Page 12 - Disco Fever

Basic HTML Version

483
GAME PRICING
Refer to Table 2 at the end of this section for sample
game pricing. To use Table 2, first refer to the section
describing the coin door in your game. Then, if not
already in diagnostics, start diagnostics by pressing the
lower pushbutton on the CPU Board. Next, select the
price scheme desired. Then, using Chart 1, set up Func-
tion 12 on the bottom switch. Next, set up the new data
shown for the price scheme selected on the data switch
using Chart 1. Then press ENTER pushbutton to lock in
this change. Continue to do all the changes required for
the price scheme selected by setting the next function
number on the function switch, entering the new value
on the data switch and press ENTER pushbutton.
The following is a more in-depth explanation of game
pricing.
There are six different functions used to set the game
pricing. Three pertain to the coin door mechanism and
the other three determine how credits are awarded. Since
there are many combinations of coin values and coin
mechanisms, this explanation will detail how the func-
tions relate to each other and describe sample settings and
pricing schemes.
The first step in setting game pricing is to establish the
number of coin chutes. There are single, twin, or three
chute coin doors. Function 12 will be used for the left
coin chute (closest to the hinge on coin door). Function
13 will be used for the center coin chute. Function 14 will
be used for the right coin chute. If any given chute is not
present, that function number can be ignored. For exam-
ple, in a twin chute mechanism, the center chute is not
used so Function 13 can be ignored.
The second step is to establish the ratio of all the coins for
the particular coin door being used. If all the coins are of
equal value, they would have a ratio of 1:1:1. If the coins
are not equal (as is the case for 5¢, 10¢, 25¢ coin door),
establish the ratio by dividing the coin values by the
largest number possible which leaves a remainder of zero.
For the 5, 10, 25 coin door this number is 5 and the ratio
would be 1:2:5. The 25¢ is worth 5 times the 5¢. The 10¢
is worth 2 times the 5¢. These ratios become the values
for the data switch for functions 12, 13, and 14. For
example, in the twin quarter chute, the ratio is 1:1:1 so
that Function 12 would have its data value set to 01,
Function 13 does not matter since there is no center chute
in a twin quarter chute coin door, and Function 14 would
have its data value set to 01.
The relative value of all the coins has now been estab-
lished. The third step is to determine if there is to be a
minimum amount that must be put into the game prior to
giving any credits. For example, a 75¢ minimum could be
established. No credits would be given until at least 75¢ is
deposited in the game. The minimum is Function 15. If
there is no minimum required, enter a value of 00 on the
data switch for function 15. If a minimum is required,
divide it by the same divider used to find the coin ratios.
For a twin quarter machine, the number is 25. If 75¢ is
12
required before giving any credits, 75¢
+
25
=
03 so a "
value of 03 must be entered on the data switch for func-
tion 15. Any minimum can be established, so long as the
divider used to reduce the coin values goes into the
minimum an even number of times (remainder must
equal zero).
The fourth step in establishing game pricing is to deter-
mine the number of coins required to get a credit. Func-
tion 17 establishes how many coins are required to give a
credit. The values entered in Function 12, 13, and 14 are ••
used as a guideline. Each coin dropped through the coin
chute will award the number of units as set by Functions
12, 13 and 14. For twin quarter chutes, if 1 quarter was •
required to award 1 credit, a 01 would be entered for data
for function 17. If 2 quarters were required to award 1
credit, a 02 would be entered for data for function 17. If
Functions 12, 13, and 14 are doubled, and Function 17
not changed, a coin would award 2 credits, establishing 2
play for 25¢. To easily determine the data value for Func-
tion 17, use the value entered for the lowest coin value
and determine how many lowest value coins must be
deposited to award a single credit.
The last step is to determine if there is a bonus (free
game) to be awarded for depositing more than 1 coin at a
time. For example, the factory settings are 1 play 25¢, 3
plays 50¢. This means that when the second coin is
deposited, a free credit will be awarded. Note that the
If
bonus is awarded only if the second (or additional) coin is .
deposited prior to the START of the game. Bonus credits
is Function 16 and can be disabled by entering a value of
00 for the data switch.
To determine the bonus credit value, use the value
entered for Function 17 as follows: To award a bonus for
every 2 credits worth of coins, enter double the value of
Function 17 as the data for Function 16. To award a bonus
credit for every 3 credits worth of coins, enter triple the
value of Function 17 as the data for Function 16. To disa-
ble bonus credits enter a value of 00 for the data switch.
To make any changes to game pricing,
1. If not already in diagnostics, enter diagnostics by
pressing lower pushbutton once.
2. Set up function switch exactly like 12, 13, 14, 15, 16,
or 17 in Chart 1.
3. Set up data switch for the new value desired using
Chart 1.
4. Press ENTER pushbutton once. The LED's will blink
to indicate that the new data is locked in.
5. Repeat steps 2 thru 4 to change any of the other func-
tions, using the correct function number in step 2 and
the new data value required in step 3.
Note also that test 04 readout numbers listed in Chart 1
and the function numbers are different. Another caution
is that if any values above 09 are entered, they will not
display correctly during test 04 readout but the game will
function correctly.
Table 2 shows some data values for functions 12 thru 17
for some of the more common pricing schemes.