Page 23 - Road Kings

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GAME ADJUSTMENT PROCEDURE
(Continued)
30 Minimum Units Required for any Credits Posted
The operator can specify that NO Credits are to be posted (indicated in the Credits display), until the credit
units counter reaches a particular value. The Factory Setting is 00.
31 Lighted Lock Lamps In Memory
The operator can choose (via the Credit button) whether transfer of a player's lighted Lock lamps can
occur from one ball to the next ('next ball' play) by being stored in, and recalled from, memory. The
choices are
No
(lighted Lock lamp(s) data are not stored) or
Yes
(lighted Lock lamp(s) data are stored and
recalled for the player's next bali). The Factory Settjng is Yes.
32 Time Lock Timing
The operator can choose (via the Credit button) the degree of difficulty for achieving the Time Lock
feature, by selecting one of the three timing rates. The range of this setting is
Easy
(slow timing rate),
Regular,
and
Hard
(fast timing rate). The Factory Setting is Regular.
33 Lighted Bonus Holdover Timing
The operator can choose (via the Credit button) how long the Bonus Holdover
W/L
(When Lit ) shot is
available. The range of this setting is from 7through 15seconds. The Factory Setting is 10 seconds.
34 Lighted Detour Exit Lamps In Memory
The operator can choose (via the Credit button) whether the lighted Collect Detour Value
W/L
lamps are
stored in memory for 'next ball' play. The choices are
No
(lighted lamp(s) data are not stored) or
Yes
(light-
ed lamp(s) data are stored and recalled for the player's next bali). The Factory Setting is Yes.
35 Detour Value Score Increases
The operator can choose (via the Credit button) the amount by which the Detour Value score increases,
when achieved. The range of this setting is 10,000through
90,000.
The Factory Setting is 50,000.
36 Lighted R-O-A-D-K-I-N-G-S Targets In Memory
The operator can choose (via the Credit button) whether the lighted targets are retained in memory for
'next ball' play. The choices are
No
(lighted targets data are not stored) or
Yes
(lighted targets data are
stored and recalled for the player's next bali). The Factory Setting is Yes.
37 Bonus Multiplier Memory
The operator can choose (via the Credit button) which (2nd, 3rd, or 4th) completion of the R-O-A-D-
K-I-N-G-S targets lights the Extra Ball lamp. The range of this setting is
2nd
through
4th.
The Factory
~is3rd.
38 Right Ramp Extra Ball Timing
The operator can choose (via the Credit button) the duration of the Right Ramp Extra Ball shot. The range
of this setting is 15 through 25 seconds, or until the player makes the shot. The Factory Setting is 17
seconds.
39 Power Kick (Outlane Kicker) Safety
The operator can choose (via the Credit button) whether the Power Kick lamp (left outlane) flashes for five
seconds after the ball is kicked. If the ball enfers the left outlane during this flashing period, the ball will be
kicked again. The choices are
On
(the Power Kick lamp is flashing and the ball will be kicked) or
Off
(the
Power Kick lamp does
not
flash). The Factory Setting is On.
40 Power Kick Memory
The operator can choose (via the Credit button) whether the lighted Power Kick lamp remains in memory
from ball to ball. Two choices are available:
YES
The lighted Power Kick lamp DOES remain in memory from ball to ball. This is the Factory Sel-
1in.g,
and is shown in the player 4 display.
NO
The lighted Power Kick lamp does NOT remain in memory from ball to ball. (Player 4 shows
NO.)
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