Page 61 - Flash

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FUNCTION
NEW OLD
00 00
01 01
0"2 02
03 03
04 04
05 05
06 06
07 07
08 08
09 09
10 10
11 11
12 12
13 13
14 14
15 15
16 16
17 17
18 18
19 19
20 20
21 21
22
22
23 23
24 24
25 26
26 28
27 29
28 30
29 32
30 31
.31 3.3
32 34
33 35
34 27
35 27
FLASH Game Adjustments
(Green-Iabled ROMs and PROMs)
DESCRIPTION
Game Identification
Coins, Left Chute (Closest to coin door hinge)
Coins, Center Chute
Coins, Right Chute
Total Paid Credits
Total Specials
Total Replay (Extra Bal I) Scores
Match and High Score to Date Credits
Total Credits
Total Extra Bal Is
Total Bal I Time in Minutes
Total Number of Bal Is Played
Cur-r-entHigh Score to Date
Backup High Score to Date
Replay 1 Score
Replay 2 Score
Replay 3 Score
Replay 4 Score
Maximum Credits
Standard and Custom Pricing Control
(00-07)
Left Coin Slot Multipl ier
Center Coin Slot Multipl ier
Kight Coin Slot Multipl ier
Coin Units Required for Credit
Coin Units Bonus Point
High Score Credits
Match (OO=ON, 01=OFF)
Special
00 = Awards Credit
01
=
Awords Extra Bal I
02 = Awards Points
Scoring Awards
00 = Credits at Replay Score
01 = Extra Bal I at Replay Score
Maximum Plumb Bob Ti Its (1-9)
Number of Bal Is (03 or 05)
Sound Option
00 = Background Sound OFF
01 = Background Sound ON
SUPER FLASH Scoring
00 = Awards 50,000 Points
01
=
Awards Extra Sal I
SUPER FLASH Restore
00
=
Restores
01 = Does Not Restore
Extra Bal I Control
00
=
Extra Bal I AI lowed
01
=
No Extra Bal I
Play
01
02
Eject Hole
Eject Hole
Initially
11
=
Eject Hole Lamps not Restored, 5,000 Lamp Lit
Initially
12
=
Eject Hole Lamps not Restored,
5,000
Lamp not
Lit Initially
Lamps Restored, 5,000 Lamp Lit Initially
Lamps Restored, 5,000 Lamp not Lit
WMA-486-2
NOTES
FACTORY
SETTING
1486
1.2
1.3
1
1
4
550,000
5
550,000
6
270,000
6
370,000
6
470,000
6
0
7
20
8
01
8
01
8
01
8
01
8
01
8
02
5
03
00
00
00
03
03
00
00
00
00
11
The Function numbers in the OLD column are provided for reference to Function numbers in the
text of Section 3. Note that old Function 25 (Credits in Game) is no longer provided.