Page 5 - Phoenix

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_ and flip the power switch located near the right front
abinet leg on. The game will come on and should come
.• up in the game over mode.
The game over mode is indicated by player scores reading
zero, player one up light flashing, game over lights lit.
The high score to date will alternate with player one score
only. Flippers will be inoperative and the general
illumination lamps will be lit. The game can now be
checked out by play, or diagnostics can be run (See Sec-
tion 5), or game option adjustments can be made (See
Section 3).
If the game comes up in the diagnostic mode, the ball in
play display will show 04 (Figure I - No. 12B) and the
credit display will show 01 (Figure 1 - No. 12A). This
indicates that either the batteries were removed or came
loose during shipment. The game status has returned to
factory settings, and some values will probably have to be
restored according to the procedure outlined in Section 3.
If the game does not light up or does not come up in game
over or diagnostic mode, refer to troubleshooting Sec-
tion 6.
SECTION
2
GAME OPERATION
Place ball into playfield by outhole. When machine is
turned on it will come on in the game over mode. Player 1
~p light will be flashing. All player scores will be zero and
~Iayer
1 score will alternate from zero to High Score to
Date.
*
Game over lights will be lit.
Insert coin into the machine. The game should accept
coins and post credits. The knocker will sound for each
credit. Pressing the credit button on the cabinet front will
cause the outhole kicker to serve the ball, the credit dis-
play will be reduced by one, the number of players light
will show one, the ball in play will show 1 and the game
start up tune will be played. Pressing the credit button at
any time before the ball in play displays 2 will allow addi-
tional players and change the number of players light and
reduce the credits by one for each additional player.
The player 1 up light will flash until the first switch is
made. The left and right banks of drop targets will be
reset; the center drop targets, however, are not reset.
The left and right center drop targets are reset only by
the "2" and "4" rollovers, respectively; or by the left and
right inside rollovers, respectively.
Making "1" through "5" spots P-H-O-E-N-I-X; the "1"
and "5" are both spotted by making either rollover.
Spotting the letter "E" also turns on the Extra Ball
When Lit lamp* for possible extra ball by hitting the
Bull's-Eye target. Spotting the letter "I" alternately
lights the left and right outside rollovers for a possible
Special. Spotting the letter "X" enables a possible
Special by hitting the Bull's-Eye target. Making the
:AJ3ull's-Eye at this time turns "X" off. Spotting "1"
'Whrough "5" again turns it on again for additional
- possible specials.
Making all four drop targets in either the left or right
banks advances the "2X", "3X", "4X", and "5X" bonus
multipliers and advances the bonus. Hitting the Bull's-
485
Eye target scores 5000 and one bonus advance or the
highest lit P-H-O-E-N-I-X value.
The Spinner scores 100 or 1000 when lit. The spinner is
lit when the bonus is advanced to 10,000 and is turned
off when the bonus is advanced to 20,000. The left and
right jet bumpers, left and right drop target bank
standups, and the left and right kickers each score 10.
The left standup, top right standup, and the bottom left
and right stand ups each score 50. The center jet bumper
scores 100. All other scoring is as indicated on the
pIayfield.
When the ball leaves the playfield the bonus is collected
and is not restored. For subsequent balls, the spotted
numbers "I" through "5" and P-H-O-E-N-I-X letters
are restored.
Extra ball
*
won during the course of the game is played
immediately after the player's regular ball enters the out-
hole. After the last ball is played, the match digits appear
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 tilts the ball in play on the third*
closure. The 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 PHOENIX 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.
5