Page 9 - Rollergames

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GAME OPERATION
(Continued)
Afterthe game has been on location for a period of time, the test routine may be preceded by messages concerning
game problems. The text entitled 'Problem Analysis Messages'
at the end of the Text/Diagnostic Procedures
contains more details concerning messages displayed at each game turn-on.
ATTRACT MODE·. Playfield and backbox lamps blink. The player score displays exhibit a series of messages
informing the player concerning:
A. Recent highest scores":
B. A "custom message"
("I WANT MY ROCK ... AND ... ROLLERGAMES")·;
C. The score to achieve to obtain a Replay award";
These (or similar) displays reappear occasionally, accompanied by sounds and music, until a player initiates game
play by inserting a coin or, when credits are available, pressing the START button.
CREDIT POSTING. Insert coin(s). A sound is heard for each coin, and the player score displays showthe number
of credits purchased. So long as the number of maximum allowable
credlts'
are NOT exceeded by coin purchase
or high score, credits are posted correctly.
STARTING A GAME. Press the START button once. A startup sound plays, and the Credit amount shown in
the player score display decreases by one. The upper Player Score Display flashes 00 (until the first playfield
switch is actuated), and the lower Player Score Display shows ball 1, except for 4-player games where the ball
#
shows in the individual player's display. Additional players may enter the game by pressing the START button
once for each player, before the end of play on the first ball.
TILT. Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current game; ROLLER-
G AMES then proceeds to the Game Over Mode. With the third closure" of the plumb bob tilt switch, the player
loses the remaining play of that ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds the specified value,
the player receives a designated award for achieving the current highest score. A random digit
set'
appears in
the Match display. Credit· may be awarded, when the last two digits of any player's score display (1 through 4)
match the random digits of the Match display. Match, high score, and game over sounds are made, as appropriate.
GAME OVER MODE. The GAME OVER display shows in the player score displays. Then, the high scores flash
on the appropriate player score displays. The game proceeds to the Attract Mode.
• - operator-adjustable feature
ROllERGAME.S 7
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