Page 56 - Doctor Who

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A.2 30 Memory Doctors 1-7
This controls what lamps will be turned off at the start of a ball for the 7 Doctor lamps. Each lamp
represents making an area of the playfield easier to Award or Score.
Setting:
NO
=
All lamps are turned off at ball start.
YES
=
Lamps remain on at the start of a ball.
FORGET 1
=
Turn 1 lamp off at the start of a ball.
FORGET 2
=
Turn 2 lamps off at the start of a ball.
FORGET 3
=
Turn 3 lamps off at the start of a ball.
ADD 1
=
Turns 1 additional lamp.
ADD 2
=
Turns 2 additional lamps.
ADD 3 = Turns 3 additional lamps.
A.2 31 Pre-lite E.S.C.A.P.E.
This controls how easy the special is to award. This is done by pre-lighting the ESCAPE bonus
lamps, the last (5th) lamp is the SPECIAL award lamp.
Settings:
None
=
Start with all lamps off at game start.
1-4 Lamps
=
Start with 1 to 4 lamps on.
A.2 32 E.S.C.A.P .E. Target
Memory
This controls the individual "E.S.CAP.E." target lamps at the start of a ball. It effects the award
of the Special.
Setting:
YES = Lamps remain in their current state.
NO
=
Lamps are turned off at the start of a ball.
A.2 33 E.S.C.A.P.E.
Bonus Memory
This controls the bonus lamps when completing the "ESCAPE" targets at the start of a ball. It
effects the award of the Special.
Settings:
YES
=
Lamps remain in their current state.
NO = Lamps are turned off at the start of a ball.
A.2 34 Bonus 'X' Memory
This controls the value of the outhole bonus multiplier at the start of a ball.
Setting:
YES = Multiplier remains at its current value.
NO
=
Multiplier starts at 1X at the start of a ball.
A.2 35 Playfield 'X' Memory
This controls what lamps will be turned off at the start of a ball for the playfield multiplier and
playfield unlimited million.
Setting:
NO
=
All lamps are turned off at ball start.
YES = Lamps remain on at the start of a ball.
FORGET 1
=
Turn 1 lamp off at the start of a ball.
FORGET 2 = Turn 2 lamps off at the start of a ball.
FORGET 3
=
Turn 3 lamps off at the start of a ball.
DOCTOR WHO 1-37