Adjustments A.1–A.5

Manual

Press the Enter button to activate the Adjustments Menu. Press the Up or Down button to cycle through the Adjustment Menu selections. Press the Enter button to activate the desired Adjustment group when it appears on the display.

A. Adjustments Menu

No. Adjustment
A.1 Standard Adjustments
A.2 Feature Adjustments
A.3 Pricing Adjustments
A.4 H.S.T.D Adjustments
A.5 Printer Adjustments (optional board required)

Once you have entered the adjustment group desired, press the Up or Down button to cycle through the available adjustments in that group. When the desired adjustment appears press the Enter button to activate that adjustment. When an adjustment is activated, the setting value begins to flash. Use the Up or Down button to raise or lower the setting value. When the desired value is displayed press Enter to lock in the value. If you realize you have made an error, press the Escape button while "Saving Adjustment Value" is displayed. The new value is ignored and the original value is retained.

A.1 Standard Adjustments

A.1 01 Balls Per Game

The operator defines a "game" by specifying the number of balls to be played. The range of this setting is 1 through 10.

Choice Meaning
Range 1 through 10

A.1 02 Tilt Warnings

The operator specifies the number of total actuations of the plumb bob mechanism that can occur before the game is "tilted". The range of this setting is 1 through 10.

Choice Meaning
Range 1 through 10

A.1 03 Maximum Extra Balls

The operator chooses the number of Extra Balls that a player may accumulate. The range of this setting is 1 through 10, or "No Extra Ball" (Extra Ball disabled).

Choice Meaning
1 through 10 Maximum number of Extra Balls a player may accumulate
No Extra Ball Extra Ball disabled

A.1 04 Maximum Extra Balls/Ball in Play

The operator chooses the number of Extra Balls to be awarded per ball in play. The range of this setting is:

Choice Meaning
OFF No maximum number of Extra Balls per ball in play.
1-10 1 through 10 Extra Balls per ball in play.
Manual

A.1 05 Replay System

The operator chooses the replay system to be used. The choices are:

Choice Meaning
Fixed Replay value is set by the operator and does not change during game play.
Auto% Replay starting value is set by the operator and changes every 50 games to comply with the percentage of replays desired.

A.1 06 Replay Percent*

The operator chooses the percentage of replays the players are able to earn when Auto Replay is used. The range of this setting is 5% to 50%.

Choice Meaning
Range 5% to 50%

A.1 07 Replay Start*

The operator chooses the replay starting value when Auto% Replay is used. The range of this setting is 1, 000, 000 to 20, 000, 000.

Choice Meaning
Range 1,000,000 to 20,000,000

A.1 08 Replay Levels*

The operator chooses the number of replay levels used by the Auto% Replay mode. The range of this setting is 1 through 4. When the operator chooses two replay levels, the second replay level is automatically adjusted to twice the starting replay level value. When three of four replay levels are chosen, their values are automatically adjusted to three or four times the starting replay level value.

Choice Meaning
Range 1 through 4

*For Auto % Replay.

A.1 09 Replay Level 1**

The operator chooses the value to be used for the first Fixed Replay. The range of this setting is 00 to 25, 000, 000.

Choice Meaning
Range 00 to 25,000,000

A.1 10 Replay Level 2**

The operator chooses the value to be used for the second Fixed Replay. The range of this setting is 00 to 25, 000, 000.

Choice Meaning
Range 00 to 25,000,000

A.1 11 Replay Level 3**

The operator chooses the value to be used for the third Fixed Replay. The range of this setting is 00 to 25, 000, 000.

Choice Meaning
Range 00 to 25,000,000

A.1 12 Replay Level 4**

The operator chooses the value to be used for the fourth Fixed Replay. The range of this setting is 00 to 25, 000, 000.

Choice Meaning
Range 00 to 25,000,000

** For Fixed Replay

Manual

A.1 13 Replay Boost

The operator chooses if the replay score can be temporarily boosted by the selected amount EACH time the player reaches or exceeds the replay score. This temporary boost is canceled when Credits=0, when the player inserts another coin, or when Begin Test is pressed. The choices are:

Choice Meaning
ON Score is boosted between 500, 000 and 5, 000, 000 points.
OFF The replay score is not boosted.

A.1 14 Replay Award

For either Auto% Replay or Fixed Replay the operator can choose the form of the award automatically provided when the player exceeds any replay level. The choices are:

Choice Meaning
Credit Reaching each Replay level awards credit.
Ticket Reaching each Replay level awards a ticket.
Ball Reaching each Replay level awards an Extra Ball.
Audit Reaching each Replay level awards nothing to the player; it does increase the entry value of the Audit Item(s) maintaining a tally of these awards.

A.1 15 Special Award

The operator can choose the award automatically provided when the player scores a special. The choices are:

Choice Meaning
Credit Scoring a Special awards a Credit.
Ticket Scoring a Special awards a Ticket.
Ball Scoring a Special awards an Extra Ball.
Points Scoring a Special awards 1 Million points.

A.1 16 Match Award

The operator can choose the award automatically provided when the players wins a match. The choices are:

Choice Meaning
Credit Winning a Match awards a Credit.
Ticket Winning a Match awards a Ticket.

A.1 17 Extra Ball Ticket

The operator can choose whether a Ticket is awarded when the player earns an Extra Ball. The choices are:

Choice Meaning
YES The player is awarded a Ticket in addition to an Extra Ball.
NO The player is not awarded a Ticket.

A.1 18 Maximum Ticket/Player

The operator can choose the amount of Tickets each player can earn. The range of this setting is 00 to 100.

Choice Meaning
Range 00 to 100
Manual

A.1 19 Match Feature

The operator can choose the desired percentage for the Match Feature occurring at the end of the game. The range of this setting is:

Choice Meaning
OFF Match Feature is not available.
1 -50% 1% is 'hard'; 50% is 'extremely easy'. During the Match Feature the game selects a random two-digit number at the end of the game and compares each players score for an identical two digits in the rightmost two positions. A matching of these two digits results in an award of a Credit or a Ticket.

A.1 20 Custom Message

The operator chooses if a message is displayed during the Attract Mode. The choices are:

Choice Meaning
YES A message is displayed
NO A message is not displayed.

A.1 21 Language

The operator chooses what language the game uses. The choices are, English, French, or German.

Choice Meaning
English
French
German

A.1 22 Clock Style

The operator chooses what style of clock the game uses. The choices are A.M./P.M. or 24 Hours.

Choice Meaning
A.M./P.M.
24 Hours

A.1 23 Date Style

The operator chooses what style of date the game uses. The choices are Month/Date/Year, or Date/Month/Year.

Choice Meaning
Month/Date/Year
Date/Month/Year

A.1 24 Show Date and Time

The operator chooses whether the date and time show in the Attract Mode. The choices are:

Choice Meaning
YES Show the date, time in status report or in the Attract Mode.
NO Do Not show date, time in status report or in the Attract Mode.

A.1 25 Allow Dim Illumination

The operator chooses whether to allow the game program to dim the General Illumination for special effects and during the Attract Mode. The choices are:

Choice Meaning
YES Dim the General Illumination during the Attract Mode.
NO Do Not dim the General Illumination.
Manual

A.1 26 Tournament Play

The operator chooses whether to equalize Multi-ball and Jackpots during multi-player games, (do not carry over to next player). The choices are:

Choice Meaning
YES Keep Multi-ball and Jackpots equal.
NO Do Not Keep Multi-ball and Jackpots equal.

A.1 27 Euro. Scr. Format

The operator chooses whether to have commas or dots between digits when numbers are displayed. The choices are:

Choice Meaning
YES Dots instead of commas, (example- 1.000.000).
NO Commas instead of dots, (example- 1, 000, 000).

A.1 28 Minimum Volume Control

The operator chooses whether the volume can be turned Off. The choices are:

Choice Meaning
YES Volume can be turned Off.
NO Volume can be turned Down but not Off.

A.1 29 General Illumination Power Saver

This adjustment allows the general illumination and controlled lamps to be dimmed following a time interval after a game is played. Power Saver Level (A.1 30) determines how dim the lamps will get. The use of this feature will substantially increase the life of the lamps.

Choice Meaning
Settings Off 2-60 Minutes

A.1 30 Power Saver Level

When General Illumination Power Saver (A.1 29) is set to On, this adjustment controls the intensity of the G.I. and controlled lamps once the game has been idle for a specified period of time.

Choice Meaning
Settings 4-7

A.1 31 Ticket Expansion Board

When a Ticket Expansion Board is connected, full control of the ticket dispenser is available. This includes a ticket low/error lamp, resume on ticket jam, and manual ticket dispense switch. The choices are:

Choice Meaning
Yes Ticket Expansion Board is connected.
No Ticket Expansion Board is NOT installed in the game.

Press the Escape button to return to the Adjustments Menu. Press the Up button to advance to the next desired Adjustments Group, (or press the Down button to return to a previous group). Press the Enter button to activate. Use the Up or Down button to cycle through the available adjustments.

Manual

A.2 Feature Adjustments

A.2 01 Extra Ball Percent

This is used to enter the desired extra ball percentage. The House and Train Wreck extra balls always remain fixed, and the Bear Kick extra ball threshold will automatically be modified to reach the desired percentage.

Choice Meaning
Range 15% - 40%
Fixed Set to "Fixed" to disable the automatic percentaging of the Bear Kick Extra Ball.

A.2 02 Bear Kick Extra Ball 1

This is the number of Bear Kicks that will light the 1st extra ball. The machine will start with this value and modify it as necessary to achieve the percentage specified in A.2 01. To use a fixed level for the 1st extra ball, set A.2 01 to "fixed" and set this level here.

Choice Meaning
Range OFF, 4-12

A.2 03 Bear Kick Extra Ball 2

This determines whether a 2nd extra ball is available at 50 Bear Kicks.

Choice Meaning
Range OFF, 30-99

A.2 04 Train Wreck Extra Ball

This is the number of train wrecks that will light the Train Wreck extra ball.

Choice Meaning
Setting On/Off

A.2 05 Bear Extra Ball Memory

This determines whether extra balls lit from the Bear Kick feature remain in memory from ball to ball.

Choice Meaning
Setting Yes/No

A.2 06 House Extra Ball Memory

This determines whether extra balls lit from the Mansion feature remain in memory from ball to ball.

Choice Meaning
Setting Yes/No

A.2 07 Train Extra Ball Memory

This determines whether extra balls lit from the Train Wreck feature remain in memory from ball to ball.

Choice Meaning
Setting Yes/No
Manual

A.2 08 Last Thing Lock

This determines that last multiball in which Thing is allowed to help lock the balls.

Choice Meaning
Range Off, 1 - 5

A.2 09 Last Swamp Lock

This determines that last multiball in which balls may be locked in the Swamp.

Choice Meaning
Range 1 - 5

A.2 10 Last Chair Release

This determines that last multiball in which multiball may begin from an Electric Chair shot.

Choice Meaning
Range Off, 0 - 5

A.2 11 Jackpot Carryover

When set to "Yes", a player's uncollected Jackpot will carry over to subsequent multiball. If set to "No" the Jackpot value will reset to 10 Million at the start of each multiball. Anytime the Jackpot is collected, it automatically resets to 10 Million.

Choice Meaning
Setting Yes/No

A.2 12 Million Plus Memory

This determines whether the side ramp Million Plus feature carries over from ball to ball or is reset to one million at the start of each ball.

Choice Meaning
Setting Yes/No

A.2 13 Million Plus Maximum

This sets the maximum value for the side ramp Million Plus feature. Subsequent shots will award this maximum value without increasing.

Choice Meaning
Range 5,000,000 - 20,000,000

A.2 14 Hurry Up Start

This is the starting (maximum) value for the Thing "Hurry Up" quick multiball feature. The award will start at this value and count down to 3,000,000.

Choice Meaning
Range 10,000,000 - 20,000,000

A.2 15 House From Swamp

This allows the Mansion awards to be awarded by balls entering the Swamp kickout.

Choice Meaning
Setting Yes/No
Manual

A.2 16 Free Thing Lamps

This gives each player this many lamps in the T-H-I-N-G spell out at the start of each game.

Choice Meaning
Range 0 - 5

A.2 17 Raise Dead Hits

This is the number of hits on each bumper required to complete the bumper for the "Raise the Dead" mode.

Choice Meaning
Range 3 - 9

A.2 18 Train Wreck Hits

This is the number of hits required for the 1st Train Wreck. Each subsequent Train Wreck requires 1 additional hit up to a maximum of 6.

Choice Meaning
Range 2-4

A.2 19 Special Memory

This determines the Special (which is lit by the "Tour The Mansion" feature) stays in memory from ball to ball

Choice Meaning
Setting Yes/No

A.2 20 Disable THING

Set to "Yes" to stop the operation of the Thing hand.

Choice Meaning
Setting Yes/No

A.2 21 Disable BOOKCASE

Set to "Yes" to stop the operation of the Bookcase.

Choice Meaning
Setting Yes/No

A.2 22 Train Wreck Memory

This determines whether the Train Wreck progress is maintained ball to ball (yes), or reset every ball (no).

Choice Meaning
yes Train Wreck progress is maintained ball to ball
no Train Wreck progress is reset every ball

A.2 23 Quick Multiball Memory

This determines whether the quick multiball lamp (earned as a Mansion award) carries over from ball to ball

Choice Meaning
Setting Yes/No
Manual

A.2 24 Green Lock Lamp

Certain prototype games did not have the Green Lock lamp hanging over the "Thing" shot. By setting this adjustment to "NO", the game will use the yellow "Multiball" lamp in its place.

Choice Meaning
Setting Yes/No

A.2 25 Tour the Mansion Extra Ball Memory

When an extra ball is lit from "Tour the Mansion", this adjustment determines whether that extra ball is carried over from ball to ball.

A.2 26 Tour the Mansion Difficulty

When set to "Medium", the 3 Million and 6 Million Mansion windows will both light when either is hit. When set to "Hard", each of these windows must be earned independently.

Choice Meaning
Medium The 3 Million and 6 Million Mansion windows will both light when either is hit.
Hard Each of these windows must be earned independently.

Press the Up button to advance to the next desired Adjustment Group, (or press the Down button to return to a previous Adjustment Group). Press the Enter button to activate that group. Press the Up or Down button to cycle through the available adjustments in that group.

Manual

A.3 Pricing Adjustments

A.3 01 Game Pricing (if set to custom, then 02 to 09 are available)

The operator chooses the cost for a game from a selection of Standard pricing or by installing Custom pricing.

A.3 02 Left Coin Units

The operator can specify the number of coin units purchased by a coin passing through the left coin chute.

A.3 03 Center Coin Units

The operator can specify the number of coin units purchased by a coin passing through the center coin chute.

A.3 04 Right Coin Units

The operator can specify the number of coin units purchased by a coin passing through the right coin chute.

A.3 05 4th Slot Units

The operator can specify the number of coin units purchased by a coin passing through the fourth coin chute.

A.3 06 Units/Credits

The operator defines the number of coin units required to obtain 1 credit. A coin unit counter in the game program totals the number of coin units purchased through all coin chutes prior to each game. If the total number of these coin units exceeds or matches the Unit per Credit value by a multiple (or more, coin units) of the specified Units per Credit value the Credits display shows the proper number of credits. The coin unit counter retains any remaining coin units, until the start of Ball 2; then the coin unit counter is cleared (its contents are zeroed).

A.3 07 Units/Bonus

The operator can specify that additional credits are to be indicated in the credits display, when a certain number of coin units are accumulated.

A.3 08 Bonus Credits

The operator specifies the number of credits that are awarded when the Units/Bonus level is achieved.

Manual

A.3 09 Minimum Units

The operator can specify that No credits are to be posted (indicated in the credit display), until the credits unit counter reaches a particular value, by setting this value to 02 (or more).

A.3 10 Coin Door Type (if set to custom, then 11 to 15 are available)

This adjustment is used to preset adjustments 11 to 15 based on standard coin doors (U.S.A., German, Etc.).

A.3 11 Collection Text

The operator chooses what coin system is used to display the Earning Audits.

A.3 12 Left Slot Value

The operator can specify the monetary value of the left coin chute.

A.3 13 Center Slot Value

The operator can specify the monetary value of the center coin chute.

A.3 14 Right Slot Value

The operator can specify the monetary value of the right coin chute.

A.3 15 4th Slot Value

The operator can specify the monetary value of the 4th coin chute.

A.3 16 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 this setting is 5 through 10. Reaching the specified setting prevents the award of any credits.

Choice Meaning
Range 5 through 10

A.3 17 Free Play

The operator can specify whether a player can operate the game without a coin (free play) or with a coin. The choices are:

Choice Meaning
NO A coin is necessary for game play.
YES Game play is free; no coin required.

A.3 18 Hide Coin Audits

The operator chooses whether or not to show the coin audits. The choices are:

Choice Meaning
YES The coin audits are not displayed.
NO The coin audits are displayed.
HIDE NAMES The coin audit value is shown but not the audit name.
Manual

A.3 19 1 Coin Buy-in

If the game pricing is set to 1 for 50¢/2 for $1.00 the operator chooses whether the player is allowed to 'buy-in' a subsequent game for 1 coin. The number of games that may be purchased at this cost is determined by the number of players in the previous game; that is, if the previous game had three players, 3 Credits can be purchased at the rate of 1 coin per credit. The choices are:

Choice Meaning
YES The player has 10 seconds to buy-in at 1 coin per game.
NO The buy-in feature is disabled.

A.3 20 Base Coin Size

This number is used for the ticket per coin calculations.

A.3 21 Coin Meter Units

It is possible to connect a coin meter to the knocker coil driver which will log all coins through all slots. This adjustment activates the use of the knocker driver for this purpose, and determines the value of each unit on the meter. For example, to show the total amount of money collected as "total quarters", set this adjustment to "0.25". To show the amount of money collected as "total dollars", set this adjustment to "1.00".

Setting this adjustment to anything other than Off establishes the coin unit for a meter attached to the knocker driver, and overrides use of the knocker during awards.

Manual

Pricing Table

Country Coin Chute Left Coin Chute Center Coin Chute Right 4th Chute Games/Coin Display Pricing Adjustments A.3 (02 03 04 05 06 07 08 09)
USA 25 ¢ *$1.00 25¢ - 1/25¢, 4/$1 2 U.S.A. 4/$1.00
1/50¢, 2/75¢, 3/$1 1,2 50-75-1.00
1/50¢, 2/$1 2 U.S.A. 2/$1.00
1/25¢, 3/$1 2 U.S.A. 3/$1.00
1/25¢, 3/50¢, 6/$1 CUSTOM 01 04 01 00 01 02 01 00
1/25¢, 5/$1 CUSTOM 01 00 01 00 01 04 01 00
Canada 25 ¢ - $1.00 - 1/50¢, 2/75¢, 3/$1 2 CANADA 1
1/50¢, 2/$1 2 CANADA 2
Austria 5 Sch 10 Sch 10 Sch - 1/2x5 Sch, 3/2x10 Sch 2 AUSTRIA
5 Sch - 10 Sch - 2/5 Sch, 5/10 Schilling CUSTOM 02 00 05 00 01 00 01 00
Australia 20¢ $1 $1 $2 1$1, 3/$2 2 AUSTRALIA
United Kingdom £1.00 50 P - 20 P 1/3x10P, 2/50P, 4/£1.00, 4/5x20P U. KINGDOM
Switzerland 1 Fr 2 Fr 5 Fr - 1/1 Fr, 3/2 Fr, 7/5 Franc 2 SWISS
Belgium 5 Fr 20 Fr 50 Fr - 1/4 x 5F, 1/20 F, 3/50 Franc 2 BELGIUM
West Germany 1DM 2DM 5DM - 1/1 DM, 2/2 DM, 7/5 DMark 2 GER. 7/6 DM
1/1 DM, 2/2 DM, 6/5 DM 1,2 GER. 6/5 DM
1/1 DM, 3/2 DM, 9/5 DM CUSTOM 09 18 45 00 05 00 01 00
1/2x1 DM, 1/2 DM, 3/5 DM CUSTOM 03 06 15 00 05 00 01 00
2/1 DM, 5/2 DM, 14/5 DM CUSTOM 13 26 65 00 05 65 01 00
Netherlands 1HFl 2.5HFl 2.5HFl - 1/1 HFl, 3/2.5 Holland Florin 2 NETHERLAND
25 ¢ - 1G - 1/25¢, 5/1 Guilder CUSTOM 01 00 05 00 01 00 01 00
1G - 1G - 1/1 Guilder 2 HOLLAND
Sweden 5 Kr 5 Kr 5 Kr - 1/5 Krona 2 SWEDEN
France 1 Fr 5 Fr 10 Fr - 1/3x1 F, 2/5 F, 5/10 Franc 2,3 TARIF 1
1 Fr 5 Fr 10 Fr - 1/2x1 F, 3/5 F, 7/10 Franc 2,3 TARIF 2
1 Fr 5 Fr 10 Fr - 1/5 F, 3/10 F, 7/2x10 Franc 2,3 TARIF 3
1 Fr 5 Fr 10 Fr - 2/5 F, 4/10 F, 9/2x10 Franc 1,2,3 TARIF 4
1 Fr 5 Fr 10 Fr - 2/5 F, 5/10 F, 11/2x10 Franc 2,3 TARIF 5
1 Fr 5 Fr 10 Fr - 1/5 F, 3/10 Franc 2,3 TARIF 6
Spain 100 P - 500 P - 1/100 P, 6/500 Peseta 2 SPAIN
25 P - 100 P - 1/25 P, 5/100 Peseta CUSTOM 01 00 04 00 01 04 01 00
25 P - 100 P - 1/25 P, 4/100 Peseta CUSTOM 01 00 04 00 01 00 01 00
25 P - 100 P - 1/2x25 P, 2/100 Peseta CUSTOM 01 00 04 00 02 00 01 00
25 P - 100 P - 1/25x25 P, 3/100 Peseta CUSTOM 03 00 12 00 04 00 01 06
Japan 100 ¥ - 100 ¥ - 1/100 Yen 2 JAPAN
Antilles, Nthrlnd 25 ¢ - 1G - 1/25¢, 4/1 Guilder 2 ANTILLES
Chile Token - Token - 1/1 Token 2 CHILE
Denmark 1 Kr 5 Kr 10 Kr - 1/2x1 Kr, 3/5 Kr, 7/10 Krone 2 DENMARK
Finland 1Mka - 5 Mka - 1/2x1 Mka, 3/5 Markka 2 FINLAND
New Zealand $1.00 - $2.00 - 1/$1.00, 3/$2.00 NEW ZEALAND
20¢ - 20¢ - 1/3x20¢ 2 CUSTOM 01 00 01 0 03 00 00 01
Norway 5 Kr - 10 Kr - 1/5 Kr, 2/10 Kr, 5/20 Krone 2 NORWAY
Argentina 10 ¢ 10¢ 10¢ - 1/1 Token 2 ARGENTINA
Greece 10 D 20 D 50 D - 1/2x10D, 1/20D, 3/50 Drachma 2 GREECE
Hungary 10 F 20 F 20 F - 1/1x20F, 1/2x10F, 3/2x20 Forint HUNGARY

NOTES: 1. Factory Default. 2. Standard Setting - Change by pressing Enter button. 3. Other functions are also affected. * Only if center coin chute and dollar bill acceptor are available.

Manual

Press the Escape button to return to the Adjustment Menu. Press the Up button to advance to the next desired Adjustment Group, (or press the Down button to return to a previous Adjustment Group). Press the Enter button to activate that group. Press the Up or Down button to cycle through the available adjustments in that group.

A.4 H.S.T.D. Adjustments

A.4 01 Highest Scores

The operator specifies whether the game is to maintain a record of the four highest scores achieved to date. The choices are:

Choice Meaning
OFF No high scores are recorded, or displayed.
ON The four highest scores are stored in memory and displayed in the Attract Mode.

A.4 02 H.S.T.D. Award

The operator chooses the award given for achieving the High Score To Date, or the Champion H.S.T.D.. The choices are a Credit or a Ticket.

Choice Meaning
Credit
Ticket

A.4 03 Champion H.S.T.D.

The operator chooses whether the "Highest" High Score is displayed in the Attract Mode. This score is not cleared when "High Score Reset Every" occurs. The choices are:

Choice Meaning
ON The "Highest" High Score is retained in memory and displayed.
OFF The "Highest" High Score is not retained.

A.4 04 Champion Credits

The operator chooses the number of credits or tickets awarded for a Grand Champion Score. The range of this setting is 00 through 10.

Choice Meaning
Range 00 through 10

A.4 05 H.S.T.D. 1 Credits

The operator selects the number of credits or tickets to be awarded whenever a player exceeds the previous Highest Score. The range of this setting is 00 to 10.

Choice Meaning
Range 00 to 10

A.4 06 H.S.T.D. 2 Credits

The operator selects the number of credits or tickets to be awarded whenever a player exceeds the second highest score. The range of this setting is 00 to 10.

Choice Meaning
Range 00 to 10

A.4 07 H.S.T.D. 3 Credits

The operator selects the number of credits or tickets to be awarded whenever a player exceeds the third highest score. The range of this setting is 00 to 10.

Choice Meaning
Range 00 to 10
Manual

A.4 08 H.S.T.D. 4 Credits

The operator selects the number of credits or tickets to be awarded whenever a player exceeds the fourth highest score. The range of this setting is 00 to 10.

Choice Meaning
Range 00 to 10

A.4 09 High Score Reset Every

The operator can specify that the game will provide an automatic reset of the displayed "Highest scores", and the number of games to be played before the reset occurs. The values provided upon reset are those selected by the operator in the Back-up High Scores. The range of this setting is OFF (disabled) and 250 to 20, 000.

Choice Meaning
Range OFF (disabled) and 250 to 20, 000

A.4 10 Backup Champion

The operator sets the Back-up Grand Champion Score. The range of this setting is 00 through 99, 900, 000.

Choice Meaning
Range 00 through 99, 900, 000

A.4 11 Backup H.S.T.D. 1

The operator can set the Back-up High Score value. The game automatically restores this value when the High Score Reset Every value is reached. The range of this setting is 00 to 99,900,000.

Choice Meaning
Range 00 to 99,900,000

A.4 12 Backup H.S.T.D. 2

The operator can set the second Back-up High Score value. The game automatically restores this value when the High Score Reset Every value is reached. The range of this setting is 00 to 99,900,000.

Choice Meaning
Range 00 to 99,900,000

A.4 13 Backup H.S.T.D. 3

The operator can set the third Back-up High Score value. The game automatically restores this value when the High Score Reset Every value is reached. The range of this setting is 00 to 99,900,000.

Choice Meaning
Range 00 to 99,900,000

A.4 14 Backup H.S.T.D. 4

The operator can set the fourth Back-up High Score value. The game automatically restores this value when the High Score Reset Every value is reached. The range of this setting is 00 to 99,900,000.

Choice Meaning
Range 00 to 99,900,000

Press the Up button to advance to the next desired Adjustment Group, (or press the Down button to return to a previous Adjustment Group). Press the Enter button to activate that group. Press the Up or Down button to cycle through the available adjustments in that group.

Manual

A.5 Printer Adjustments (optional board required)

A.5 01 Column Width

The operator chooses the column width to be printed. The range of this setting is 22 through 80.

Choice Meaning
Range 22 through 80

A.5 02 Lines Per Page

The operator chooses the amount of lines per page. The range of this setting is 20 through 80.

Choice Meaning
Range 20 through 80

A.5 03 Pause Every Page

The operator chooses whether the printer pauses at the end of a page. The choices are:

Choice Meaning
YES The printer does pause.
NO The printer doesn't pause.

A.5 04 Printer Type

The operator selects which kind of printer to use. The choices are Parallel, Serial or ADP.

Choice Meaning
Parallel
Serial
ADP

A.5 05 Serial Baud Rate

The operator selects which baud rate to use for Serial or ADP communications (bit rate). The choices are 300, 600, 1200, 2400, 4800. or 9600.

Choice Meaning
300
600
1200
2400
4800
9600

A.5 06 Serial D.T.R. (Data Terminal Ready)

When a Serial Printer is used, this line may be connected to a printer output line signaling that the printer is busy.

Choice Meaning
Normal Normal D.T.R. signal goes low to indicate the printer is not ready.
Inverted Inverted D.T.R. (busy) signal goes high to indicate printer is not ready.
Ignore D.T.R. signal is ignored.

Press the Escape button to return to the Adjustments Menu. Then, either press the Up or Down button to return to a previous Adjustment Menu Group, or press the Escape button again to return to the Main Menu. Once in the Main Menu, either press the Up button to advance to the next menu selection, the Bookkeeping Menu, or press the Down button to to return to a previous Main Menu selection.