Page 15 - Space Station

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GAME ADJUSTMENT P!ROCEDURE (Continued)
27 flight
Chute
Coin Units
The operator can specify
(via
the Credit button) the number of coin units purchased
by
a
coin
passing through
ihe
rig
hi
coin c;hute.
28
Units
Required tor Credit
.
The
operator can define (via the C_redit buttoO)
Ihe
number
of
coin urilts required to obtain
1
Credit. A
coin unit counter in the game programtotals the number
ot
coin
units
purchased
thr.ough
all
coin chutj:js prior
to
each'game.
If Ihe total numbei of. coin
units
purchased exceeds
the
1
Credit factor
by
a
muttipie (or more, coin
u
nilS)
01
the specified Units per Credit value,. the
Credits displaY shows Ihe proper number of Credils. The coin unit counter retains any remalnl ng
coin units, until. the start of
a
game.; then, the coin unit counter
is
cleared
(liS;
contents are
zerceo). The Factory Setting Is 01.
29
Units
Required
for Bonus
The operator can specily (via the Cradll bunon) that 1 additional
Credlt Is to be indicated in
1116
Credits display, when
a
certain
number of coin units
are
accumulated.
The factory Sening Is 00.
30
Minimum Units
Required for
any
Credits
PO!iiled
The operator can specUy ihal
NO
Credits are to be posted (indicated in the Credits display), until
Ihe credit units counter reaches a particular value, The FaciorV Sa1!jog is
00.
31
Bonus
Ball Time
The operator can
choose
(via the Cre<;1itbutton) the minimum
amount of
lime a player Is given for
achieving Bonus Ball
Play.
The. range of this setting is
20 seeonds(
Hard) through
40
seconds
(Very 9C1isy). The Factory Setting is 25 seconds;
32 STOP 'N SCORE Timer
The operator can choose (via the Credit button) ihe lime period lor display of the
STOP 'N
SCPRE
numbers.
The rang,e of this ~etllng is 5 seconds(Hard)
throug~h
30 seconds
(Very
easy)" The Factory
Seriina
is
25
seconds.
.
.
33 U· S • A Lanes Light
SPECIAL Lamp
The operator can choose (via thil Credil button) how many time'S the player musl comple,te the U
- S - A lanes to light the SPECIAL lamp (lower right return lane).
The choices are:
3
comple-
tions; 4 templelions;
or 5 eompleii6ns .. The factory "Selting I~ 4.
34 SHUTTLE Memory
The operator can choose
(via
the Credit button) whether the lamps
01
the word SHUTItE that
the player lighted are stored ln memory lor'next ball' play. The c'h_oicesare:
,fib -
The lamps are turned of! (not stored In memory) at the start 01 a ball.
YeS - The
lighted lamps
ARE
stored In memory and recalled lor the player's next ball. The
FadoN Setting is Yes.
..