GAME ADJUSTMENT PROCEDURE (Continued)
49 Custom Message
The operator can choose (via the Credit button) whether to display a message during the Attract
Mode. (When display
of
a message is selected, the operator can either utilize the message
provided or change the message.) Three choices are available:
1 -
Display a message during the Attract Mode. The player 4 display shows this choice as
ON. This is the Factory Setting. The 3-line message provided is:
DEFEAT
KING ...
TYRANT WITH ...
BIG GUNS.
2 - Do NOT display
a
message during the Attract Mode. (Player 4 shows OFF.)
3 -
The player 4 display shows this choice as CHANGE. The operator can enter a special
("custom") message, as follows:
A. Press ADVANCE once. The operator can now enter as many as three 14-charac-
ter lines for display during the Attract Mode.
.
B. Use the flipper buttorus) to select each message character (alphabet, numbers,
and special symbols are available). In case of error, enter a "back arrow" (just be-
fore "space") to correct, followed
by
correct character. For a period after any letter,
use letters with periods (following the special symbols). The entire character set is
the following:
AB
CD
E
FGH
IJ K LM NO PO RS
TUVWXYZO '123456789
<>
1-1"'
A. 8. C. D. E. F. G. H. I. J. K. L. M. N. O. P.
Q.
R. S. T. U. V. W. X. Y. Z._
C.
Move to the next character via the Credit button.
No
entirely blank lines will be
displayed.
50 SW. ALARM KNOCKER
The operator can choose (via the Credit button) whether the knocker operates, sounding an
alarm to signal a switch problem, at the time of game Turn-On and at the beginning of the
Test/Diagnostic Procedures. Two choices are available:
YES -
The knocker sounds, signalling a switch problem, at game Turn-On and at the begin-
ning of the Test/Diagnostic Procedures. This is the factory Setting, and is shown in
the player
4
display.
(;
/10 - The knocker does NOT sound. (Player 4 shows NO.)
If
51 ENGLISH TeXT
The operator can choose to display the message, audit, adjustment, and Test/Diagnostic infor-
mation in English or German (Deutsch) via the Credit button.
52
Guard
Targets for End of Game (E. O. G.)
Kick
The operator can choose (Ilia the Credit button) the number of Guard targets that must be hh to
obtain an additional 'kick' of the King's Chamber (Backbox) at the End
of
the Game. Two choices
are available:
05 -
One additional 'kick' for hitting any 5 Guard targets (either left or right).
10 -
One additional 'kick' for hitting a1l10Guard targets. The Factory Setting is 10.
BIG GUNS 18
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