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cyclone arcade game manual

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cyclone arcade game manualWhat is the proper course of action?For example if the blue station is not paying out tickets, swap P2 (blue station connector) with P3 (pink station connector). If the pink side now does not payout, you have verified there is a board problem. If the problem stays on the blue side after connectors are swapped then check the 15-pin harness.The nuts are 6040.One Dome box can fit up to 2 domes.A: AA6626 - 8-32 X 3 PPHMS (2 per) mount the bracket to the wood. Q: What is the hardware used on the MJ1221 - belt roller (female).Q: What does the upper rebound guard mount to. One of each. These are layered on top of each other. Q: What is the mounting hardware for the MJ3212 - top jug to bottom jug.The displays on this PCBare labeled with a DUR57A on the bottom of them. Games shipped after that dateuse part number DA2133X and these displays will have a DMR57A. The only effectof this change is the brightness of the display. Looking for something else. Click here for the global site search. As one of the most well-known carnival games on the market, Cyclone is considered to be the highest earning redemption arcade game ever made. Cyclone is easy to understand but a challenge to master. Feel an adrenaline rush as you follow the circle of neon lights and try to stop the light on the jackpot. Cyclone has a single button control available for up to 3 players. A favorite for redemption gamers, it will make the perfect addition to your arcade or family entertainment center! Looking for something else. Click here for the global site search. ICE is thrilled once again be able to ship games and provide full technical and spare parts services starting on Tuesday, May 19th. Our ownership and management team have prepared for this re-opening with new safety and health measures in place throughout both our offices and production facility. I believe these plans and procedures we have put into place are amongst the best in the region, if not the country.http://www.lombardpruszkow.pl/local/userfiles/epson-7600-maintenance-manual.xml

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That gives us great confidence that we will be reopening in the safest and most effective environment possible.” This worldwide pandemic has changed all our perspectives. First and fore-most, we are hopeful for the good health and well-being of all customers, suppliers and competitors. We have no doubt that over time, as an industry, we will overcome these challenges and enjoy great games and good times again.”. Page Count: 47 The game was designed with the location in mind, featuring unparalleled flexibility in regards to custom game set-up and programming. Its Centerpiece design sets it apart from all other games in its category. Its Game Play, which is ALL SKILL, having no bounces, rolls, flips, or other chancy situations, also showcases its creative design. These and other features, give the players something that keeps them playing time and time again. Reliability is the key word in the design of this game. The electronics in the game have been extensively tested to ensure years of trouble free service. The light ring light bulbs are powered using special circuitry and voltages to greatly enhance their life. The neon bulbs used should last over the life of the game. The cabinet has been designed using only the finest materials available. The durable scratch resistant painted surfaces will last for years. Game set-up is a snap. Just plug in, set a few programmable options, and you are ready to go. Even the programming options are easy to understand and adjust. A “Tickets Owed Display” is used for each station to show tickets owed to the player. More on this feature is given in the game play section. GAME PLA Y The game begins when the player has inserted enough money to create 1 “credit”. The game has a ring of light bulbs encircling the playfield. A lit bulb encircles the field every second and a half. The object of the game is to stop the light between two neon arches located in the middle of the play zone.http://www.terminalseal.com/admin/fckeditor/editor/filemanager/connectors/php/img/epson-7600-user-manual.xml Each light bulb zone has a “ticket” value associa ted with it. As you get closer to the two neon arches in the center of your zone, the ticket value increases. Between the two neon arches described above is the game JACKPOT. This is where a large number of tickets can be won. Once the game begins you have one chance to stop the lights (for each credit inserted). Wherever the light stops is how many tickets the game pays out. Each time the jackpot is NOT hit, the jackpot value increases by one or more tickets, (if the incrementing jackpot option is selected). When the jackpot is hit, a jackpot routine including special lights and sounds is displayed. Additional games can be played while tickets are dispensing. The game also has a unique “Tickets Owed” display. This display has many uses. When tickets are won, the amount won are displayed, and then counted down as the tickets are dispensed. This is a handy feature in the event that the game runs out of tickets while dispensing, or if the game is out of tickets. If the game cannot dispense the tickets it should, it will keep adding the number it should dispense to the tickets owed display, and thus allow the player to continue playing the game until an attendant can be contacted. This feature is also very helpful if the “do not dispense tickets on jackpot” option is chosen. It may be desirable to NOT dispense tickets if the jackpot is set to a very high number of tickets. This will be valuable, as the number of jackpot tickets won would then be added to the display, then the ticket dispenser will lock until an attendant is located, and he resets the dispenser. These settings should be used to provide power in the correct range to the game without over or under powering it. NOTE: Do not force the selector into the fuse holder. If it does not go in easily, it is not being installed correctly. 8. Snap the fuse holder assembly back into the power module. 9. Plug the power cord back into the receptacle in the power module, and into the wall outlet.It is located on the Main P.C. Board in the lower left hand corner, or on the blue access door of the game. Press this button once to enter the programming mode. Once in this mode you can push SW2 or SW3 to make adjustments to the game. To exit the programming mode and return to game play, push this button once again. SELECT BUTTON (SW2) This button is used to advance through all of the various programming option modes. Each push of this button, will move you to the next programmable option. The option number is displayed on the large “JACKPOT” display. STEP BUTTON (SW3) Each push of this button will advance you to the next available “value” for a particular programmable option. The value for that option is shown on the smaller “TICKETS OWED” display located on the control panel. SELF TEST MODE (SW4) When this button is pressed, the game goes into “Self Test” mode. In this mode, the game will advance the lights slowly, so it is easier to se if any light bulbs have burned out. Also, each push on any of the control panel push buttons will activate a sound, to test each game sound as well as each push button. QUICK ST ART (SW5) When this button is pushed, a game will play, however NONE OF THE TICKET DISPENSERS, OR ANY COUNTERS WILL WORK. This allows game testing with out affecting accountability. If ticket dispensers must be tested, then a normal game must be played.Setting a “0” in this mode will set the game in “Free Play” mode. The default for this mode is “1”. MODE 2 (VOLUME) The number set in this mode controls the relative volume of sound. “0” equals the minimum, “9” equals the maximum. As this button is pushed, a sound is played to make it easier to determine where the volume should be set. The default for this mode is “5”.The numbers in this mode represent minutes between attract modes. Setting a “0” in this mode turns the attract mode off. The default value in this mode is 3. MODE 4-29 (ZONE V ALUES) The playfield is broken up into 3 “sections”, 1 for each player station. Within each section, lies th e center “Jackpot” zone, with a series of 26 lights, 13 to either side of it. Each light has a point value associated with it. Each light can be independently set for a point value different from that set at the factory. Each of these lights is a separate “zone”. Below is a table that indicates the 26 zones for each player station, and the associated “m ode” number for each. Zone 1 is the furthest zone from the Jackpot to the left, while zone 26 is t he furthest zone from the jackpot to the right. Also in this table, are the default values for each zone. LIGHT RING ZONE V ALUES Each zone can be set from 0 to 20. If values are changed from the factory default settings, it will be necessary to change the numbers indicated on the game by using the supplied decal overlay sheets.MODE 31 (JACKPOT INCREMENT) The number shown here, is the amount of tickets the Jackpot value will increase by each time the game is played, and the Jackpot IS NOT WON. Setting a “0” for this mode will turn the incrementing feature off. Default for this mode is “1”. MODE 32 (JACKPOT CAP) The number shown in this mode is the maximum amount of tickets the game can dispense when hitting the Jackpot. Setting a “0” turns the cap off. The default value for this mode is “0”. MODE 33 (JACKPOT LOCK-UP) This option allows the operator the choice of whether or not to dispense tickets when the jackpot is hit. If the operator normally sets the jackpot to a very high value, he may not wish to dispense the tickets when the jackpot is hit. If the game has a lower Jackpot set, it is a good idea to let th e game dispense tickets by itself. It is usually better to let the game dispense tickets, as part of the fun of the game is watching all those tickets come out when the jackpot is hit. Setting a “1” dispenses tickets. Setting a “0” does not allow ticket dispensing when the Jackpot is hit.The default value for this mode is “3”. MODE 35 (JACKPOT WINABILITY) This mode adds a valuable feature to those locations that have large variations in age groups. Under the normal circumstances, the operator sets up MODE 34 for the best payout for his location. However this may be difficult for some age groups. There are also circumstances where the operator may want the jackpot to be won on an average of XXX amount of games. This option will allow for that. When this option is selected, no matter what window value is chosen in MODE 34, the game will open the window up to 20 milliseconds (easiest) every XXX games. Every XXX games, is the number you choose on this setting. A setting of “0” turns this option off. The default setting for this option is “0”. MODE 36 (CREDIT DISCOUNTING) When this mode is enabled, the game will give you 1 free credit for every XXX coins inserted into the game AT ONCE. A setting of “0” turns this mode of. Example: If “2” is chosen, for every 2 coins inserted, 1 free game will be given. If “4” is chosen, for every 4 coins inserted, 1 free game will be given. The default value for this option is “0”. MODE 37 (JACKPOT MEMOR Y ) This option allows the game to revert to the initial Jackpot value, (see mode 17) or keep the last value shown on the display when the game is shut off. Setting a “0” resets the value, setting a “1” retains the value. The default value is “1”. TESTING After the initial programming adjustments have been made, it’s time to test your game for proper operation. 1. Locate the game to its permanent location. 2. Be sure the game has been properly plugged into a 3 prong grounded outlet, and that the receptacle is in good working order. 3. If using an extension cord, be sure it is a 3-prong grounded type of at least 16 Ga. materials. 4. Adjust the leg levers and lock into position. 5. Verify that the game is set up for proper voltage, and the power to the game is on. 6. Insert coins at least ten times into ea ch coin mechanism to assure proper operation. An audible sound should be heard each time a coin is dropped. 7. Check the coin counter (located inside the blue coin door) and check for proper operation. 8. Run tickets through each ticket dispe nser by playing games at each station. Check that tickets do not get stuck behind ticket louver. 9. Check each ticket counter for proper operation. 10. Check to see that the proper amount of tickets are dispensed based on the numbers shown on the playfield. 11. Check that all door locks work smoothly. 12. Check game volume during busy time at location to set it at the proper level.The light ring light bulbs have been designed into the game in such a fashion as to greatly extent their life. However, eventually they will reach the end of their life span. When this time comes, you will notice that 2 or 3 bulbs have burned out within a couple of weeks time from each other. At this point, it is advisable to change all of the bulbs. The bulbs are a very simple push in type, very easy to change, and very inexpensive. Changing all of the bulbs at once, will save you work in the long run, and keep the game looking good. CLEANING Regular cleaning of the game will keep it looking new, and greatly enhance its appeal. Clean the dome with a spray type furniture polish. It will fill in minor scratches, and give the plastic surface a deeper, clearer look. Avoid using glass cleaners, as they dry out the plastic and give it a hazy look. A mild soapy solution can also be used.In addition, the neon bulbs have a life span measured in years. The Main P.C. board has been designed with 7 separate P.C. mounted power supplies, to segregate different areas of the electronics. In other words, if 1 station goes down, the other 2 stations will continue to work. If the sound goes down, the rest of the game will continue to play, etc. Additionally the power supplies are all fan forced cooled. The Light Ring P.C. Boards were designed to add reliability to the game, by eliminating the massive amount of wiring that would be needed for the 84 light ring bulbs used. The light sockets on the bo ard were chosen to allow for the least expensive bulbs possible to be used. The boards were designed to change quickly and easily in the unlikely event that something goes wrong with one of them. TROUBLESHOOTING PHILOSOPHY To find problems with this game, always first check what should be obvious. See that the game is plugged in, and all of the fuses on the game are good. This includes the fuse that is located INSIDE the power module. Next, check to see that all of the connectors are firmly seated, and that none of the wires have pulled out of them. When trying to find out if specific components are bad or not, try swapping them with components from another player station to see if the problem moves with the component, or stays where it was. This will help you to know if you have a problem with a specific component, or maybe a problem with either the wiring or the Main P.C. Board. Use extreme caution when using probes or volt meters if the game is powered up. If doing continuity checks, it is important to disconnect th e harnessing at both ends, as attached they may yield erroneous results. If P.C. Boards are suspected as causing problems, check to see that all I.C. chips are f irmly seated on the boards. If light bulbs are suspected, swap them with one that is known to work to narrow the problem down to bulb or P.C. Board. MAIN P. C. BOARD REPLACEMENT 1. Remove all A.C. power from the game. 2. Carefully remove all of the connectors from the P.C. Board. 3. Remove the 4 long hexagon nuts that secure the board to the mounting bracket. 4. Gently pull the P.C. board from the mounting bracket. 5. Re-install in the reverse order. LIGHT RING P.C. BOARD REPLACEMENT NOTE: BE EXTREMLY CAREFUL NOT TO HIT A NEON BULB SOCKET FROM THE BOTTOM, AS THEY ARE RELATIVELY FRAGIL E. 1. Remove all A.C. power to the game. 2. Remove the harnesses to the suspected bad P.C. Board. 3. Remove the light bulbs from the bad board. 4. Remove the 4 screws that hold the P.C. board to the bottom of the play field. 5. Re-assemble in reverse order. NOTE: THE 4 SCREWS IN THE CENTER OF E ACH SIDE OF THE BOARD DO NOT CO ME OUT. 6. Re-assemble in reverse order.CONTROL P ANEL P.C. BOARD REPLACEMENT 1. Remove all A.C. power to the game. 2. Remove the two mate-lock connectors to the P.C. board. 3. Remove the 4 long hexagon nuts that hold the board to the bottom of the control panel. 4. Carefully slide the board from the mounting studs. 5. Re-assemble in reverse order. JACKPOT DISPLA Y P.C. BOARD REPLACEMENT 1. Remove all A.C. power to the game. 2. Remove the Dome. 3. Remove the four screws that hold the printed filter on the Jackpot display housing. 4. Remove the 4 hexagon screws that hold the Board to the housing, and remove the board. 5. Remove the mate-lock connectors. 6. Re-assemble in reverse order Step 2: Check voltage on VR3 and VR4 (VR4 is located di rectly below the fan on the main board) for an output of 13vdc. You can do this by placing your bl ack lead of your voltmeter on the ground wire (black wire) for the main board f an, then touching the top of the voltage regulator with the red lead of your meter. If one or both of your regulators are below 11vdc t hen BOTH VR3 and VR4 need to be replaced. If the voltage is above 11vdc you may be able to get your voltage up to 13vdc by loosening and tightening the bolts holding the voltage regulator to the board and the heat sink. Step 3: Check the output of DB3 (located below the heat sink) for approx imately 15 volts of unregulated DC. You can do this by measuring the voltage on resi stors R49 and R50. These are located on either side of DB3. Step 4: Check connector P1 for approximately 18 VAC across pins 1 and 5 (red and orange colored wires), and pins 4 and 6 (also red and orange). Remember this is AC voltage so set your meter accord- ingly. Step 6: Check the light ring PCB’s. To test the light ring boards you’ll need to narrow down where the problem could be. First you need to identify what board is where. Open the blue coin door and look up at the bottom of the playfield. The boards are in numeric order going counter-clockwise from this view. Cyclone Advance T echnical Information If you find a board that doesn’t light, shuts down the light ring, or dims the light ring, it is either t he board you just connected or the board before it in the chain. Step 7: Try replacing U8 on the main pcb (this chip bal ances the regulators VR3 an d VR4). If this chip failed it may be forcing one of the regulators to be “o verworked” and that overwo rked regulator is failing prematurely. This would lead to replacin g U8, VR3, and VR4. No Power T o One S tation: Step 1: Check fuse (F5 for Blue station, F6 for the Pink Station, and F7 for the green stati on). Step 2: Check diode bridge (DB5 for Blue station, DB6 for Pink station, and DB7 for the green station) for an output voltage of approxim ately 15 unregulated VDC. Step 3: Check voltage regulator (VR5 for Blue station, VR6 for Pink station, an d VR7 for Green station) for an output of 12 VDC (measure this voltage the same way as described in section 2 of the Light Ring Is Dim Or Not Lighting). Step 4: Make sure there is no damage to the wiring from the main PCB to the i noperable station. Step 5: Try swapping station connectors at the main PCB. This will help identify if there is an issue with the station or the main pcb. These chips con- trol various output signals, with your ticket run signal coming from U13. After swapping these ch ips if your ticket mech runs properly then replace the chip t hat was originally in the U13 socket. Scrambled Display s: Swap display with known working display from another station. If problem follows display board, then replace display. Try disconnecting the main to neon harness (connecto r P7 on main board). If your game has any bad neon bulbs, neon harnessing, or blown com ponents on neon board, the neon circuits may be transmitting high frequency noise. This noise can inte rfere with clock, data and latch information going to the display boards. If you disconnect t he harness for the neon at connector P7 on the main board and the displays begin to operate properly, y ou will need to check all harnessing, bu lbs, and the neon board for damaged wiring, exposed wiring or damaged com ponents on the neon board. You may also want to check the neon ballasts on the neon controller board. There are four wires coming of each of the 12 ballasts. If these wires are touching, they c an, in some cases, also cause noise. Swap chip U23 on the main board with a known working chip. This chip splits the clock pulse into 5 separate signals, one for each station, one for the light ring and one for the neon. If this chip is mal- functioning it may be distorti ng one of the outputs, causing your display to scramble. Try swapping the microprocessor U2 on the main boar d. This chip controls the entire game and could be being to fail. Cyclone Advance T echnical Information Also verify holder is holding fuse properly. Step 2: Check voltage on VR2, you’ll be looking for 12 VDC. Step 4: Try swapping with a known working neon bulb to see if bulb is bad or the output to that bulb is bad. Step 5: Replace neon transformer, 2 transistors, capacit or, and inductor (all parts available in neon repair Kit CC2020RX and will re pair only one neon circuit on the neon controller board). Cyclone Advance T echnical Information L1 Q13 T1 C2 Q1 Step 3: Replace U2. Fan On Main Board Dead: Step 1: Check voltage to fan. This should be 12 V DC. That voltage also powers the neon controller board. Step 2: Replace fan. Note - if game is run without a properly running main board fan, the voltage regulators and bridge rectifiers on the main board may fa il from thermal breakdown. Cyclone Advance T echnical Information Measure fan voltage here. CC2019A—Neon Arch Assembly (green) 12. CC7005X—Storm Stopper Button Assembly 13. CC7015—Every Game Decal 14. CC2019A—Neon Arch Assembly (green) 15. CC7010— Bonus Increases Decal 18. CC7013—Bonus Decal 19. CC2018A—Neon Arch Assembly (pink) 20. CC2021A—Neon Triangle Assembly (pink) 21. CC1035-P102—Scoreboard Housing (pink) 22. CC7003—Ticket Bonus Decal 23. CC7011—Zone Decal (right) 24. CC2018A—Neon Arch Assembly (pink) 26. CC2016X—Jackpot Beacon Assembly 27. CC3003X—Playfield Assembly 28. CC2020A—Neon Arch Assembly (blue) 29.P2, P3, P4 Station Connectors 14. P7 Neon Connections 15. Fan—12vdc (E02364) 16. Diode Bridge— 35 Amp (E02444) 17.CC1032-P504—Cash Box Door (blue) A. CC1032-P403—Cash Box Door (green) B. CC1032-P102—Cash Box Door (pink) 11. CC1022-P504—Coin Door Fram e (blue) A. CC1022-P403—Coin Door Frame (green) B. CC1022-P102—Coin Door Frame (pink) 12. 5101B—Return Bezel Door 13. 5014—Lock 14. 5101A—Reject Button 15. CC7008—Coin Door Winner (decal) 16. FP2007—Speaker (not shown) 16 P AR TS LISTINGS. Page Count: 47 The game begins when the player has insertedThe game was designed with the location in mind,Virtually all gameThe game has a ring of light bulbs encircling theIts CenterpieceThese and other features, give the playersReliability is the key word in the design of this game. The electronics in the game have been extensivelyThe neon bulbs used should last over the life of theThe cabinet has been designed using only the finestThe dome isGame set-up is a snap. Just plug in, set a fewEven the programming options are easy toA “Tickets Owed Display” is used for each station toMore on thisEach light bulb zone has a “ticket” value associatedBetween the two neon arches described above isOnce the game begins you have one chance to stopWherever theEach time the jackpot is NOT hit, the jackpot valueAdditional games can be played while tickets areThe game also has a unique “Tickets Owed” display. When tickets are won,This is a handyNOTE: Do notPlease read thisEach push ofAlso, each push on anyOnce in this mode you can push SW2 or SW3 toTo exit the programming mode and return to gameBEFORE making any adjustments. Failure to setJackpot to the left, while zone 26 is the furthest zoneAlso in this table, areThe default for thisEach light has a point valueEach zone can be set from 0 to 20. If values areJackpot value will increase by each time the game isSetting a “0”Default for this mode is “1”.The default value for this mode is “0”.If the operator normally sets the jackpot to a veryIf the game has a lower. Jackpot set, it is a good idea to let the gameIt is usually better to let the game dispense tickets,Setting a “1” dispenses tickets. Setting a “0” doesThe value displayed isThe default value forUnder the normal circumstances, the operator setsHowever this may be difficult for some age groups. There are also circumstances where the operatorXXX amount of games. This option will allow forA setting of “0”The default setting for thisExample: If “2” is chosen, for every 2 coinsIf “4” is chosen,The default value for this option is “0”.Jackpot value, (see mode 17) or keep the last valueSetting a “0” resets the value, setting a “1” retainsRegular cleaning of the game will keep it lookingThe light ring light bulbs have been designedWhen this timeThe bulbs are a veryClean the dome with a spray type furnitureAvoid usingClean the cabinetry with a good cleaner such asIn addition, the neon bulbsThe Main P.C. board has been designed with 7In other words, if 1Additionally theThe Light Ring P.C. Boards were designed to addThe light sockets on the boardSee that the game isNext, check to see that all of the connectors areWhen trying to find out if specific components areUse extreme caution when using probes or voltIf P.C. Boards are suspected as causing problems,If light bulbs are suspected, swap them with one thatP.C. Board.P.C. Board.P.C. board and test for proper operation.Board with the mate-lock connectors.Jackpot area.P.C. board.Board to the housing, and remove the board.Light Ring Is Dim Or Not Lighting. Step 1: Check fuse F3, and make sure the fuse holder is in good condition. Step 2: Check voltage on VR3 and VR4 (VR4 is located directly below the fan on the main board) for anIf one or both of your regulators are below 11vdc then BOTH VR3 and VR4 need to be replaced. If theStep 3: Check the output of DB3 (located below the heat sink) for approximately 15 volts of unregulated. DC. You can do this by measuring the voltage on resistors R49 and R50. These are located on eitherStep 4: Check connector P1 for approximately 18 VAC across pins 1 and 5 (red and orange coloredRemember this is AC voltage so set your meter accordingly.Step 6: Check the light ring PCB’s. To test the light ring boards you’ll need to narrow down where theOpen the blue coin door and look up atThe boards are in numeric order going counter-clockwise from this view. NowIf you findStep 7: Try replacing U8 on the main pcb (this chip balances the regulators VR3 and VR4). If this chipNo Power To One Station. Step 1: Check fuse (F5 for Blue station, F6 for the Pink Station, and F7 for the green station). Step 2: Check diode bridge (DB5 for Blue station, DB6 for Pink station, and DB7 for the green station) forStep 3: Check voltage regulator (VR5 for Blue station, VR6 for Pink station, and VR7 for Green station)Dim Or Not Lighting). Step 4: Make sure there is no damage to the wiring from the main PCB to the inoperable station. On theStep 5: Try swapping station connectors at the main PCB. This will help identify if there is an issue withTry swapping ticket mechs or ticket mech boards between aCheck the station wiring between ticket dispenser and main. Make sure ticket mech is getting 12 VDC from the main PCB, ifSwap chips U13 and U15 on the main PCB. These chips control various output signals, with your ticket run signal comingScrambled Displays. Swap display with known working display from another station. If problem follows display board,Try disconnecting the main to neon harness (connector P7 on main board). If your game has anyThis noise can interfere with clock, data and latch informationIf you disconnect the harness for the neon at connector P7 on the mainYou may also want to check the neon ballasts on the neon controller board. There are four wiresIf these wires are touching, they can, in some cases, also causeSwap chip U23 on the main board with a known working chip. This chip splits the clock pulse into 5If this chip is malfunctioning it may be distorting one of the outputs, causing your display to scramble. Try swapping the microprocessor U2 on the main board. This chip controls the entire game andStep 1: Check to make sure the bulb is good and that the. Step 2: Check drive transistor on the main board (Q2 forReplace if necessary. Neon(s) Are Out. Step 1: Check fuse F2 on main board. Also verify holder is holding fuse properly. Step 4: Try swapping with a known working neon bulb to see if bulb is bad or the output to that bulb isStep 5: Replace neon transformer, 2 transistors, capacitor, and inductor (all parts available in neonGame Not Saving Programming Options. Step 1: Check battery on main board, verify it has 3.2 VDC. If not replace it. Step 2: Check D2 on main board, if this diode is open in both directions or shorted in both directions,Step 3: Replace U2.