GAME OPERATION (Continued)
These displays (or variations of them) reappear occasionally, accompanied by sounds and music, until
a player initiates game play by inserting a coin or, when credits are available, presslnq the Credit
button.
• - operator-adjustable feature
CREDIT POSTING. Insert coin(s}.
A
sound is heard for each coin, and the Credits display shows
the number of credits purchased.
So long as the number of maximum allowable credits" are
NOT
exceeded
by
coin purchase or high score, credits are posted correctly. However, after this maximum
credits value is reached, posting
of
additional credits won (n01 purchased) by the player does
not
occur.
ONLY
posting of
purchased
credits occurs beyond the maximum credits value.
STARTING A GAME.
Press the Credit button once.
A
startup sound plays, and the amount
shown in the Credit display decreases
by
one. Player display 1 flashes
00
(untll tne first playfield
switch is actuated), and the Player
4
display shows
ball 1.
Additional players may enter the game by
pressing the Credit button once for each player, before the end of play on the first ball.
TILT.
Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current game;
BIG
GUNS
then proceeds to the Game Over Mode. With the actuation of the ball-roll or playfield tilt
switches, or the third closure" of the plumb bob tilt switch, the player loses the remaining play of that
ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds the
specified value, the player receives a designated award for achieving the current highest score.
A
ran-
dom digit set" appears in the Match display. Credit· may be awarded, when the last two digits of any
player's score display
(1
through
4)
match the random digits
of
the Match display. Match, high score,
and game over sounds are made, as appropriate.
GAME OVER
MODE,
The player
1
and
2
score displays show
GAME OUER.
Then, the high
scores flash on the appropriate player score displays. The game proceeds to the Attract Mode.
•.• operator-adjustable feature
BIG GUNS
GAME STATUS DISPLAYS
BIG GUNS
utilizes a new format for the display of information concerning the game's bookkeeping and
game play feature adjustment.
Basically, three classes of information now become available to the
game
ownerl
operator:
!.d.
(Identification);
8u
(Audit);
Ad
(Adjustment). Each of the underscored two-
letter abbreviations for these classes appears in the Credits display, while the system microprocessor
for the
BIG GUNS
game is displaying the items within each class in the status display mode.
Identification
tntormatton-dd
With the game turned on, the coin door open, and the AUTO-UP/MANUAL·DOWN switch in the
AUTO-UP position, the operator can press the ADVANCE switch once, briefly.
BIG
GUNStlisplays
immediately change from the Attract Mode
to
the Game Status Display Mode. This is evident by the
following display, shown in columnar form. The column headings refer to the various backbox
displays.
Player
1
BIG
Player
3
Id 00
Player
4
557 L·#*
Player
2
GUNS
*
# -
indicates ROM revision level; e.g.,1 is initial issue;
2,3,
etc. for later revisions.
The game is named in the player score 1 and 2 displays. The game's identification number and the
ROM revision level appears in the player
4
display. The Player
3
display shows the status display
mode in abbreviated form, Id, as well as the status dispiay mode item (00) for this particular display.
BIG GUNS
5