GAME ADJUSTMENT PROCEDURE
(Continued)
08 Match Award
The operator can select (via the Credit button) the desired percentage for the Match action
occurring at the completion of each game. The choices are:
5%-20% -
5% is 'hard'; 20% is 'extremely easy'. During Match action, the game selects a
random two-digit number at end of game and compares each player's score for an
identical two digits in the rightmost two positions. A matching of the two digits
results in the award of a credit (or a ticket/token, if a dispenser is attached, and the
setting of Ad 06 is Coil).
Off
-
The MATCH display does not operate at completion of the game; no award is given.
09 Balls
I
Game
The operator can define a "game" by specifying the number of balls to be played. The range of
this setting is 1through 9. For example, for 5-ball play, select 5 as the setting, which then
automatically installs the preset adjustments noted for 5-ball play (Ad 60).
10 Tilt Warning
The operator can specify the number of total actuations of the plumb bob and playfield tilt
mechanisms that can occur before the game is "tilted". The range of this setting is 1through 5.
11 Maximum Extra Ball
The operator can choose (via the Credit button) the maximum number of Extra Balls to be
accumulated at any time during game play. The range of this setting is:
00
(which allows NO
extra ball play and displays a message, NO EX. BALL) and
01 -09,
the selected number of balls.
The Factory Setting is 4.
1 2 Maximum Credits
The operator can specify the maximum number of credits the game can accumulate, either
through game play awards or coin purchases. The range of settings is 5 through
10.
Reaching
the specified setting prevents the award of additional credits.
13 Highest Scores
The operator can specify (via the Credit button) whether the game is to maintain a record of the
four highest scores achieved to date. The choices are:
Off
-
NO high scores are recorded.
01 - The four highest scores are stored in memory for use by Game Adjustment 22.
Auto -
The four highest scores are stored in memory for use in a game program subroutine
associated with Game Adjustment 22.
14 Backup High Score 1
The operator can set the Backup High Score value in the Player 1 Score display, using the
Credit button. The game automatically restores this value, when the operator presses, and
holds, the HIGH SCORE RESET switch, or when an automatic High Score Reset event (Ad 22)
occurs.
15 Backup High Score 2
This adjustment is similar to Ad 14, except that this applies to the Player"2 Score display. The
adjustment technique is identical to Ad 14. It is also restored as described for Ad 14.
16 Backup High Score 3
This adjustment is similar to Ad 14, except that this applies to the Player 3 Score display. The
adjustment technique is identical to Ad 14. It is also restored as described for Ad 14.