Page 6 - Disco Fever

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where the ball in play digits were. If match occurs an extra
credit will be awarded, • the game over tune will play and
the game over lights will light. The high score to date will
alternate with the winning player's score.
If a player's score exceeds the current high score to date,
three • credits will be awarded, the game will playa high
score to date tune, and the highest score to date lights will
remain lit.
The plumb bob tilt, ball roll, and playfield shake tilt
switches tilt the ball in play immediately. The super slam
tilt on the coin door sets all player scores to zero and
returns the game to game over.
If coins are inserted or credits won and the maximum •
number of credits is exceeded, the credits will be posted
correctly but the coin lockout coil will be de-energized
until the number of remaining credits is below the max-
imum. While the coil is de-energized, no credits may be
won.
• These features are adjustable and the procedure is out-
lined in Section 3.
SECTION 3
GAME ADJUSTMENTS
The solid state DISCO FEVER offers great versatility in
customizing the game to the location or the operator's
requirements. A very simple means of altering factory
settings of various replay and other options has been
devised. This section outlines the general procedure for
making these changes.
Open the insert box door and locate the CPU Board
(Figure 1 - No.1). On the right hand side of the CPU
Board there are two 8-position miniature slide switches
and below them are two push-button switches.
To enter the diagnostic mode, depress the lower pushbut-
ton switch (DIAGNOSTIC) on the CPU Board. The two
LEOs to the left of the switches will blink twice and go
off. If the LEOs do not blink twice or stay on con-
tinuously, refer to the troubleshooting guide in Section 6.
NOTE: It is not necessary to depress the DIAGNOSTIC
pushbutton more than one time to make any number of
changes.
Determine which function is to be changed by looking at
Table 1. To change the third replay point, for example, is
function number 3. The game is set to give the third re-
play when 490,000 points is exceeded but this can be
raised or lowered very easily.
Next, since Function 03 is to be changed, set the FUNC-
TION (bottom) switch identically to the switch beside the
number 03 in Chart 1. A black mark on Chart 1 next to
the switch number indicates that that position of the
lower switch is ON (move switch to the left). No black
mark indicates that that position should be left OFF
(move switch to the right).
The third step is to determine the new value for the third
replay point. In this example, the third replay point will be
raised from 490,000 points to 580,000 points. Table I
specifies that Chart 2 is to be used when entering the data
6
value and that the value entered is a multiple of 10,000
points. It requires 58 times 10,000 in order to get a value ~
of 580,000 (58 x 10,000
=
580,000), so a value of 58 •
would be entered on the DATA (top) switch. The DATA
switch must be set identically to the switch beside number
58 in Chart 2. Data numbers may be specified as either
Chart 1 or Chart 2 so care must be exercised to use the
correct chart.
Once both the FUNCTION and DATA switches have
been set correctly for the change desired, press the upper
pushbutton switch (ENTER) one time. The two LEOs
will blink once to indicate that the change has been made.
If the LEOs do not blink when the ENTER switch is
depressed and released, recheck switch settings.
Continue to enter any other changes desired by checking
the other features in Table 1. Set the FUNCTION switch
number for that feature on the function switch using
Chart 1. Then determine the new data desired, and refer
to either Chart 1 or Chart 2 and set the DATA switch
accordingly. Then press the ENTER switch (top pushbut-
ton) once to lock in the new data. Repeat this procedure
for all changes.
The functions can be entered in any order. If a mistake is
made in setting the data switches, the correct settings can
be made and the ENTER switch pressed again to enter the
new data. Only the last data entered will be retained. If the
batteries are removed with the game turned OFF, all the
changes made to the various features will be lost and the
game will be restored to the factory settings.
There are two ways to verify the data changes entered.
,
One is to turn the game OFF then ON again and then to
play the game to see if the changes are correct. A faster
method is to use Test 4 of the built-in diagnostics to read
out the changes and this method is described in Section 5
of this manual.
The following is a summary of all adjustable game
features.
REPLAYS
There are four possible replays awarded from scoring.
The factory setting for the first replay occurs at 200,000
points; the second replay occurs at 370,000 points; the
third replay at 490,000; and the fourth replay is disabled.
Replay 1 is function number 01. It can be increased or
decreased by any multiple of 10,000 points. Table 1
specifies to use Chart 2 for setting the data switch. For
example, to establish a replay of 220,000 points instead of
200,000 points a value of 22 (22 x 10,000
=
220,000)
must be entered on the data switch, using Chart 2 to set
up the DATA switch and Chart 1 to set up Function 01 in
the FUNCTION switch.
1. If not already in diagnostics, enter diagnostics by
pressing the lower pushbutton once.
2. Set up FUNCTION switch exactly like switch 01 in
Chart 1.
3. Set up DATA switch exactly like switch 22 in Chart 2. •
4. Press ENTER button once. The LEOs will blink once ,
and the new data is locked in.