Page 7 - Eight Ball Champ

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II. GENERAL GAME OPERATION
Place ball into playfield by outhole.
Coin game. Coin should be rejected. Plug in line
cord. Move power ON-OFF master switch at
bottom right front corner of cabinet to "ON"
position. The game will playa power-up tune to
announce game-readiness.
Drop targets are reset,
scores are set to zero, alternating with the "High
Score to Date", and the game is ready to play. Coin
Game. The game should accept the coin and post
credits* for coins accepted (adjustable). Pressing
the credit button on the cabinet will cause the
outhole kicker to serve the ball to the shooter alley.
A game-up tune* is played to announce play-
readiness.
One player is posted each additional
time the
credit button is pressed (one to four can play). The
credits are reduced by one each time the credit
button is pressed until the credits are reduced to
zero.
Shooting the ball initiates play.
The game awards all points earned by the player. If
spinner is turned and scoring when the ball hits a
target, the spinner and the target scores are
awarded.
When the ball enters the outhole, the bonus score
is added to the total score. The player-up and/or
ball in play on the back box is advanced one
position. The outhole kicker serves the ball to the
shooter alley and play is resumed. This continues
until each player has played the allowable number
of balls per game (adjustable). At this time 'Game
Over' light is lit. A random Match* numberappears
and the "Match" light is lit. If the number is the
same as the last two digits in a player'sscore,
a free
game is awarded.
Extra balls won during the course of the game are
played immediately after the player's regular ball
enters the outhole. The player-up and/or ball in
play on the back box are not advanced for extra
ball play. Bonus score is added to the player's
score before the game serves the extra ball for
play.
Scoring over 10,000,000 gives "High Score to
Date" award.
At the end of the game, a "High Score to Date" is
alternately flashed with all 4 player scores. If the
"High Score to Date" is beat, this feature* awards
free games (adjustable,
using
REGISTER 15
as
discussed on page 1-10).
Tilting the game results in loss of a ball. The
flippers, thumper bumpers, etc. go 'dead'. Bonus
points are not scored. The purpose of the tilt
penalty is to discourage the player from jostling
the machine in an attempt to prolong play. Game
action becomes normal
after the ball
kicker
assembly serves the baJI to the shooter alley.
Slamming the machine results in loss of the game.
All feature lights go out, the game goes "dead",
and a time delay occurs. The purpose of the time
delay is to discourage unnecessay abuse of the
machine. After the delay, the "Game Over" light
lights and the power-up tune is played. The time
delay occurs anytime one of the slam switches is
made to contact. There are two factory installed
slam switches, one on the front door, and one on
the left side of the cabinet. (Any number of slam
switches could be installed by the operator, to
meet his individual
requirement.)
The switch
should be adjusted to have approximately 1/16"
gap between the contacts. The weighted blade
should be adjusted to attain the desired sensitivity.
Decreasing the gap between contacts will make
the switch more sensitive. Opening the gap will
reduce sensitivity.
* Some tunes and features can be disabled or
adjusted by operator if so desired. See Standard
Game Feature Options on pages 1-9 and 1-10·.
NOTE: Scoring and feature units will differ from
game to game.
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