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Williams PIN-BOT - Page 19

Williams PIN-BOT
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GAME ADJUSTMENT
PROCEDURE
(Continued)
30
Minimum Units Required
tor any Credits Posted
The operator can specify that NO Credits are
to be posted
(indicated in the Credits display),
until
the credit units
counter reaches
a
particular value. The Factory Setting is 00.
31 Solar Value Advance
The operator can choose (via the Credit button)
the
value
by
which the Solar Value is increased.
The range of this setting is
25,000 to 99,000.
The Factory Setting is
50,000.
32 Bonus Multiplier Memory
The operator can choose (via the Credit button) whether the bonus multipliers are stored in
memory for the 'next ball'.
The
choices
are No (Lamps are turned off at the start of a
ball)
or Yes
(Lamps are stored and recalled
for the
player's next ball.
The
Factory Setting is No.
33
Single Eject Hole
Memory
The operator can
choose (via the Credit button) whether the lamps from the Single Eject Hole
are stored
in
memory for
the 'next ball'. The choices are No (Lamps are turned off at the start of a
ball)
or Yes (Lamps are stored and recalled for the player's next ball). Note, lighting Extra Ball is
more difficult, if there is NO memory. The Factory Setting is Yes.
34 Planets Memory
The operator
can choose (via the Credit button) whether the Planet lamps are stored in memory
for ’next
ball’ play. The choices are No (Lamps are turned off
at
the start of
a
ball) or Yes (Lamps
are stored
and recalled for the player's next ball). Note, getting the Special and lighting the
Special is more difficult, if there
is NO
memory.
The
Factory Setting
is Yes.
35
Extra Ball
Memory
The
operator can choose (via the Credit button) whether the Extra Ball lamps are stored in
memory for
'next ball' play. The choices are No (Lamps are turned off
at
the start ot
a
ball) or Yes
(Lamps are
stored and recalled for the player's next ball). Note, getting to shoot again is more
difficult, if there is
NO memory. The Factory Setting is Yes.
36 Chest Memory
The operator can choose (via the Credit button) whether
the Chest
Panel lamps, which open the
visor, are stored in memory for 'next ball' play.
The choices are No
(Lamps are turned off
at
the
start
of a ball) or Yes (Lamps are stored and recalled for the player's next ball). Note, opening the
visor
to get Multi-Ball™ is more difficult, if there is NO memory. The Factory Setting is Yes.
37 Drop
Target Auto Adjustment
The operator can choose (via the Credit button) what percentage award is earned trom the
3-
bank Drop Target. The range of this automatic adjustment setting is 1% (Hard)
through
90%
(Very easy); it can also be turned off (disabled). When the automatic
adjustment is turned on
(enabled),
the game program adjusts the setting, at the end of a
game after
50
misses or awards,
except when the current value is within 2% of the setting. Then, no auto
adjustment occurs.
The current setting can be viewed by accessing Audit Item Au 29.
The Factory Setting is
enabled
and 20%.
38
Drop Target
Timer
The operator can choose (via the Credit button)
the degree of difficulty, via
a
timer
setting,
for
the 3-bank Drop Target. This setting affects
the
advancement
through the
planets and the
awarding of
Special.
The range of this setting is 1 second
(Hard) through
90
seconds
(Very
easy); it can also be Untimed (via a
setting of
0).
Be aware that,
if
this
is auto adjusted, the
setting
is
merely
the
initial, or current, setting. The
Factory Setting is 15 seconds.
39
Solar Auto Adjustment
The
operator can
choose (via the Credit button) what percentage
award is
earned from the Solar
value.
The range ot this automatic adjustment setting
is
1%
(Hard) through 90%
(Very
easy);
it
PIN»BOT 15

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