Page 7 - Flash

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Extra ball= won during the course of the game is played
immediately after the player's regular ball enters the outhole.
After the last ball is played, the match digits" appear where
the ball in play digits were. If match occurs an extra credit
will be awarded,e the game over tune will play and the game
over lights will light. The high score to date will alternate
with the winning player's score.
If a player's score exceeds the current high score to date,
three= credits will be awarded, the game will playa high
score to date tune, and the highest score to date lights will
remain lit.
The Plumb Bob Tilt tilts the ball in play on the third"
closure. The Ball Roll and Playfield Shake tilt switches tilt
the ball in play immediately. The Slam tilt switch on the coin
door sets all player scores to zero and returns the game to
game over.
If coins are inserted or credits won and the maximum=
number of credits is exceeded, the credits will be posted
correctly but the coin lockout coil will be de-energized until
the number of remaining credits is below the maximum.
While the coil is de-energized, no credits may be won and
any coins inserted will be rejected.
·These features are adjustable and the procedure is outlined
in Section 3. In addition, there is no background sound
when the Sound Board is set for musical notes.
SECTION 3
GAME ADJUSTMENTS
This section provides information for making game
adjustments and. reviewing game status for FLASH games
(Game No. 486). Williams now provides a greatly simplified
method of customizing the game to the location or the
operator's requirements.
This section provides detailed
procedures for making these changes.
There are four switches, all accessible from the coin door
(Figure
5)
or the front-of the cabinet, which are used to
display and change game features:
l.
AUTO-UP/MANUAL-DOWN toggle switch (inside
coin door)
486
2. ADVANCE pushbutton (inside coin door)
3. High Score Reset switch (inside coin door)
4. Credit Button-front
of cabinet
GENERAL PROCEDURE
Game status functions are displayed and can be set in test 04.
To enter test 04, the AUTO-UP /MANUAL-DOWN switch
is set to AUTO-UP and the ADVANCE pushbutton is
depressed in the game over mode. Test 04 will be entered
with the number of credits display showing 04 and the ball in
play display showing 00.
lf problems are encountered making game adjustments (for
example, the ADVANCE pushbutton does Dot function
after entering test 04) refer to troubleshooting in Section 6.
Refer to Table I. Functions 00 through 12 are system audit
totals and cannot be changed from the coin door. Functions
13 through
3S
can all be adjusted from the coin door.
In test 04, to advance from the system audit totals to game
feature status display, the AUTO-UP/MANUAL-DOWN
switch is first set to AUTO-UP. Each time the ADVANCE
pushbutton is depressed, the display will advance to the next
higher function number.
Holding the ADVANCE
pushbutton depressed causes the function numbers to
advance rapidly. With the AUTO-UP/MANUAL-DOWN
switch set to MANUAL-DOWN,
depressing (or holding
down) the ADVANCE pushbutton causes the function
numbers to decrease (from 00 to 35 to 34, etc.).
With the desired function number showing in the ball in play
display, the current setting is shown on the Player I display.
With the AUTO-UP/MANUAL-DOWN switch in the
AUTO-UP position, depressing the Credit Button advances
the value of the current setting on the Player I display.
Holding the credit button depressed causes the value to
advance rapidly. With the AUTO-UP/MANUAL-DOWN
switch set to MANUAL-DOWN,
depressing (or holding in)
the credit button causes the value to decrease. The value left
showing on the display is the new current setting.
After all changes have been made and reviewed using test 04,
the game is turned OFF and then back ON to return to the
game over mode.
I
" I
I
I
p
I
I
I
DIAGNOSTIC
AUTO-UP
o
ADVANCE
Figure
5.
Coin Door Switches
7