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Bally Xenon - Page 5

Bally Xenon
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II. GENERAL GAME OPERATION
Place ball into playfield by outhole.
Coin game. Coin should
be rejected.
Plug in line cord. Move power ON-OFF master switch at
bottom right front corner of cabinet to 'ON'
position. The game will play
a
power-up tune to
announce
game-readiness. Drop targets are
reset,
scores
are
set
to zero, alternating with the
'High Score to Date,'
and
the
game is
ready
for play. Coin game. The
game
should accept the
coin and
post
credits* for coins accepted (adjustable). Pressing the credit button on the door will
cause
the outhole kicker to serve the ball to the
shooter alley. The
1st
player-up lite is lit. A
game-up tune* is played to announce play-readiness.
One player is posted each additional time the credit button is pressed (one to four can play)
.
The
credits are reduced by
one
each
time
the
credit button is pressed until the credits are reduced to
zero.
Shooting the ball initiates play.
The game awards all points earned by the player. If spinner is turning and scoring when the ball
hits
a
target, the spinner and the target scores are awarded.
When the ball enters the outhole, the bonus score is added to the total score. The
player-up
and/or ball in play on the back box is advanced one position. The outhole kicker
serves
the
ball
to the
shooter alley and play is resumed. This continues until each player has played the
allowable number of balls per game (adjustable). At this time the 'Game
Over' light is lit. A
random Match* number appears and the 'Match' light is lit. If the number is the
same
as
the last
two digits in a player's score,
a
free game is awarded.
Extra
balls won during the course of the game are played immediately after the player's regular
ball enters the outhole. The player-up and/or ball in play an the back box are not advanced for
extra ball play. Bonus score is
added
to the player's score before the game serves the extra ball
for play.
Scoring over
10,000,000
gives "High Score to Date" award.
At the end of the game, a 'High Score to Date' is alternately flashed with all 4 player scores. If the
'High Score to Date' is beat, this feature* awards free games.
Tilting the game results in loss of
a
ball. The flippers, thumper-bumpers, etc.,
go
'dead.' Bonus
points are not scored. The purpose of the tilt penalty is
to
discourage the player from jostling the
machine in an
attempt to prolong play. Game action becomes normal after the ball
kicker
assembly serves the ball to the shooter alley.
Slamming
the
machine
results
in
loss of the game. AH feature lights go out, the
game
goes
'dead,'
and
a
time delay occurs. The purpose of the time delay is to discourage unnecessary
abuse
of the machine. After
the delay, the 'Game Over' light lites
and the power-up tune is
played. The time delay occurs anytime one of the slam switches is made to contact. There are
two factory installed slam switches, on the front door, and one on left side of cabinet.
(Any
number of slam switches could
be
installed
by
the operator, to meet his individual
requirement.)
The switch should
be
adjusted to have approximately
1/16"
gap
between the contacts. The
weighted blade should
be
adjusted to attain the desired sensitivity. Decreasing the gap
between contacts will make
the
switch more sensitive. Opening the
gap
will reduce sensitivity.
'Some tunes and features can
be
disabled
by
operator if
so
desired.
See
Back Box Adjustments.
NOTE: Scoring and feature units will differ from game to game.

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