~.
If
not already in diagnostics,
enter diagnostics by
'.
pressing the lower pushbutton once.
2. Set up function switch exactly like switch 19 in Chart
I.
3. Set up data switch according to Chart 2 for any value
from 01 to 09.
4. Press ENTER pushbutton once. The LEDs will blink
to indicate that the new data is locked in.
CREDITS IN GAME
The number of credits in the game can be set to any num-
ber using this function.
This allows free credits to be
entered into the game or credits to be removed. Credits in
the game is function 20 and Table I specifies to use Chart
2 for the value to be entered on the data switch.
For example,
to put 10 free credits into a game with no
credits, Function 20 would be set on the function switch
and 10 would be set on the data switch. Once the two
switches are set and the ENTER pushbutton pressed the
game will have 10 credits in it. On the other hand, if a
game has 19 credits in it at the end of play, these could be
removed by entering function 20 on the function switch
and entering a value of zero on the data switch. Once the
two switches are set and the ENTER pushbutton pressed
the game will have zero credits in it.
I.
If
not already in diagnostics,
enter diagnostics by
pressing lower pushbutton once.
Set up function switch exactly like switch 20 in Chart
I.
Set up data switch according to Chart 2 for whatever
number of credits desired.
4. Press ENTER pushbutton once. The LEOs will blink
to indicate that the new data is locked in.
'_2.
3.
HIGH SCORE TO DATE
The high score to date feature is arranged as three sepa-
rate functions to allow resetting the high score to date to
any value. The factory setting for high score to date is
350,000 points. Functions 21, 22 and 23 allow setting the
score to any 6 digit number desired; any value from
000,000 to 999,999 can be set for the high score to date.
Function 21 is set on the function switch and any number
from 00 to 99 can be set on the data switch. Function 21
sets up the value of the 100,000 and 10,000 points digits.
When function 22 is set on the function switch, the num-
ber entered on the data switch will correspond to the
1,000 and 100 points digits.
When Function 23 is set on the function switch, the num-
ber entered on the data switch will correspond to the 10
and I point digits.
For example,
to make the high score to date 525,680
points, three steps are required.
Ala
First, function 21 is set on the function switch (use Chart
, • I) and 52 would be set on the data switch using Chart 2.
'- Then press the ENTER pushbutton.
This would lock in
the 52 part of 525,680.
Step two would be to set function 22 on the function
switch (use Chart I) and 56 on the data switch using
Chart 2. Then press the ENTER pushbutton.
This would
lock in the 56 part of 525,680.
The third and final step would be to set function 23 on the
function switch (using Chart I) and 80 on the data switch
using Chart 2. Then press the ENTER pushbutton.
This
would lock in the 80 part of 525,680, completing the set-
ting of the high score to date.
When changing a high score to date, it is not necessary to
change all six digits. For example, if the high score to date
was 674,550, just the first two digits could be changed,
resulting in a new high score to date of XX4,550, where
XX is the number entered on the data switch for function
21. If 34 was entered for example, the high score to date
would be 344,550. If 72 was entered the high score to date
would be 724,550; etc.
1.
If
not already in diagnostics,
enter diagnostics by
pressing lower pushbutton once.
2. Set up function switch exactly like 21, 22 or 23 in
Chart I.
3. Set up data switch for the new value for the two digits
selected using Chart 2.
4. Press the ENTER pushbutton once. The LEOs will
blink to indicate that the new data is locked in.
5. Repeat steps 2 thru 4 to change any other of the digit
pairs, using the appropriate function number in step 2.
GAME PRICING
Refer to Table 2 at the end of this section for sample
game pricing. To use Table 2, first refer to the section
describing the coin door in your game. Then,
if not
already in diagnostics,
start diagnostics by pressing the
lower pushbutton on the CPU Board. Next, select the
price scheme desired. Then, using Chart I, set up Func-
tion 12 on the bottom switch. Next, set up the new data
shown for the price scheme selected on the data switch
using Chart I. Then press ENTER pushbutton to lock in
this change. Continue to do all the changes required for
the price scheme selected by setting the next function
number on the function switch, entering the new value
on the data switch and press ENTER pushbutton.
The following is a more in-depth explanation of game
pricing.
There are six different functions used to set the game
pricing. Three pertain to the coin door mechanism and
the other three determine how credits are awarded. Since
there are many combinations of coin values and coin
mechanisms,
this explanation will detail how the func-
tions relate to each other and describe sample settings and
pricing schemes.
The first step in setting game pricing is to establish the
number of coin chutes. There are single, twin, or three
chute coin doors. Function 12 will be used for the left
coin chute (closest to the hinge on coin door). Function
13 will be used for the center coin chute. Function 14 will
be used for the right coin chute. If any given chute is not
present, that function number can be ignored. For exam-
ple, in a twin chute mechanism,
the center chute is not
used so Function 13 can be ignored.
The second step is to establish the ratio of all the coins for
the particular coin door being used. If all the coins are of
II