Page 12 - Flash

Basic HTML Version

486
Function 20
=
(Cd-I) X L
=
(3-1) X I
=
02
Function 21
=
(Cd-I) X C
=
00
Function 22
=
(Cd-I) X R
=
02
Function 23
=
Cn
X
Lr
=
2
X
1
=
02
Function 24
=
Cn
X
(Cd-I)
=
2
X
(3-1)
=
2
X
2
=
04
5e tOe 2Se Coin door
1 Play/lSe. 1 Plays/1Se
Ratio
=
1:2:5
L=I
C=2
R '" 5
Lr
=
I
In this example, method I provides proper values but
method 2 will not:
Method t
Cd =2
Cn = 5 (five 5¢ coins required for 2 plays)
Function 20 = Cd X L
=
2 X I
=
02
Function 21 = Cd
X
C = 2
X
2 = 04
Function 22 = Cd X R = 2 X 5 = 10
Function 23
=
Cn
X
Lr
=
5
X
1
=
OS
Function 24 = 00
Method 2
Cd
=
2
Cn
=
5
Function 20 = (Cd-I) X L
=
(2-1) X I = 01
Function 21
=
(Cd-I)
X
C
=
(2-1)
X
2
=
02
Function 22
=
(Cd-I)
X
R = (2-1)
X
5
=
05
Function 23
=
Cn
X
Lr
=
5
X
I
=
05
Function 24 = Cn
X
(Cd-I) = 5
X
(2-1)
=
05
By studying the values obtained in method 2 it will be
determined that the values set up pricing for 2 plays for 25¢
(no plays for 15¢). This example shows that some pricing
schemes can be set up using only one of the methods.
20e - SOe Coin door
t Play/20t,
3
Plays/SOe
Ratio
=
2:0:5
L=2
c=o
R
=
5
Lr
=
2
In this example, only method
I
will produce proper values.
Method
1
Cd
=
3
Cn
=
2.5 (two and one-half 20¢ coin required for 3 plays)
Function 20
=
Cd X L
=
3 X 2 = 06
Function 21
=
Cd X C
=
3 X 0 = 00
Function 22 .".Cd
X
R .".3
X
5 '" 15
Function 23 = Cn
X
Lr
=
2.5
X
2
=
05
Function 24
=
00
CREDITS IN GAME
The number of credits in the game can be set to any number
from zero to 99 using Function
2S.
This allows for credits to
be entered into the game or credits to be removed. To add or
remove credits, proceed as follows:
I. If not already in test 04, enter test 04 in one of the
following ways:
a.
From the game over mode,
set the A UTO-
UP/MANUAL-DOWN switch to AUTO-UP and
depress the ADVANCE pushbutton.
12
b. From diagnostics, set the AUTO-UP/MANUAL-
DOWN switch to AUTO-UP and depress the
ADVANCE pushbutton to advance the diagnostics
to test 04.
2. Set the AUTO-UP/MANUAL-DOWN switch to the
desired position and operate the ADVANCE push-
button until Function 25 is indicated on the ball in play
display.
3. To add credits, set the AUTO-UP/MANUAL-DOWN
switch to AUTO-UP.
To remove credits, set it to MANUAL-DOWN.
4. Operate the credit button until the desired number of
credits is indicated in the player I display.
5. If no further game adjustments are to be made, turn the
game OFF and back ON to return to the game over
mode.
HIGH SCORE CREDITS
Function 26 determines the number of credits to be awarded
when the current highest score is exceeded by a player. Note
that the backup high score to date (Function 13) must be set
to some value other than zero for the high score feature to
operate. With Function 26 set to zero and Function 13 set to
any value other than zero, the high score to date feature will
still function but no credits will be awarded. To change the
number of credits for exceeding the high score, proceed as
follows:
1. If not already in test 04, enter test 04 in one of the
following ways:
a. From the game over mode,
set the AUTO-
UP/MANUAL-DOWN switch to AUTO-UP and
depress the ADVANCE pushbutton.
b. From diagnostics, set the AUTO-UP/MANUAL-
DOWN switch to AUTO-UP and depress the
ADVANCE pushbutton to advance the diagnostics
to test 04.
2. Set the AUTO-UP/MANUAL-DOWN switch to the
desired position and operate the ADVANCE push-
button until Function 26 is indicated on the ball in play
display.
3. To increase the number of credits, set the AUTO-
UP/MANUAL-DOWN switch to AUTO-UP.
To decrease the number of credits, set it to MANUAL-
DOWN.
4. Operate the credit button until the desired number 01
high score credits is indicated on the player I display.
S.
If no further game adjustments are required, turn the
game OFF and back ON to return to the game over
mode.
PLAY
Function 27 controls awards for dropping all drop targets in
the 5-bank. Making the 5-bank targets advances the eject
hole scoring values, lights the arrows for spinner and inside
and outside upper left star rollovers, lights three star
roll overs on the right side, makes the Special possible, and
lights the 5-bank target arrows. In addition, the eject hole
lamps may be set to restore or not restore for subsequent
balls.
When the play feature is set to Liberal, (Function 27 is 01)
the eject hole 5,000 lamp is lit initially and making the 5-
bank the first time lights the eject hole 10,000 lamp, the
upper left arrows fur the star rollovers, the arrow for the