Page 11 - Banzai Run

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TILT. Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current game;
BANZAI RUNthen
proceeds to the Game Oyer Mode. With the actuation of the playfield tilt switch, or
the third closure" of the plumb bob tilt switch, the player loses the remaining play of that ball, but can
complete the game.
'_
GAME OPERATION
(Continued)
NOTE
SYSTEM 11B software for
BANZAI RUN
has a great, new capacity to aid operators and service
personnel: If the game software detects a fault at game turn-on, the game displays ·PRESS
ADVANCE FOR REPORr. These words are accompanied by a sound.
During the Attract Mode, the operator can check for faults
by pressing the CREDIT button,
and
observing the resulting message. Normally, the game displays ·CREDITS
after Credit button
actuation. When the game detects a fault, the message will change slightly: A decimal point
appears follows the zero (CREDITS
0.).
To receive a ·TEST REPORr and enter the test/diagnostic
system, press the ADVANCE button.
Pressing the ADVANCE button displays the "TEST REPORr message. This message is followed
by a description of detected faults. Then the game enters the requested test or diagnostic mode. H
you press ADVANCE during a report, the game skips the remainder of the report. Instead of
continuing the report, the game enters the requested diagnostic or test mode.
ATIRACT MODE*. Playfield and backbox lamps blink. All player score displays exhibit a series of
messages informing the player concerning:
A. Recent highest scores";
B. A "custom message"
("BE KING OF THE ... HILL -- -- RACE ... BANZAI RUN")";
C. The score to achieve to obtain a Replay award";
These (or similar) displays reappear occasionally, accompanied by sounds and music, until a player
initiates game play by inserting a coin or, when credits are available, pressing the Credit button.
CREDIT POSTING.
Insert coin(s).
A sound is heard for each coin, and the player score displays
show the number of credits purchased.
So long as the number of maximum allowable credits" are
NOT
exceeded by coin purchase or high score, credits are posted correctly.
However, after this
maximum credits value is reached, posting of additional credits won (or purchased) by the player does
not
occur.
STARTING A GAME. Press the Credit button once. A startup sound plays, and the Credit amount
shown in the player score display decreases by one. The BALL IN PLAY Lamp lights (to the right of
the Player 4 display, which shows 00_1, to identify ball 1 for the flashing Player display). Player
display 1 flashes 00, until the first playfield switch is actuated. Additional players may enter the game
by pressing the Credit button once for each player, before the end of play on the first ball.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds the
specified value, the player receives a designated award for achieving the current highest score. A ran-
dom digit set" appears in the Match display. Credit" may be awarded, when the last two digits of any
player's score display (1 through 4) match the random digits of the Match display. Match, high score,
and game over sounds are made, as appropriate.
GAME OVER MODE. The GAME OVER display shows in the player score displays.
Then, the
high scores flash on the appropriate player score displays. The game proceeds to the Attract Mode.
"- operator-adjustable feature