GAME ADJUSTMENT PROCEDURE
(Continued)
2 1 Credits for Highest Score 4
This adjustment is similar to Ad 18, except that this applies to the player's exceeding the fourth
highest score. The Credit button adjustment technique is the same as for Ad 18. The range of
this setting is 00 through
03.
.,-
-.
..•.
22 Automatic High Score Reset
The operator can specify (via Credit button) that the game will provide an automatic reset of the
displayed "Highest Scores", and the number of games to be played before the reset occurs.
(Audit item 39 displays the games remaining before the reset.) The values provided upon reset
are those selected by the operator in Ad 14 through 17, the Backup High Scores. The range of
this setting is
Off
(to disable this adjustment), and
1,000
to
24,750
games (in increments of
250).
23 Free Play
The operator can select (via the Credit button) whether a player can operate the game without a
coin (free play) or with a coin. The choices are:
No -
A coin is necessary for game play.
Yes -
Game play is free; no coin is required.
24 Coinage Selections
The operator can specify (via the Credit button) any of the 16 Standard Settings for game
pricing, each of which exhibits a message identifying the country and the number of coins
required and the number of games that the coin requirement purchases. Choosing a Standard
Setting permits the game to omit items Ad 25 through 30, which are adjustments allowing for a
special custom coinage setting.
Following the last Standard Setting is a Custom Coinage Setting, which allows the operator to
utilize Ad 25 through 30 in establishing a special coinage setting.
A message, CUSTOM
COINAGE, indicates that the operator can enter the appropriate values into the Ad 25 through
30 adjustment items.
The values for Ad 25 through 30 of each Standard Setting, as wen as other possible values for
the Custom Coinage Setting are shown in the Pricing Table.
25 Left Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by a coin
passing through the left coin chute.
26 Center Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by a coin
passing through the center coin chute.
27 Right Chute Coin Units
The operator can specify (via the Credit button) the number of coin units purchased by a coin
passing through the right coin chute.
2 8 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. If 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).
TAXI 16
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