GAME ADJUSTMENT PROCEDURE (Continued)
26 Units Required
for
Credit
The operator can define (via the Credit button) 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.
It
the total number of coin units purchased exceeds
the 1 Credit factor 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 a game; then, the coin unit counter is cleared (its contents are
zeroed). The Factory Setting is
01 ..
29 Units
Required
tor Bonus
The operator can specify (via the Credit button) thaI 1 additional Credit is to be indicated in the
Credits display, when a certain number of coin units are accumulated. The Fac10ry Setting is
00.
30
Minimum Units
Required
for 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
Invincible Timer
The operator can choose (via the Credit button) how long a player can be invincible. This also
controls the difficulty level of awarding the Queen's Rescue Bonus. The range of this setting is
05 seconds
(Hardest) through 99(Easiest). The Factory Setting is
12
seconds.
32 E. 0, G. Kick Award
The operator can choose (via the Credit button) the award given for hitting the flashing lane in
the King's Chamber (8ackbox) at the End of Game. The choices are
Ba/f
(giving an Extra Ball) or
Score
{1OO,QOQ-pointaward}. The Factory Setting is Ball.
33
Guards
Score
Memory
The operator can choose (via the Credit button) whether the lower Guards (SOK through
Special) lamps are stored in memory for 'next ball' play. The choices are
No
(Lighted lamps are
NOT stored in memory for 'next ball' play and are turned off at the start of each ball) or
Yes
(Lighted lamps are stored and recalled for the player's next bali). The Factory Setting is No.
34 Guards
Score Award Advance
The operator can choose (via the Credit button) how many times a player must light all
10
left and
right Guards lamps to advance the Guards Score each value from 50K upward through Special.
The range of this setting is
00
(progressive advance like setting of
01,
but never
10
Special),
01
(light all
10
Guards lamps to advance to next score) through 99. The Factory Setting is
01.
35 Backbox Kicks Award Advance for Extra Ball
The operator can choose (via the Credit button) how many times a player must light all 5 lanes of
the King's Chamber (Backbox playfield) to light the Backbox Extra Ball lamp. The range of this
setting is
00
(Extra Ball lamp NEVER lit),
01
(light all 5 lanes once to light Extra Ball W/L lamp)
through 99. The Factory Setting is
01.
36 Advance 'X'
Auto Adjustment
The operator can select (via the Credit button) the percentage value of the award for the Ad-
vance 'X' shot. The range of this adjustment is
Enabled
1%
(hard)- 99% (extremely easy), or
NO
AUTO
(adjustment is ~abled).
The automatic adjustment occurs after either 50 misses or
awards; when the current value ls within
2%
of the selected setting, NO adjustment occurs.
The
Factory Setting is Auto Adj .e.nabled,
40
%
•
BIG GUNS
15