Page 16 - Space Station

Basic HTML Version

GAME
ADJUSTMENT PROCEDURE
(Continued)
3S
ST AflON Memory
Tha operator can Cl100sa (via tha Credit butto,,') whether the lamps of Ilia word STATION Ihal
the player lighted are stored in memory
tcr'next
ball' play. The ohoices are:
M:J -
The lamps are turned off (not
stored
in memory) at the start of
a
ball~
Yes -
The lighted lampscAREstored in memory and recalled
fOf
Ihe playltr's nsxt ball. The
.FacIo!) Settine is Yes.
3·6 1 - 2 • 3 Memory
The operator can choose (via! he Credit button) whether tile lamps of the'
- <1- 3 lanes that the
player lighted ars stored In memory
lor
'next bail' play. The choices are:
f'b -
The lamps are turned
off
(not stored
in
memory) at the slatt of
a ball.
Yes -
The lighted lamps
ARE
stored in
memory
and
recalled
for
the player's nax! ball. The
FactQfY Setting is Yes.
37 U - S - A Memory
,
TM operator can choose (via tM CredH button) whether the lamps of th~
U - S - A
lanes
Ihal
the
player lighted arfOjStored In memory'for 'nexl ball' play. The chOices
are:
fob -
The lamps are turned off (neil stored'in memory) at the start of a ball.
Yes -
The lighted lamps ARE stored in
memory
and recalled IOf
the
player's
next
ball. The
FaCio!) Settine isYes.
38.
e. s,
{Ball
S.tart)
Lite
RE.ENtRY
The oper1!itor can choose (via.the Credit button) wMther.
at
the start of each bait,
a
player
gats
tlie flE-ENTRY
lamp (Ieftdrain
lime)
lighted, Indicating thai the Re-Entry kickback Is operable.
The choloes are:
fob
-
The: Re-Entry lamp
is.
not lighted: Ihe kickback
IS
not
aclive.
Yes -
The Re-Entry lamp
IS
lighted; the kickback Is operable. The
EaCIQlY
Settine is
Yes;
39 OOCKI~G W/L
Initially
The operator can
choose
(via t.he Ci'editbtitton) whethai'the
DOCKING
WIL
lamp
Is
lighted
at
the
heginning of
a
game. The choices are:
.
Of
The DOCKING
WIL
lallll
is NOT lighted at
the
beginning of
a
game.
0'1 •
The DOCKING W/Uamp IS lighted at Ihe beginning
era
game. The Factory Seiling Is
On.
..
40 Bonu's X Memory
.
.
The operator can choose (via 'the Credit button) whether the Bol'lus Multiplier (Bonus Xl
continues Irom ball te ball or Is reset at Ball Shlrt, The choices are:
Yes
-
BOnus X value continues from bal! to ball.
No Memal'!
-
The value of Bonus
X
is reset at each Ban Start, The ..Facrorv SeUioa is No.
4 1 SIS
nx."
Memory
...
.
.
..
The operator can choose (via the Credit button) whether the Stop 'N Score Multiplier (SIS X)
continues from balilo bal or is reset at Ball Start .. rhe chOiCes ara:
Yes
SfS X value continues from ball
16
ball.
No MamaI'!
-
The value 01
SlS.X
Is reset at each BaJl Start. The factory Se.lling Is No.