Page 5 - Disco Fever

Basic HTML Version

SYNTHESIZED
SOUNDS ~
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LOUDER
SW2
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JIG
PI A
PROM
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483
SWI
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THIS SWITCH NOT
OPERATIONAL IN
DISCO FEVER
II
lCI
II
MPU
Figure
J.
Location of Key Components on Sound Board
The game is now ready to plug in and check out. Lower
the playfield and close the insert door. Plug the game in
and flip the power switch located near the right front
cabinet leg on. The game will come on and should come
up in the game over mode.
The game over mode is indicated by player scores reading
zero, player one up light flashing, game over lights lit.
The high score to date will alternate with player one score
only. Flippers will be inoperative and the general
illumination lamps will be lit. The game can now be
checked out by play, or diagnostics can be run (See Sec-
tion 5), or game option adjustments can be made (See
Section 3).
If the game comes up in the diagnostic mode, the ball in
play display will show 04 (Figure 1 - No. 12B) and the
credit display will show 01 (Figure I - No. 12A). This
indicates that either the batteries were removed or came
loose during shipment. The game status has returned to
factory settings, and some values will probably have to be
restored according to the procedure outlined in Section 3.
If the game does not light up or does not come up in game
over. or diagnostic mode, refer to troubleshooting Sec-
tion 6.
SECTION 2
GAME OPERATION
,
Place ball into playfield by outhole. When machine is
turned on it will come on in the game over mode. Player 1
up light will be flashing. All player scores will be zero and
Player 1 score will alternate from zero to High Score to
Date." Game over lights will be lit.
Insert coin into the machine. The game should accept
coins and post credits. The knocker will sound for each
credit. Pressing the credit button on the cabinet front will
cause the outhole kicker to serve the ball, the credit dis-
play will be reduced by one, the number of players light
will show one, the ball in play will show 1 and the game
start up tune will be played. Pressing the credit button at
any time before the ball in play displays 2 will allow addi-
tional players and change the number of players light and
reduce the credits by one for each additional player.
The player one up light will flash until the first switch or
bumper is made. The Advance Bonus lights for the top
roll overs will alternate until a switch is made and will
alternate thereafter with each 10 or 100 points. The Spots
X Value light alternates off and on by making any 10 or
100 point switch (excluding the two top standups).
Making D-I-S-C-O spots bonus multiplier 2X , 3X, and
5X lamps and awards 5000. Making the turn around
scores 5000 and will spot 2X, 3X, or 5X when the Spots X
Value lamp is lit.
Making F-E- V-E-R drop targets spots lights 1 through 4.
Spotting number 2 lights Extra Ball When Lit at turn
around for possible extra ball. Spotting number 3 alter-
nately lights outball rollovers for possible Special. Spot-
ting number 4 awards a special.
Making A and B advance bonus for bull's-eye target.
Making bull's-eye scores bonus and resets value to 5000.
The two top standups, the lower right standup, the two jet
bumpers, and the two lower throwers each score 10. The
upper right standup scores 100. The "ER" standup scores
500. All other scoring is as indicated on the playfield.
The playfield for a subsequent ball has the bull's eye
bonus, A or B, and any part of D-I-S-C-O restored.
Extra ball • won during the course of the game is played
immediately after the player's regular ball enters the out-
hole. After the last ball is played, the match digits appear
5