Page 6 - Phoenix

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NOTE: It is not necessary to depress the DIAGNOSTIC
pushbutton more than one time to make any number of
changes.
Determine which function is to be changed by looking
at Table I. To change the third replay point,
for
example,
is function number 3. The game is set to give
the third replay when 410,000 points is exceeded but
this can be raised or lowered very easily.
Next, since Function 03 is to be changed, set the FUNC-
TION (bottom) switch identically to the switch beside the
number 03 in Chart I. A black mark on Chart I next to
the switch number indicates that that position of the
lower switch is ON (move switch to the left). No black
mark indicates that that position should be left OFF
(move switch to the right).
The third step is to determine the new value for the third
replay point. In this example,
the third replay point will
be raised from 410,000 points to 480,000 points. Table I
specifies that Chart 2 is to be used when entering the data
value and that the value entered is a multiple of 10,000
points. It requires 48 times 10,000 in order to get a value
of 480,000 (48 x 10,000
=
480,000),
so a value of 48
would be entered on the OAT A (top) switch. The OAT A
switch must be set identically to the switch beside number
48 in Chart 2. Data numbers may be specified as either
Chart I or Chart 2 so care must be exercised to use the
correct chart.
Once both the FUNCTION and OAT A switches have
been set correctly for the change desired, press the upper
pushbutton switch (ENTER) one time. The two LEOs
will blink once to indicate that the change has been made.
If the LEOs do not blink when the ENTER switch is
depressed and released, recheck switch settings.
Continue to enter any other changes desired by checking
the other features in Table I. Set the FUNCTION switch
number for that feature on the function switch using
Chart I. Then determine the new data desired, and refer
to either Chart I or Chart 2 and set the OAT A switch
accordingly. Then press the ENTER switch (top pushbut-
ton) once to lock in the new data. Repeat this procedure
for all changes.
The functions can be entered in any order. If a mistake is
made in setting the data switches, the correct settings can
be made and the ENTER switch pressed again to enter the
new data. Only the last data entered will be retained. If the
batteries are removed with the game turned OFF, all the
changes made to the various features will be lost and the
game will be restored to the factory settings.
There are two ways to verify the data changes entered.
One is to turn the game OFF then ON again and then to
play the game to see if the changes are correct. A faster
method is to use Test 4 of the built-in diagnostics to read
out the changes and this method is described in Section 5
of this manual.
The following is a summary of all adjustable game
features.
REPLAYS
There are four possible replays awarded from scoring.
The factory setting for the first replay occurs at 230,000
6
points; the second replay occurs at 320,000 points; the
third replay at 410,000;
and the fourth replay
i"
disabled.
Replay I is function number 01. It can
b
increased or decreased by any multiple of 10,000 points.
Table I specifies to use Chart 2 for setting the data
switch. For example,
to establish a replay of 250,000
points instead of 210,000 points a value of 25 (25 x
10,000
=
250,000) must be entered on the data switch,
using Chart 2 to set up the DATA switch and Chart I to
set up Function 01 in the FUNCTION switch.
I. If not already in diagnostics,
enter diagnostics by
pressing the lower pushbutton once.
2. Set up FUNCTION switch exactly like switch 01 in
Chart I.
3. Set up DATA switch exactly like switch 25 in Chart
2.
4. Press ENTER button once. The LEDs will blink
once and the new data is locked in.
When the above four step procedure is completed the
first replay will be 250,000 points. To change the 2nd,
3rd, or 4th replays, enter Function 02, 03 or 04 in step 2
above and follow steps I thru 4, substituting the new
desired value in step 3.
To disable a replay point, turn all data switches ON
(move switch to the left). Follow the procedure steps I
thru 4, except that in step 3 remember to turn all switches
ON. Note also that the replays must be different from one
another and that they must be entered in ascending orde •.
Replay I is the lowest replay; Replay 2 is the next repla
followed by Replays 3 and 4. The replay points can be any
multiple of 10,000 points or they can be disabled
altogether.
MAXIMUM CREDITS
Maximum credits is the number of credits that can be
posted (by putting coins in the game or free credit
awards) before the coin lockout relay is released. The fac-
tory setting is 20 credits. According to Table I, maximum
credits is Function 05. It can be set for any value from 01
to 99 using Chart 2 for the data switch. To establish max-
imum credits of 10 for example, the function switch must
be set to 05 using Chart I and the data switch set to 10
using Chart 2.
I. If not already in diagnostics,
enter diagnostics by
pressing the lower pushbutton once.
2. Set up function switch exactly like switch 05 in Chart
I.
3. Set up data switch exactly like switch 10 in Chart 2.
4. Press ENTER button once. The LEOs will blink once
to indicate that the new data is locked in.
MA TCH/CREDIT /EXTRA BALL/SPECIAL
Whenever a replay point is exceeded,
the game can be set
to award a credit (free game) or an extra ball. In additio.
at the conclusion of a game, a match feature is available t
award a credit (free game) if the last two digits match that
of the player(s) last two score digits. This feature is Func-
tion 06 and Table I specifies that for Function 06 Chart I
is to be used for the data switch values.