Assy-029-R0 Control panel aassy 1 Pcs

Page 63
09a SG1-FP-008-R1 Control panel 1 Pcs

09b
© LAI GAMES

SG1-FM-041-R2 Conrtol panel bracket 2 Pcs


09c SG1-FM-037-R1 Speaket cover 1 Pcs

09d SG1-FP-014-R2 Joystick base 1 Pcs


09e EA 1206 2 Pcs
ITEM

09f EA 0591 A 1 Pcs

09g EA 0523 B 1 Pcs

09h SG1-FM-073-R1 Joystick support 1 Pcs


Operator's Manual – Stack N Grab

10 SG1-FM-012-R5 Front panel clamp SA 1 Set


11 SG1-FM-34-R1 Front door cover 1 Pcs

12 SG1-FM-55-R0 Connector bracket 1 Pcs

13 SG1-Assy-30-R0 Prize door base assy 1 Set

13a SG1-SA-007-R1 Prize door base SA 1 Set

13b SG1-FM-046-R0 Prize door guide 2 1 Pcs

13c SG1-SA-006-R1 Prize door SA 1 Set


ITEM

13d SG1-FP-007-R1 Prize door 1 Pcs


13e EP 0636 Bushing Ø6 2 Pcs

14 SG1-M-001-R2 Front door hinge 1 Pcs


NO PART NUMBER DESCRIPTION QTY

01 SG1-SA-002-R1 Side wall SA 1 Set

02 SG1-FM-024-R0 Side glass clamp 1 2 Pcs

Page 64
03 SG1-FM-025-R0 Side glass clamp 2 2 Pcs
© LAI GAMES

04 SG1-FG-002-R0 Side glass 2 Pcs


Operator's Manual – Stack N Grab
Operator's Manual – Stack N Grab
© LAI GAMES

Page 65
Operator's Manual – Stack N Grab
© LAI GAMES

Page 66
Operator's Manual – Stack N Grab
© LAI GAMES

STACK ‘N GRAB MAIN WIRING

Page 67
Operator's Manual – Stack N Grab
© LAI GAMES

STACK ‘N GRAB CONTROL WIRING

Page 68
Operator's Manual – Stack N Grab
© LAI GAMES

STACK ‘N GRAB CONTROL WIRING 1

Page 69
Operator's Manual – Stack N Grab
© LAI GAMES

STACK ‘N GRAB CONTROL WIRING 2

Page 70
Operator's Manual – Stack N Grab
© LAI GAMES

STACK ‘N GRAB OPTIONAL WIRING

Page 71
Operator's Manual – Stack N Grab
© LAI GAMES

STACK N GRAB POWER WIRING

Page 72
DISCLAIMER
OPERATOR WILL TAKE NOTE.
BY ACCEPTING DELIVERY OF AND PLACING THIS HARDWARE AND
LICENSED SOFTWARE INTO OPERATION, OPERATOR REPRESENTS AND
WARRANTS THAT IT WILL ONLY OPERATE THE HARDWARE AND
LICENSED SOFTWARE PROVIDED BY LAI GAMES IN COMPLIANCE WITH
THE REGULATORY REQUIREMENTS OF THE COUNTRY, STATE, AND/OR
MUNICIPALITY IN WHICH THE HARDWARE AND LICENSED SOFTWARE
ARE USED AND/OR OPERATED. LAI GAMES HAS PROVIDED THIS
HARDWARE AND LICENSED THE SOFTWARE ONLY FOR LEGITIMATE
AND LEGAL USE, AND ANY USE OF THE HARDWARE AND LICENSED
SOFTWARE IN A MANNER THAT VIOLATES ANY LAWS OF THE
COUNTRY, STATE, AND/OR MUNICIPALITY IN WHICH THE HARDWARE
AND LICENSED SOFTWARE ARE USED AND/OR OPERATED IS WHOLLY
UNAUTHORIZED AND SHALL BE AT OPERATOR‟S SOLE AND COMPLETE
RISK.
Operator assumes any and all risk and liability for any civil or criminal legal claims or
causes of action arising from the unauthorized use and/or operation of the provided
hardware and licensed software, such improper and unauthorized use specifically
including, but not limited to:
(a) Operating or allowing the operation of the hardware and licensed software
in a manner that violates the laws and regulations of the country, state,
and/or municipality in which the hardware and licensed software are used
or operated;

(b) Assembling or causing the assembly of the hardware in a manner not


authorized by or disclosed in this manual;

(c) Any tampering with, changes to, or modifications of the licensed software
that occur after the software leaves LAI GAMES’ factory that is not made by
authorized LAI GAMES personnel and that is directly or indirectly caused
by Operator; and

(d) Any tampering with the computer chip/electronic programmable read only
memory (EPROM) by or on behalf of Operator that directly or indirectly
causes the tamper-indicating holographic seal on the computer
chip/EPROM to be broken or damaged in any way.

LAI GAMES shall have no liability related to such improper and unauthorized use
and/or operation of the hardware and licensed software, and Operator shall indemnify,
defend, and hold LAI GAMES harmless for any claim or cause of action brought
against LAI GAMES arising from Operator‟s or Operator‟s representative‟s improper
and unauthorized use and/or operation of the hardware and licensed software.
ANY IMPROPER AND UNAUTHORIZED USE SHALL COMPLETELY AND
TOTALLY VOID ANY AND ALL WARRANTIES, BOTH EXPRESS AND
IMPLIED, OF THE HARDWARE AND LICENSED SOFTWARE PROVIDED BY
LAI GAMES.
WARRANTY
LAI Games warrants its manufactured products for a period of 3 months inclusive of
parts and labor from the date of sale.

LAI Games exclusive obligation is to repair any item with any defects as a result of
faulty workmanship or materials, providing the defective item or items of equipment
are returned to the LAI Games distributor from which the machine was purchased.

LAI Games shall have no obligation to make repairs necessitated by negligence or


interference to any component by any unauthorized personal. This will automatically
void any existing warranty.

IF MAKING A WARRANTY CLAIM:

(a) A Copy of the sales invoice must accompany the claim.


(b) To and from Transport and freight costs are not covered by the
warranty.
(c) Warranty is not transferable with the sale of a machine from one
owner to another.

LAI Games

sales@laigames.com www.laigames.com
INTERNATIONAL SALES & SERVICE
Sales/Enquiries: sales@laigames.com
Tech. Support: support@mleisure.co.id
Website: www.laigames.com

For your nearest LAI Games Distributor


visit our web site at
http://www.laigames.com

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