Page 5 - Fireball II

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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 for play. Coin game. The game should accept the
coin and postcredits* for coins accepted (adjustable). Pressing the credit button on the door will
cause the outhole kicker to serve the ball to the shooter alley. The 1st player-up lite is lit. 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 turning 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 the 'Game Over' light is lit. A
random Match
*
number appears and the 'Match' light is lit. If the number is the same as the last
two digits in a player's score, 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.
Atthe 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.
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 ball 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 unnecessary
abuse of the machine. After the delay, the 'Game Over' light lites 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, on the front door, and one on left side of 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 by operator if so desired. See Back Box Adjustments.
NOTE: Scoring and feature units will differ from game to game.
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