Adjustments A.1–A.5
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. |
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
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 |
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. |
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.
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 |
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 |
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 |
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.
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.
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. |
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.
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.
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 |
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.
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.