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A.2 10 Poker Extra Ball Memory
This determines whether extra balls that are lit by competing the 1st full house poker hand are
retained in memory from ball to ball.
A.2 11 Ramp Extra Ball Memory
This determines whether extra balls that are lit from a ramp shot returning to the right flipper lane
are retained in memory from ball to ball.
A.2 12 Slot Machine Extra Ball Memory
This determines whether extra balls that are lit by the slot machine are retained in memory from
ball to ball.
A.2 13 Casino Run Extra Ball Memory
This determines whether extra balls that are lit during Casino Run are retained in memory from
ball to ball.
A.2 14 Arrow Extra Ball Memory
This determines whether extra balls that are lit from the "Keno Arrow· feature are retained in
memory from ball to ball.
A.2 15 Game Saucer Memory
EASY - Game Saucer is lit at the start of each ball until Casino Run is reached.
After
Casino Run, the Game Saucer lit state is saved from ball to ball.
MEDIUM - Game Saucer is lit at the start of the game and stays in memory from ball to ball.
HARD - Game Saucer is turned off at the start of every ball.
A.2 16 Cheating Allowed
This may be used to disable the feature that allows the player to "cheat" at the game saucer
games. By rapidly pressing the "Extra Ball" button during the game saucer title screen, the player
can get Pin-Sot to cheat and score a bigger win at the game.
PLEASE NOTE: This is not
a
way to cheat the pinball machine. It is merely
a
ve/}' entertaining
feature of the game.
A.2 17 Special Percentage
This is the desired percentage of Special Awards that are given in the Casino Run Game and the
Slot Machine.
1-32
A.2 18 Casino Run Specials
This determines whether the Special awards in Casino Run are awarded at a fixed constant rate
or automatically percentaged to arrive at the percentage requested in A.2 17. If this adjustment
is set to "FIXED·, then the adjustment at A.2 17 (Special Percentage) has no effect.