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III. BOOKKEEPING FUNCTIONS
The game is designed to help the operator perform certain accounting functions. The game
can display the number of total plays and replays (free games). It can display the number of
coins dropped down each coin chute. The bookkeeping functions are displayed on all player
score displays sim uItaneously. An identification num ber, 05 to 11 appears on the Match
I
Ball
in Play window as follows:
05-
00 to-
40
=
Current Credits
"06-10000 to-999999
=
Total Plays (Payed & Free Games)
,.07-1 0000 to-999999
=
Total Replays (Free Games)
08-
00 to-999999
=
Total times 'High Score to Date' is beat
,.09-10000 to-999999
=
Coins Dropped thru Coin Chute # 1
"10-10000 to-999999
=
Coins Dropped thru Coin Chute #2**
" 11-10000 to-999999
=
Coins Dropped thru Coin Chute #3**
The game displays the first bookkeeping entry if the Self-Test button (See Fig. III) on the inside
of the front door is pressed nine times. Alternately push and release the Self-Test button at
one second intervals. The number 05 appears in the 'Match/Ball
in Play' window. Current
credits appear on the player score displays. Each additional press of the button causes the
next entry to be displayed.
After the data in each bookkeeping register is recorded, it can be set to zero simply by
pressing switch button S33, located on A4, the MPU module in the back box. (See Fig. III). Any
or all registers can be cleared by alternating between the Self-Test button and the switch
button on the MPU module. The operator is given this option as a possible convenience and
can elect to use or not use it as his needs direct.
Pressing the button once more with the eleventh entry displayed causes the game to play the
power-up tune and Iight the Game-Over light.
"The 10.000 level ISpre-set at the factory; can be set to zero. initially.
if
desired.
"If COIn Chute
IS
not used in game. number displayed (If other than
DO)
on Player Score displays has no significance
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