Page 24 - Space Station

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RESETTING THE HI.GH SCORES
The challenge of exceeding
1M
High seers (either the factory seUing or a higher Score by another
player) is the' goal 01many pinbal gamB players,
r
0
ke'ep a pinball game' challenging, requires 'a
rneth-
Od
Of
resettin,g the Hfgh Score value lor Ihose occasions when a skilled playeJ registerS
a
tfl,lly excel-
lent score. other players note Ihis score and may decide nO,1to play simp,ly because their skillis. not
-adsquate
to
exceed an extremely high score.
'
FofSPACE
STATION.
in tact, three methods of resetting !he High, Score values are available. The
simplest
method involves allOWing Game Adjuslment
'Item Ad
22
to
reset
ths
,High Score values
automatically alter the specified number of plays deSignated by the operator,
The ,W.DJ]2 method
requ.ires pressing tile, High Score Rese1 switch on Ihe inside of the coln door in the Attract Mode. This
action simply erases the previous high. score values and replaces them with the Backup Hlg'h Score.
values.
The third methbd .establishes
new
values reptaclng the faCtory .setting values
(Of
pre'Jlous
operator-set values: ii requires performing the following
steps:
1. Using AUTO-UP or MANUAL-DOWN,
reach item Ad
14
(andlterns Ad
10:,16,
and 17, If
desired).
The .High Score value
01
tile factory seWhg
(OJ
previous operator-adjusted selling)
appears in the player 1 display.
l!
thls value is:salistaclory,
go to.stsp 4 below ..
2. If you wish 10 Increase the High
Score
Value I rom that displayed in the player
1
display" use
AUTO-UP, and ptess.ths Cred~ button, until the desired value shows in
me
player 1 display.
3.
If you wish to decrease tile High Score value, use MANUAL-DOWN,
and press the Cr&dif but-
ton, unli1the desired va'ue shows in the player
1
display.
4, Using AUTO,UP,
press and liold down ADVANCE, until tlie Player 3 display shows Ad 70
Press ADVANCE once,
\0
return to Game·Over Mode.
..
5. Press ths High Score Reset switch (on coin door), and listen fo
r
the so und signiiying that the
score reset action Is,co'mpIele. ObServe playerscore displays (player
1,
p!ayer2, etc.) 10 verify
that IIla'new High Score values are dlspl~yed.
.
GAME PRICING
PRICI
NG
MADE
EASY. Game Adjustment
Item
Ad 24
allows the operator an easy method
01
set-
ting the pricing tunctlcns.
Pressing the' C redil button allows the Operator a choice 'of
0
ne of the 16
"Standard" Sellings, with associated automatic pricing (PlayeT
1
shows the Country identifier; and a
selfing ide ritifier for a country having more than one "Standard" Setting: player 3 and 4 displays show
the
games
par
coin(s) Information).
In the
Pricing Table,
each "Standard" Sel ing is denoted
bY'
its
identifier in the',"Ad
24
Display" column. Automatic· Pricing causes each of Ihe Other pricing hems (col-
umns 25lhr'ough 30) to ohange tei the value shown inlhetableforthat
selected "Standard" Setting.
CUSTOM PRICING.
Adjustment
Item
24
must
be
sst to Ihe Custom Coinage Selling (player
1
and 2. displaying CUSTOM, COINAGE) to enable the operator to ent.er desi red custom pricing selec-
ticns for ttems 25 through 30, based ol11ha
Pricing
TlJbls;
ltern 25 is Ihe Jeft coin chute multiplier.
ttem 2'6 is the center coin chute multiplier,
Item 27 is the right coin chute multiplier.
Item 28
is
the,
nuniber of coin units equal to one Credit. (A Credit is usually'aqual
ta, one game.)
The calouanon.ot
the ratio 01Games: Price uses the ratio equation 01 X: VC, woore:
X _ Coin Chute Multiplier
(Item 25, 26, or 2710
Pricing Table);
V ,. Value of coin;
C " Coin unitS eqiv.alehtlo
one
Credit (Item
21H.
For example,
for
25ec chutes at the factory selt:lng, substituting
values
In the Games:
Price (aUo
calculation gives 1 : 25 x.'1,
or
one game
for
25¢ ..
UNITS REQ'UIRE.D FOR BONUS CREDIT.
Item 29 Is the number 01 coin units {hat must pass
through the coin cIiUle(s) before an additional
Crediqgamej
is posted (displayed).
At Ihe fa,ctory
selling, the number.ln this ~em is 00, (ThiS 00 means thai NO bonus credit (free game) is awarded,
.a!though purchase of more than one gaine. at a time occurs.)