11
INSTALLING THE
PRINTER
INSTALLING
FOR
TURNING ON LIGHTS
CONTROL-LAMP
To connect the printer, you just need to insert the unit's
connector piece to the PRINT outlet located on the back of
the MICRO32.
Instructions on how to use the printer are enclosed therein.
As well as for providing receipts, the printer may be used
to provide an account on all the totalizers (see steps P.04
and P.05 in the Programming) and on the status of the
programming itself (step P.10). In addition, whatever data
is shown on the display terminal may be printed out by
pushing the PRINT button.
CONTROL-LAMP
Feed: 230Vac 50-60 Hz 100 mA MAX.
Current load for each line of lamps: 5 A MAX.
Fuse for each line of lamps: F 6,3A, 250Vac.
Equipment: 2nd Class.
ATTENTION: Before opening the case, disconnect the
lamp installation from the power supply.
Before beginning to operate the unit, it would be best to
carry out all the programming so that each and every
operation you wish to utilize will be activated. Insert the
plug in a 230 VAC outlet and then turn the unit on with the
ON/OFF button.
If there is no electricity, you can turn on the MICRO32 by
pushing the tip of a pen into the BATTERY hole located on
the side of the ON/OFF button. The battery inside (two
normal batteries of 9 volts each) has a lifespan which
d e p e n d s o n h o w o f t e n i t i s u s e d , a n d u n d e r u s u a l
conditions the average lifespan is more than five years.
This battery will NOT help keep data in the memory bank;
it only permits a terminal display of the figure amounts in
the event of electrical blackout.
To start the counter, push the START button and then the
number of the table involved. The same holds true with
START-CLUB for possible club members. The numbered
button will light up to indicate that the counter is operating.
If the counter is linked to club rates, the light will blink
slightly. Once the START button has been pushed, you will
have one minute to change to START-CLUB or vice-versa.
If bar management has been activated (programming in
P.03), you may charge food or drink to a table being
played by pushing BAR and then the number involved.
Then record the amount by using the numbered buttons
which are lit up, taking note at the same time of what is
written ABOVE those buttons. The amount charged is
recorded by using buttons from 1 to 12.
The CANC. button (14) cancels eventual errors. The REP.
button (15) allows you to repeat the same amount if
successive servings of food and drink have that same
price. The (+) button (16) adds up subsequent charges.
If also the special BAR buttons have been activated and
m e m o r i z e d c o r re c t l y ( n r 1 7 - 3 2 ) t h e c o r re s p o n d i n g
refreshments can be entered just by pressing the said
buttons.
Finally, press the ENTER button to confirm the total.
If a price is entered by mistake, it can be corrected by
entering a negative one using the (–) button.
During the count, you can see just how much has been
charged up until then at a given table simply by pushing
the number of that table, and then you can get a printout
of that total by pushing the PRINT button (if the printer is
connected). You will also see what time that count began.
Once the game is finished, you may stop the count by
pushing the STOP button and then the table number
involved. The total charges will appear on the red display
terminal and the right display will show the game charge
and the food and drink charge.
If the printer is connected, the receipt will be printed - if,
OPERATING MICRO32 - 2nd Vers.
P.03 and P.101 ENABLE SPECIAL BAR BUTTONS are not
activated.
In each of these steps a script of maximum 8 characters
(letters and numbers) can be assigned to each of the 16
special bar buttons. Insert the characters as per step P.14.
These phases are skipped if the BAR management at step
P.03 and P.101 ENABLE SPECIAL BAR BUTTONS are not
activated. In these steps, the price for each of the 16
special bar buttons is memorized. To enter the price use
the flashing buttons from 1 to 12 (see the writing above the
buttons). Use button 14 (CANC.) for erasing if an error
occurs. After having entered the price, press ENTER to
confirm it.
P.217 - P.232 PRICE OF THE SPECIAL BAR BUTTONS.
that is, that operation was programmed in step P. 11.
If STOP is pressed for a table which has control of the
balls when those balls are not in place, the STOP will be
registered but there will be an automatic restart. This is
useful for letting the players change without having to put
the balls back in place.
ln this instance, the automatic restart is not a CLUB rate,
so if the new player is a club member you will have one
minute to push START-CLUB and then the table number.
The DOWN button instead allows to swap two tables
allowing the players to change tables. To carry out the
swap press DOWN then the numbers of the two tables
followed by ENTER.
The swap is allowed only between tables which have the
same tariff and if they are both in use, or if one is in use
and the other is in STOP, if none of the two tables has the
ball BOX enabled (step P.13).
By pushing the MEMORY-LAST-STOP button and then the
number of the table involved, you will have shown the last
total paid, even if that table has already begun a new
count.
B y t u r n i n g t h e I N S TA L L AT I O N k e y, y o u w i l l a c c e s s
programming and a read-out of the totalizing counters.
See the chapter on "PROGRAMMING" for a more detailed
description. The totalizers are shown in the steps from P.04
to P.08.
Use the UP and DOWN buttons to reach those steps.
By tur ning the SERVICE key, you will access the two
totalizers for the service charge for the employees.
See steps P.07 - P.08 in the chapter on PROGRAMMING.
To help cleaning the tables, if no tables are being used, all
the lamps can be tur ned on together by tur ning the
SERVICE key and pressing button nr 32.
The same can be obtained by pressing button nr 32
during step P.07 whilst programming.
Unscrew the two screws on the front, turn the INSTALLA-
TION key and pull the unit toward you. Detach the two
connectors on the board and remove the front completely.
Use the two holes on the back to fasten the unit to the wall.
WALL FASTENING
Always remove the plug before opening MICRO32.
ENGLISH
Содержание Micro32 Vers.2
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