A.2 18 Maximum Kickbacks
The game is capable of storing up to 3 kicks for the kickback. Each of these kicks is represented
by a kickback lamp. This adjustment determines the maximum number of kicks that may be
stored.
Off
This disables the kickback entirely.
Only store 1 kick at a time. When set to "1" all 3 kickback lamps turn on and off
together.
2
Store up to 2 kicks.
3
Store up to 3 kicks.
A.2 19 Starting Kickbacks
This determines the number of kicks used at ball start when KICKBACK MEMORY (A.2 20) is set
to Easy, or the number of kicks used at game start when KICKBACK MEMORY (A.2 20) is set to
Normal.
A.2 20 Kickback Memory
This adjustment provides a wide variety of difficulty options for the kickback:
Extra Easy
Easy
Kickback is always on. Balls will not drain down the left side.
At the beginning of every ball, the kickback is loaded with the
"STARTING KICKBACK" count (A.2 19).
Normal
At the beginning of the game, the kickback is loaded with the
"STARTING KICKBACK" count (A.2 19). The count stays in memory
from ball to ball.
Hard
The kickback is off at the beginning of the game and stays in memory
from ball to ball.
Extra Hard
The kickback starts off at the beginning of every ball.
A.221 Free Magna-goal
Save
This determines whether the Magna-goal Save feature is lit at the beginning of the game.
A.2 22 Striker Extra Ball Memory
.
This determines whether extra balls that are lit from the Striker Award feature stay in memory
from ball to ball. This adjustment has no effect if the "Striker Extra Ball Difficulty" (A.2 10) is set
to Easy.
A.2 23 Washington D.C. Extra Ball Memory
This determines whether extra balls that are lit by traveling to Washington D.C. are retained in
memory from ball to ball.
A.2 24 Special Memory
This determines whether the Special Lamp is retained in memory from ball to ball.
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