A 08 Match Award
The operator can select (via the Credit button) the desired percentage for the
Match action occurring at the completion of each game. The choices are:
1%-50% -
1% is 'hard'; 50% tsextremely easy'. During Match
action, the game selects a random two-digit number at end of
game and compares each player's score for an identical two
digits in the rightmost two positions. A matching of the two
digits results in the award of a credit.
Off
The MATCHdisplay does not operate at completion of the
game; no award is given.
.A.
09 Balls/Game
The operator can define a "game" by speClfytng the number of balls to be
played. The range of this setting is 1 through 9.
.A.
10 TiltWarning
The operator can specify the number of total actuations of the plumb bob
and playfteld tilt mechanisms that can occur before the game is "tilted". The
range of this setting is 1 through 5.
.A.
11 Maximum Extra Ball
The operator can choose (via the Credit button) the number of Extra Balls to
be awarded to a player. The range of this setting is:
00 -
NO extra ball play: displays a message, NO EX. BALL
A score is awarded in lieu of the extra ball.
1-9 E.B./Ball-1 through 9 Extra Balls per ball (i.e., all balls including Extra
Balls) are awarded.
A
12 Maximum Credits
The operator can specify the maximum number of credits the game can
accumulate. either through game play awards or coin purchases. The range
of settings is 5 through 10. Reaching the specified setting prevents the
award of additional credits by game play. Coin purchases do continue to
accumulate and are displayed.
A
13 Highest Scores
The operator can specify (via the Credit button) whether the game is to
maintain a record of the four highest scores achieved to date. The choices
are:
Off
NO high scores are recorded.
On
The four highest scores are stored in memory for use by
Game Adjustment 22.
GameAdjustments 1-17