FUTURE FLASH FF-001U Arcade Game User Manual

June 16, 2024
FUTURE FLASH

FUTURE FLASH FF-001U Arcade Game User Manual
Arcade Game

SPECIFICATIONS

  • Input power source: Single-phase AC 100V, 110V, 117V, 220V, 240V change- over, 50/60Hz
  • Power consumption: 120W
  • Dimensions: W860 x D560 x H630~720 mm
  • Weight: kg
  • Coin(s) used: 2000 coins (100 yen coins)
  • CRT monitor: 20″ (with smoke mask)
  • Power cord: 3 m in length (single-phase; 3 poles, with one pole earthed)

OPERATIONAL INSTRUCTIONS

  1. Install the machine on a flat floor which is not subjected to vibrations, etc.
  2. When applying voltage on the machine, do not use the same wall outlet as the one for motors, air conditioners, etc, which tend to fluctuate the voltage or produce noise.
  3. Be sure to turn off the power switch before replacing the base board or removing the con- nector carefully.
  4. Since there are many high voltage parts on the base board of and inside the TV set, never touch those parts.

HOW TO PLAY THIS GAME

  1. Insert a coin(s) and press either 1-or 2-PLAYER BUTTON.

  2. Turn the right-hand ball to adjust the sight (–) at the enemy missile, and by pressing the FIRE BUTTON destroy the enemy – you can score points.

  3. Once the FIRE BUTTON has been pressed, the sigh mark() remains at the same position even when the sight has been moved your missile will reach the position flying to destroy the enemy missile.

  4. When all the enemy missiles have been destroyed, the game proceeds to the next round.

  5. When all of your fighters have been destroyed, the game is over.

    • Scoring 10,000 points (or 30,000 points when the DIP SW3 is turned ON) awards another fighter.

    • Each time when 4 rounds have been completed, you are awarded an EXTRA GAME as a bonus.

    • The ground surface disappears, and meteorites and the enemy fighters will come to assault your position. Destroy them by launching your missiles.

    • When your fighter(s) remain undestroyed, you are awarded another fighter.

    • The farther the meteorite or the enemy fighter away from your fighter, the more points you can score when destroying any of them you are awarded points between 300 and 1,000.

    • When the EXTRA GAME is over, the game returns to the starting mode.

      [Bonus Points at Each Round]

    • Per your undestroyed missile: 5 pts

    • Per your undestroyed fighter: 100 pts x No. of round(s)

GAME INSTRUCTIONS

  • The enemy mother ship does not drop a bomb at the ordinary (DIP SW 2 OFF) round 1 alone.
  • The enemy missile runs away off a cloud appearing when your missile has exploded. The enemy missile runs away quickly in order of No. 5, No. 4 and No. 3; No. 1 and No. 2 will not run away at any round of the game.
  • The larger the number of rounds, the larger becomes the number of enemy missiles.
  • But since the number of missiles of the friend by force does not increase, it is necessary to destroy multiple enemy missiles by one missile.
  • The pattern of the surface of the earth changes by every 4 rounds. There are 8 patterns of the earth surface, and there are 4 kinds of the fighter planes  for the friendly force.
  • Since the number of missiles of the friendly force by each round is 60, when all of the missiles are discharged, it is impossible to make attacks on the enemy. On the 4th, 8th round, 100 missiles are made available for the friendly force. If the missiles. of the friendly force still remain on these rounds, the remaining number of the friendly force’s missiles are carried forward to the following extra game.

GAME BOARD CONTROL LOCATIONS AND METHOD

OPERATION OF SERVICE SW
Pushing the service SW, you can play the game without inserting a coin. In this case, coin counter is not added.

TROUBLESHOOTING

Before considering some phenomenon as a trouble, confirm the matters listed below and then contact your dealer.

The video game machine is broadly divided as to electrical component into four sections, namely, the minitor section, game PCB, operating section and power source section, which are connected with one another by wiring. If any one of them develops a trouble the game machine as a whole will not work normally. When you think that there is something wrong with the machine, check for the machine just for a little while before consulting your dealer since an apparent trouble may sometimes be caused by a trifling mistake or misunderstanding which can be remedied by a modicum of repairs.

When the machine has developed any trouble, it must first be found out which part of the four sections and the wiring is malfunctioning. When you have guessed the malfunctioning part, check for each section. If the checked part shows no abnormal signs, check for other parts related to it, tου.
Is the fuse not blown? (Be sure to use the indicated fuse. If a renewal fuse is also blown, then the other part is out of order.)

Is the connector unfirmly contacted or disconnected? Since connector’s poor contact is conceivable in all trouble cases thoroughly check the connector for contact condition (Be sure to turn the power off before mounting or demounting the connector)

Sometimes normal images cannot be produced despite turning ON the power cord plug. This can sometimes be corrected by setting the control circuit. So, repeat turning ON and OFF the power a few times.

When checking for the meters, switches, etc. by means of a circuit tester, be sure to pull out the IC board connector.

PARTS DIAGRAM

OUTSIDE VIEW

Inside View

PARTS LIST









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