483
When the above four step procedure is completed the
first replay will be 220,000 points. To change the 2nd,
3rd, or 4th replays, enter Function 02, 03 or 04 in step 2
above and follow steps 1 thru 4, substituting the new
desired value in step 3.
To disable a replay point, turn all data switches ON
(move switch to the left). Follow the procedure steps 1
thru 4, except that in step 3 remember to turn all switches
ON. Note also that the replays must be different from one
another and that they must be entered in ascending order.
Replay 1 is the lowest replay; Replay 2 is the next replay,
followed by Replays 3 and 4. The replay points can be any
multiple of 10,000 points or they can be disabled
altogether.
MAXIMUM CREDITS
Maximum credits is the number of credits that can be
posted (by putting coins in the game or free credit
awards) before the coin lockout relay is released. The fac-
tory setting is 20 credits. According to Table 1, maximum
credits is Function 05. It can be set for any value from 01
to 99 using Chart 2 for the data switch. To establish max-
imum credits of 10 for example, the function switch must
be set to 05 using Chart 1 and the data switch set to 10
using Chart 2.
1. If not already in diagnostics, enter diagnostics by
pressing the lower pushbutton once.
2. Set up function switch exactly like switch 05 in Chart
1.
3. Set up data switch exactly like switch 10 in Chart 2.
4. Press ENTER button once. The LEOs will blink once
to indicate that the new data is locked in.
MATCH/CREDIT /EXTRA BALL/SPECIAL
Whenever a replay point is exceeded, the game can be set
to award a credit (free game) or an extra ball. In addition,
at the conclusion of a game, a match feature is available to
award a credit (free game) if the last two digits match that
of the playerts) last two score digits. This feature is Func-
tion 06 and Table 1 specifies that for Function 06 Chart 1
is to be used for the data switch values.
The factory setting is that the match awards an extra
credit and that credits are awarded at the replay points.
Table 1 also shows the various possibilities and the value
to enter on the data switch.
Data Switch
08 - Match ON, Credit awarded at Replay points
09 - Match ON, Extra ball awarded at Replay points,
no Credit for Special
12* - Match OFF, Credit awarded at Replay points
13* - Match OFF, Extra ball awarded at Replay points,
no Credit for Special
1. If not already in diagnostics, enter diagnostics by
pressing the lower pushbutton once.
2. Set up function switch exactly like switch 06 in Chart 1.
3. Set up data switch like switch 08, 09, 12 or 13 in Chart
1.
4. Press ENTER button once. The LEOs will blink to
indicate that the new data is locked in.
10
"Note that during the diagnostic test 4, the readouts on
the Player 1 display will show 0 blank, not the correspond- •.
ing data switch value. This is normal for any value entered ..,
in above 09 from Chart 1.
PLAY
This function controls the Extra Ball and 1-4 lights. Mak-
ing the F-E-V-E-R drop targets lights the numbers
sequentially. If the game play feature is set to "normal"
(factory setting) making the drop targets the first time
lights numbers 1 and 2. Lighting number 2 lights the
Extra Ball When Lit lamp for the turn around. Making the
turn around at this time awards an extra ball.
If the game play feature is set to "conservative," num-
a
bers 1 and 2 are lit separately. The Extra Ball light would
then be lit the second time the drop targets are made.
If the game play feature is set to "no extra ball," numbers
1 and 2 are lit separately and the Extra Ball light will come
on from making the drop targets any number of times.
The game play is Function 07. Table 1 specifies that for
Function 07 the data switch is set using Chart 2. Table 1
also shows the various possibilities and the value to enter
on the data switch.
Data Switch
01 - Normal Play
(1
and 2 together)
02 - Conservative Play
(1
and 2 separate)
04 - No Special, No Extra Ball (1 and 2 separate)
1. If not already in diagnostics, enter diagnostics by "
pressing the lower pushbutton once.
2. Set up the function switch exactly like switch 07 in "
Chart 1.
3. Set up data switch to 01, 02, or 04 for the play feature
using Chart 2.
4. Press ENTER pushbutton once. The LEOs will blink
to indicate that the new data is locked in.
HIGH SCORE CREDITS
This function controls the high score to date feature.
When the highest score to date is exceeded by a player,
any number of free credits can be awarded.
High score to date is function 08 and Table 1 specifies to
use Chart 1 for setting the data switch. If a value of zero is
entered for the data, this feature is disabled and the high
score to date is not displayed. If more than 9 free credits
are awarded, the number displayed in test 4 readout of
this function will be incorrect but the correct number of
free credits will be awarded.
1.
If not already in diagnostics, enter diagnostics by
pressing the lower pushbutton once.
2. Set up function switch exactly like switch 08 in Chart
1.
3. Set up data switch according to Chart 1 for the number
of credits to be awarded. To disable, enter a value of
zero (All data switches off).
4. Press ENTER pushbutton. The LEOs will blink to -.
indicate that the new data is locked in.