Page 22 - Jokerz

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GAME ADJUSTMENT PROCEDURE
(Continued)
31
1/2
PRICE BUY IN
The operator can choose (via the Credit button) whether the player is allowed to 'buy-in'
subsequent games at
1/2
price. The number of games offered at 1/2 price is determined by the
number of players in the previous game; that is, if the previous game had 3 players, 3 credits can
be purchased for
1/2
price. Note: This requires that the left coin slot is always the smallest
denomination of coin. The choices are:
Yes -
The player has 10 seconds to 'buy in' the next game(s) at 1/2 the original cost.
No -
The 'buy in' is NOT available.
32 CONTEST GAME?
The operator can specify (via the Credit button) that the game is set for contest or tournament
play. Contest games are identical from game to game (but not necessarily from player to player).
This has the effect of disabling all automatic percentaging and fixing the JACKPOT value at 4
Million.
Also, the Draw Poker feature awards Extra Balls and Specials at 112 the normal
percentage (minimum 1%) set by Adjustments 45 and 47. The choices are:
Yes -
The game is set for use in a contest or tournament.
No -
The game is set for normal play.
33 MILLION TIMER
The operator can choose (via the Credit button) the Time Limit for flashing the "1 Million" shot
lamp; the flashing starts after the player drops all targets on all three Drop Target banks. (To
collect the 1 Million award, the player must make all three targets on any of the three Drop Target
banks within the time lirnit.) The range of this setting is 4
seconds
(Conservative) through 99
seconds
(Liberal),
34 2X SCORE TIMER
The operator can choose (via the Credit button) the Time Limit for lighting the Double Score
lamp (doubling all playfield scores) during Multi-BaWM play. The range of this setting is 1
second
(Conservative) through 99
seconds
(Liberal), or
OFF
(Super Liberal), which just lights the lamp
until the end of Multi-BalpM play.
35 DBL. YER SCORE T.
The operator can specify (via the Credit button) the Time Limit for the DOUBLE YER SCORE
feature. At the start of every last ball, each player can double his current score once; however,
for each Million points. 5 seconds is deducted from this time (keeping10 seconds as a
minimum). The range of this setting is 1
second
(Conservative) through 99
seconds
(Liberal), or
OFF
(Super Liberal), which disables this feature.
36 CARDS MEMORY
The operator can choose (via the Credit button) whether the lighted lamps for the Ace - 10 cards
are stored in memory for 'next ball' play. NOTE: This adjustment option affects the awarding of
the Special. The choices are:
Yes -
(Liberal) Any lit Ace - 10 lamps are stored in memory for recall during player'S next ball.
No -
(Conservative) Lamps are Off at each ball start,
37 BELL MEMORY
The operator can choose (via the Credit button) whether the Court Jester's Bells lamps are
stored in memory for 'next ball' play. NOTE: This adjustment option affects the awarding of the
Special. The choices are:
Yes -
(Liberal) Any lit lamps are stored in memory for recall during player's next ball.
No -
(Conservative) Lamps are Off at each ball start.
JOKERZ 18
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