Page 6 - Strikes and Spares

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n
J ~
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 srnunaneously,
An identification
number,
05 to 11 appears on the
Match/Ball
in Play window as
follows:
05-
00
to--
40
=
Current Credits
*
06-1
0000
to-999999
=
Total
Plays (Payed
&
Free
Games)
·07-10000 to-999999
=
Total Replays(FreeGames)
08-
00 to-999999
=
Totat times 'HighGame to
Date'
is beat
It
09-10000
to-999999
=
Coins
Dropped
thru Coin
Chute
# 1
*
10-10000 to-999999
=
Coins
Dropped
thru Coin
Chute
#2"1:*
*
11-1 0000
to-999999
=
Coins Dropped thru
Coin
Chute #3"·
The
ga~~
displays the first bookkeeping entry
if
the Seif-Test button (See
Figa
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 .
n
n
r
r
f,
n
.••...
1\
.
After the data in each
bookkeeping
register is recorded
I
it can
be set
to zero simply
by
pressing switch button 533,
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 light the Game-Over light.
r
111e
10tooo.level
is
pre-set
at the
factory; can
be set to zero,
initjaUy~
if
desired .
•~" Coin
Chute is
not used
in
game,
number displayed
(if
other than 00) on
Player
Scorn
displays
has
no s~n
ificanee.
r
~
.
n
r
r
l ~
I
r
r
.
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