GAME OPERATION
(Continued)
POWERING UP. With the coin door closed, plug the game in, and switch it ON, using the On-Off
switch. In normal operation, the player 1 score display initially shows 00. Then, the game goes into
the Attract Mode (playfield and backbox lamps flashing, sounds being heard, etc., jf the operator does
not change the Factory Setting).
Open the coin door and press the AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN. Press the
ADVANCE button to begin the game test routine. Return to AUTO-UP and perform the entire test to
verify that the game is operating satisfactorily.
NOTE
The SYSTEM
11
B game program
has a great caRability to aid the operator and service personnel: At
game Turn-On (and also at the beginning of the Test/Diagnostic Procedures),
the player score
displays now signal with a message,
"Press ADVANCE tor Report", that the game program has
detected a possible problem with the game. Usually, this report indicates that at least one switch
has NOT been actuated during ball play tor 90 balls (= 30 games).
However, the game program
compensates the game play requirements affected by each disabled switch to allow 'nearly normal'
play. This helps keep JOKERZ earning good profits!
More information is available in the Test!
Diagnostic Procedures text describing the Switch Testing.
ATTRACT MODE*. Playtield and backbox lamps blink. The player score displays exhibit a series
of messages informing the player concerning:
A. Recent highest scores":
B. A "custom message"
("WILLIAMS PINBALL ... PRESENTS ... BLACK KNIGHT 2000,,),:
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 (not purchased) by the player
does
not
occur. ONLY posting of
purchased
credits occurs beyond the maximum credits value.
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. Player display 1 flashes 00 (until the first playfield
switch is actuated), and the Player 4 display shows ball 1, except for 4-player games where the ball
#
shows in the individual player's display. Additional players may enter the game by pressing the
Credit button once for each player, before the end of play on the first ball.
TIL T. Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current game;
Black Knight 2000 then proceeds to the Game Over 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.
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
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