to enter the factory settings by
depressing the Credit button, he will
also be given a choice of what
language to load. By using the right
flipper button he may choose the
appropriate language and then depress
the Credit button again to enter the
settings. After the settings are
loaded the display should show the
message
ItFACTORY SETTINGS LOADEDtt for
a short time and then proceed to game
adjustment step 1. At any time during
the previous steps the operator may
either exit the test mode or depress
the Test button to proceed
immediately to game adjustment step 1.
WARNING
Loading the factory settings will
affect all previous game adjustment
settings. Therefore be careful when
selecting this feature.
6.
GAME ADJUSTMENT STEPS
Each time the Test button is pressed
a description of the next step
appears in the display along with the
step number and the current status of
that step. Unless otherwise
specified, the left and right flipper
buttons are used to change the
possible selections in each step.
1) SCORE REPLAY LEVEL 1
2) SCORE REPLAY LEVEL 2
3) SCORE REPLAY LEVEL 3
Each Score Replay Level may be set by
using the left flipper button to
decrement the score and the right
flipper button to increment the
score. The Credit button can be used
to load the factory setting for each
individual level if desired. If the
Auto-Percentaging adjustment is on,
Replay Levels 2
&
3 can only be set
to on or off. If Replay Level 2 is
on, the score level will be set to
two times Replay Level 1. If Replay
Level 3 is on, the score level will
be set to three times Replay Level 1.
This allows the operator several
combinations of levels in the
Auto-Percentaging mode
(i.e. 1, 1
&
2,
1
&
3, or 1
&
2
&
3).
4)
HIGH
GAME TO DATE 1
5) HIGH
GAME TO DATE 2
6)
HIGH
GAME
TO DATE 3
7) HIGH GAME TO DATE 4
8)
HIGH GAME TO DATE 5
Each High Game To Date may be set by
using the left flipper button to
decrement the score and the right
flipper button to increment the
score. The Credit button can be used
to load the factory setting for the
displayed level and all those
belowit.
9) GAME PRICING
This step provides a choice of
loading a standard setting for a
particular country or a custom
setting. When a standard setting is
selected, the following steps (10-17)
are skipped.
10) CHUTE 1 UNITS (L)
11) CHUTE 2 UNITS (R)
12) CHUTE 3 UNITS (C)
13) CHUTE 4 UNITS
14) UNITS REQUIRED FOR CREDIT
15) UNITS REQUIRED FOR BONUS
16) BONUS CREDITS
17) MINIMUM UNITS REQUIRED FOR CREDIT
Steps 10-17 are used if a custom
setting is selected in step 9 (GAME
PRICING). Steps 10-13 select the
number of units that each chute is
worth when a coin is dropped into
that particular chute. The value
entered for step 14 determines how
many units must be accumulated for a
credit to be issued on the game.
Steps 15 and 16 determine how many
units must be accumulated for any
bonus credits to be issued. A value
of zero entered for step 15 will
disable the bonus feature. Step 17
indicates the number of units
required before any credits are
issued (see Coin Chute Setting Table
for examples)
.
18) COIN METER
If set to ON, the pulses to be given
for each of the four coin chutes can
be defined so that the number of
pulses for a given chute are in
relation to the currency
denomination. If set to OFF, steps
19-22 will be skipped.
19) CHUTE 1 PULSES
20) CHUTE 2 PULSES
21) CHUTE 3 PULSES
22) CHUTE 4 PULSES
The four steps above are used to set