Page 5 - Silverball Mania

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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 post credits* 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. The bonus
score is advanced to 1000 points.
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. Rebound switches score 10 points. Thumper-bumpers, when
not lit, score 10 points.
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 bonus score is advanced to
1000 points. 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 and the bonus is set to
1000 paints before the game serves the extra ball for play.
Scoring over 1,000,000 gives "High Score to Date" award.
Atthe end of the game, a 'High Score to Date' is alternately flashed with al14 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
th . 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
at
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 is
one factory installed slam switch on the front door. (Any number of slam switches could be
installed by the operator, to meet his individual requirement) The switch should be adjusted to
nave 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 it so desired. See Back Box Adjustments.
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