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GAME ADJUSTMENT PROCEDURE
(Continued)
31 CHALLENGED AT START
The operator can choose (via the Credit button) the number of riders challenged at the game
start. The range of this setting is
00
(Conservative; NO riders challenged at game start); and
01
(1 opponent rider challenged) through
04
(Liberal; 4 opponent riders challenged).
32 KICK BACK
The operator can choose (via the Credit button) the Kickback action to suit the game location.
The range of this setting is
Easier
(Liberal; the Kickback is ALWAYS ON);
Easy
(Kickback is ON at
start of each bail);
Regu/ar(Kickback
is ON at start of game and remains in memory from ball to
bali):
Hard
(Kickback is OFF at start of game and remains in memory from ball to bali);
Harder
(Kickback is OFF at start of every bali). The game program automatically sets
REGULAR
for 1
play
@
1 coin (25¢).
33 EXTRA BALL AT
(#
of Laps)
The operator can choose (via the Credit button) the number of laps needed to light the Lower
Captive Ball lamp for an EXTRA BALL. (Each player begins the game with 1 Lap.)
34 FINISH LINE AT
(#
of Laps)
The operator can choose (via the Credit button) the number of laps needed for the Finish Line
feature. This feature is intended to be a challenge for the very skilled player. The range of this
setting is
20
(Liberal) through 39 (Conservative).
35 INSTANT REMATCH
The operator can choose (via the Credit button) the time period for achieving an Instant
Rematch.
The choices are
Easy
(approximately 28 seconds) and
Hard
(approximately 23
seconds).
36 SPECIAL AT RANK 2
The operator can choose (via the Credit button) the number of Races in which the player must
achieve Rank 2 to light the SPECIAL lamps at the Outlanes. The range of this setting is
OFF
(No
Special lamps light);
Race
1 (Liberal; Special lamps light the 1st time Rank 2 is achieved) through
Race
4(Conservative; Special lamps light the 4th time Rank 2 is achieved}.
37 SPECIAL MEMORY
The operator can choose (via the Credit button) whether the lighting of the Special lamps is
stored in memory. The choices are
No
(The Special achievement is NOT stored in memory from
ball to ball) and
Yes
(The Special achievement IS stored in memory from ball to bali).
38 FREE STYLE
The operator can choose (via the Credit button) the manner in which the Freestyle lamps light
upon completion of the lower targets. The choices are
Easy
(Liberal; both lamps light. when the
lower targets are all completed) and
Hard
(Conservative; one lamp lights each time lower targets
are completed).
39 STUNT CHALLENGED
The operator can choose (via the Credit button) the number of riders challenged by the Super
Cycle Stunt skill shot. The range of this setting is
00
(Conservative; NO riders challenged by
Super Cycle Stunt skill shot; ONLY points are awarded); and
01
(1 opponent rider challenged
and points are awarded) through
04
(Liberal; 4 opponent riders challenged and points are
awarded).
~
40 CENTER EJECT LOCK
The operator can choose (via the Credit button) how the Center Eject Hole lamp is lighted.
AFTER the player achieves Rank #2. The choices are
Earn
(the player must complete the 12
rider targets on the lower playfield) and
Free
(the Center Eject Hole lights when the the player
achieves Rank 2.)