Page 4 - High Speed

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GAME OPERATION
( WARNING)
After assembly and installation at its site location, this game must be plugged into a properly
grounded outlet to prevent shock hazard, and to assure proper game operation. DO NOT
use a 'cheater' plug to defeat the ground pin on the line cord. DO NOT cut off the ground pin.
POWERING UP. With the coin door closed, plug the game in, and turn it ON, using the On-Off switch. In nor-
mal operation, the player 1 (SPEEDER 1) score display and the lower two 2-digit displays (Credits and BALL IN
PLAY/MATCH) initially all show 00. The GAME OVER indicator blinks. Then, the game goes into the
81!rm
Mode (Playfield and backbox lamps flashing, sounds being heard, etc.).
CAUTION
HIGH SPEED's System
11
game program
has a new capability to aid the operator and service per-
sonnel: At game Turn-On (and also when the operator is beginning the Test/Diagnostic Procedures),
a display now signals when a switch has NOT been actuated during ball play for a lengthy period of
time. Up to three switches can be displayed during this switch problem reporting activity. Moreover,
HIGH SPEED
compensates the game play requirements affected by each disabled switch to allow
'nearly normal' play. This helps keep
HIGH SPEED
earning good profitsl More information is avail-
able in the Diagnostic Procedures text describing the Switch Testing.
ATTRACT MODE·. Playfield and backbox lamps blink; the rotating beacon flashes occasionally. All player
score displays (SPEEDER 1, SPEEDER 2, etc.) exhibit a series of displays informing the player concerning:
A. Recent highest scores";
B. A "custommessage" ("RUNTHE LIGHT ... AND GET AWAY ... AT HIGH SPEED")";
C. The score to achieve to obtain a Replay award";
D. The "Hideout Jackpot" point value".
These displays (or variations of them) reappear occasionally, accompanied by sounds and music, until a player
initiates game play by inserting a coin or, when credits are available, pressing the Credit button.
CREDIT POSTING. Insert coin(s).
A sound is heard for each coin, and the Credits display shows the
number of credits purchased. Even if the number of maximum allowable credits" is exceeded by coin purchase
or high score, credits are posted correctly. However, the coin-lockout coil then de-energizes, until the number
of remainig credits is less than the maximum. No more credits may be purchased (and coins are rejected), while
the coin-lockout coil is de-energized.
STARTING A GAME. Press the Credit button once. A startup sound plays, and the amount shown in the
Credit display decreases by one. Player display SPEEDER 1 flashes (until the first playfield switch is actuated),
and the BALL IN PLAY display shows 1. Additional players may enter the game by pressing the Credit button
once for each player, before the end of play on the first ball.
TILT. Actuating the Slam Tilt switch inside the cabinet ends the current game;
HIGH SPEED
then proceeds to
the Game Oyer Mode. With the actuation of the ball-roll or playfield tilt switches, or the third closure" of the
plumb bob tilt switch, the player loses the remaining play of that ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds a specified
value, the player receives a designated award for achieving the current highest score. A random digit set-
appears in the MATCH display. Credit" may be awarded, when the last two dig~s of any player's score display
(SPEEDER 1 through SPEEDER 4) match the random dig~s of the MATCH display. Match, high score, and game
over sounds are made, as appropriate.
GAME OVER MODE_ The GAME OVER indicator lights. The SPEEDER 1 and SPEEDER 2 displays show
sams
OVER.
Then, the high scores flash on the appropriate player score displays. The game proceeds to the
Attract Mode.
"- operator-adjustable feature