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Black Knight Operators Manual
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1. 3 NIVOV MNVE E SLOOHS H3AV 1d IWYS 401 1 4392 ANVE E 401 3 ANVE E 401 Lar 6 1331 401 ANVE E 1331 401 L NSHM Tvg ANVE E 1431 1431 401 8 4 2 6 8 2 13 118 13 NY9 13A 1 9 5 XE 1431 8 WOLLOS8 1 32 6 WO1L08 gt INVE E WO1L08 6 1431 WOLLOd 1 32 ANVG E 1437 WOLLOd 6 1441 1 4 2 18 13 193 3 aNNOYYNYNL 111 NSHM 1178 QNNOYVNYNL X001 Y3LNI9 ANVE E WOLLOS ANVE E 143 WOLLOS 9 8 2 NYO 13A 43401104 5 1331 01314 5 AW1d Y3QNN110 8 YINNIdS INVILNO 1331 6 4 2 3 13 Solenoid Test From Lamp Test depress ADVANCE with the switch set to AUTO UP Test 02 should be indicated in the Credits display Display sequences from 01 thru 25
2. ANVE HOLIMS LVL NIOO 13 1431 16 1 1 139 4 1 LHOIY 13 9 1 1331 ANVE ANVE E ANVE E HOLIMS LHOIY YJNNIdS NIOO 1 511 dol Y3MO1 1 1331 8 15 lt LON HOLIMS NIOO 13r ANVILNO ATOHLNO S 4 1395 1 13 YaddN 344 6 8 6 NOLLNG 2071 1331 401 1331 Y 3MO1 1331 ve 1395 1 92 LADYVIL 81 139 1 32 1 5 Y31N39 21 14 NOLLNG HONOYL ANVE E INVE E nva LANSVW 1331 401 1431 Y 3MO1 1 32 1431 196 WO1LOd NOLLNG ANVE E 6 LANOVW dNHX901 1431 01 1431 Y 3MO1 LHOIY 8 2 2 6 2 2 118 9 18 9 8 9 8 L 13 INITIATING AUTO CYCLE MODE Set AUTO UP MANUAL DOWN switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in Credit display and Function 00 in Match Display 2 Set switch to MANUAL DOWN and depress ADVANCE to indicate Function 50 in the Mat
3. 9 2 00 1 9 206 6 282 1 00 uo 00 Ajuo 19 206 00 19 906 6 2 1 SLIGAYD NIOD 58417195 22144 WOISND 21901 DIAGNOSTIC PROCEDURES Display Digits Test 1 2 3 Set AUTO UP to MANUAL DOWN switch and depress ADVANCE Displays should indicate all 0 8 Set the switch to AUTO UP Displays should sequence from all 0 thru all 9 Comma segments should come on when odd digits are displayed To stop cycling set switch to MANUAL DOWN Operate ADVANCE pushbutton to step tests one number at a time Set switch to AUTO UP to resume cycling Sound Test 1 From Display Digits Test depress ADVANCE with the switch set to AUTO UP Test 00 should be indicated in the number of Credits display and the Match display sequences from 00 thru 06 Different sounds should be produced for 00 01 02 03 and 04 To continuously pulse a single sound set the toggle switch to MANUAL DOWN Operate ADVANCE pushbutton to sequence through sounds one ata time Set toggle switch to AUTO UP to resume sequencing Lamp Test From Sound Test depress ADVANCE with the switch set to AUTO UP Test 01 should be indicated in the Credits display and all multiplexed lamps should flash 2 8 2 8 AUDT 248814 113 4
4. Corresponding solenoids 01 thru 24 are pulsed Flipper relay is de energized with subtest 25 To continuously pulse a single solenoid set switch to MANUAL DOWN Operate ADVANCE pushbutton sequence through the solenoids one at a time Set toggle switch to AUTO UP to resume sequencing Function Ball Release Lower Left 3 Bank Drop Target Reset Lower Right 3 Bank Drop Target Reset Upper Left 3 Bank Drop Target Reset Upper Right 3 Bank Drop Target Reset Ball Ramp Thrower Multi Ball Release Lower Eject Hole Right Magnet Relay Left Magnet Relay Special Relay Not Used Not Used Not Used Bell Coin Lockout Left Kicker Right Kicker Jet Bumper Not Used Not Used Not Used Special relay located on Power Supply Board games with transformer in cabinet or in backbox games with transformer in back box Figure 2 Playfield Solenoid Locations and Solenoid Chart Table 4 Solenoid Connections WIRE DRIVER SOLENOID COLOR CONNECTIONS TRANS PART NO FUNCTION 01 Ball Release GRY BRN 2 11 4 8P3 1 015 07 SA 23 850 DC 02 Lower Left 3 Bank Drop Target Reset GRY RED 2 11 5 8P3 2 17 8 SA3 23 850 DC 03 Lower Right 3 Bank Drop Target Reset GRY ORN 2 11 7 8P3 3 19 09 SA3 23 850 DC 04 Upper Left 3 Bank Drop Target Reset G
5. twice by making left and right inside rollovers or outlanes three times by completing a bank of drop targets and five times by making left or right inside rollovers as a result of Magna Save feature With bonus at maximum and multiplier at 5x completing a bank of drop targets or making one of the advance switches scores 5 000 Bonus multipliers are advanced from 2X to 5X by making the Turnaround Magna Save Feature Completing a drop target 3 bank while associated lamp is still flashing scores 10 000 lights a target arrow and lights a magnet If the associated lamp goes out before the bank is completed the bank is reset With a magnet lamp lit operating the corresponding Magna Save button on the side of the cabinet energizes the magnet for a few seconds and a ball held stationary by the magnet will tend to go through the inside rollover Mystery and Spinner Making the left inside rollover flashes the right ramp rollunder for a mystery value Making the rollunder while still flashing awards the mystery value which will be indicated on other player display s Making the right inside rollover flashes the spinner Multi Ball Play Making a ball in the lock mechanism when a lock arrow is flashing lights a lock arrow steadily and lights the lower playfield eject hole Locking three balls in the mechanism or making the eject hole when lit releases the balls from the mechanism All scoring and mystery values are tripled while three balls are i
6. 2 Score Replay 3 Score Replay 4 Score High Score to Date Credits Awarded Times exceeded Times exceeded Times exceeded Times exceeded Operate the ADVANCE pushbutton to display Function 09 thru 12 in the Match display and record the corresponding totals from the Player display Operate the ADVANCE pushbutton to display F unctions 13 thru 17 in the Match display and record the corresponding totals from the Player 2 display With switch set to MANUAL DOWN operate ADVANCE to display Function 50 in the Match Display From Function 50 you can return to game over or zero audit totals and return to game over Perform step 8 a or 8 b as desired a To return to game over set the switch to AUTO UP and depress ADVANCE b To zero audit totals and return to game over set switch to AUTO UP operate the credit button to display 35 in the Player display and depress ADVANCE GAME ADJUSTMENT PROCEDURE Functions 13 41 Coin door must be open to change settings Set AUTO UP MANUAL DOWN switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in the Credits display Function 00 in Match display and game identification in Player display To raise Function number in Match display operate ADVANCE pushbutton with switch set to AUTO UP To lower Function number operate ADVANCE with it set to MANUAL DOWN With desired Function indicated in Match display raise value in player display by operating credit button with switch
7. Score Times exceeded Replay 3 Score Times exceeded Replay 4 Score Times exceeded Maximum Credits Standard and Custom Pricing Control 00 08 Left Coin Slot Multiplier Center Coin Slot Multiplier Right Coin Slot Multiplier Coin Units Required for Credit Coin Units Bonus Point Minimum Coin Units Match 00 Match ON 01 Match OFF Special 00 Awards Credit 01 Awards Bonus Ball 02 Awards Points Replay Scores 00 Awards Credit 01 Awards Extra Ball or Bonus Ball Maximum Plumb Bob Tilts Number of Balls 03 or 05 Magna Save Feature 03 09 on time in seconds Attract Mode Sound 00 ON 01 OFF Drop Target Timing 00 09 6 15 seconds Bonus Ball Time 00 not allowed 01 99 Time in seconds Bell 00 Bell OFF 01 Bell ON Extra Ball Difficulty 00 Ist EB from pair of drop target banks 01 All EBs from four drop target banks Multi Ball Difficulty 00 Liberal 01 Moderate Locked Ball lamps 00 Memory 01 No Memory Background Sound 01 ON 00 OFF High Score Credits Maximum Extra Balls at one time 00 No Extra Ball Second Factory Setting value is with jumper W25 connected Description in brackets shown in Player 2 Display Function 13 may be set to any multiple of 100 000 points Setting Function 40 to zero with Function 13 set to any score but zero permits the High Score to Date feature to operate but no credits are awarded Functions 14 17 Replay Scores may
8. 9 400 30 750 DC NOTES First reference no for D7997 earlier Driver Board 2nd 18 for D8341 Driver Board 2 Contacts of solenoids 09 and 10 switch ground to magnets cee Part No 20 8991 3 Special switch connections for solenoids 17 through 19 are as follows BLK GRD 17 ORN BRN 2 3 5 8P3 5 18 ORN RED 2P13 3 8P3 6 19 ORN BLK 2 13 2 8P3 7 4 Flipper button connections are as follows Right ORN VIO 2P12 1 7 1 7 Left ORN GRY 2P12 2 7P1 9 Typical wiring for solenoids and special switches Switch Test From Solenoid Test depress ADVANCE with the switch set to AUTO UP Test 03 should be indicated in the Credits display and any stuck switches in the Master display As stuck switch es is displayed a sound is produced The display continuously cycles through the stuck switches and as they are opened the number is removed from the sequence When all switches are open the Match display is blank and the sounds stop 2 If all switches in a row are displayed first verify that all are open and then check fora short to ground on the row wire Operate switches a sound is produced and switch number is momentarily indicated in the ball in play display If two switches in a row are indicated with one switch closed check for a short between the column wires for multiple indication check column wire for short to ground If two switches in a column are indicated with one switch c
9. Center Target 1 000 27 Lower Left 3 Bank Upper Target 1 000 28 Not Used 29 Lower Right 3 Bank Right Target 1 000 30 Lower Right 3 Bank Center Target 1 000 31 Lower Right 3 Bank Left Target 1 000 32 Not Used 33 Top Left 3 Bank Lower Target 1 000 34 Top Left 3 Bank Center Target 1 000 35 Top Left 3 Bank Upper Target 1 000 36 Jet Bumper 500 37 Top Right 3 Bank Lower Target 1 000 38 Top Right 3 Bank Center Target 1 000 39 Top Right 3 Bank Upper Target 1 000 40 Not Used 41 Lockup Trough Bottom 5 000T 42 Lockup Trough Center 5 000 43 Lockup Trough 5 000 44 Left Ramp Rollover 5 000 45 Bailshooter Trough 46 Playfield Tilt Note Second value is lit or flashing value Spinner lit for interval after making right inside rollover Mystery is 20 000 99 000 and lit for interval after making left inside rollover Inside rollovers light when made after using Magna Save feature tOnly one lockup trough switch scores for each locked up ball Figure 3 Playfield Switch Locations and Switch Chart 14 4 241814 0 bz dNANYLS dNANYLS g3sn 50 1 3 3 834071008 LON LON qI3ldAVAd 1331 66 13 13 1 1441 6 6 GNNOYVNYNL 5 LHOIY 86 1 5 vi
10. EMY ST 5003 and 5 5004 1 4 The IC4 Speech ROM contains laughter and F and R sounds The laughter F and R sounds and the following partial or composite words produced in game play are not produced in diagnostics WIN ENEMIES THREE ME THYSELF AND TO TWO FIGHT MY AGAINST RIGHT Warning This equipment generates uses and can radiate radio frequency energy and if not installed and used in accordance with the instructions manual may cause interference to radio communications As temporarily permitted by regulation it has not been tested for compliance pursuant to Subpart J of Part 15 of FCC Rules which are designed to provide reasonable protection against such interference Operation of this equipment in a residential area is likely to cause interference in which case the user at his own expense will be required to take whatever measures may be required to correct the interference
11. Extra Ball lamps Tilt Ball in play tilted on first closure of ball roll tilt and third closure of Plumb Bob and playfield tilts Slam tilt return game to game over End of Game Match Digits appears in ball in play display credit awarded for match Exceeding high score to date awards three credits Match High Score to Date and Game Over sounds made as appropriate A new game cannot be started with more than one bail resting in the ball shooter trough excess balls must be returned to the playfield and rest on the ball ramp switches With Speech Module the following phrases are produced during game play Game start add players 2 3 and 4 Random phrase Defend thyself Knight I challenge thee to fight me You cannot fight and win I will slay you my enemy The BLACK KNIGHT will win again The BLACK KNIGHT will slay you Fight against me the BLACK KNIGHT I will slay thee Knight 2 Achievement 2 ball Multi ball Play 3 ball Multi ball Play Magna Save drain Win free game Win Extra Ball Response Fight against 2 enemies Fight against 3 enemies Laughter I cannot slay you You win Fight me again Knight After last regular ball 1 2 3 4 players High Score to Date One enemy cannot fight the BLACK KNIGHT again You win the right to fight the BLACK KNIGHT again You win one fight I challenge thee again Match The BLACK KNIGHT will win again Game Over Produced o
12. RY YEL 2P 11 8 8P3 4 021 010 SA3 23 750 DC 05 Upper Right 3 Bank Drop Target Reset GRY GRN 2P11 9 8P3 5 023 011 SA3 23 750 DC 06 Ball Ramp Thrower GRY BLU 2P 11 3 8P3 6 025 014 SG 23 750 DC 07 Multi Ball Release GRY VI1O 2P1 1 2 8P3 7 027 015 SG 23 750 DC 08 Lower Eject Hole GRY BLK 2 11 1 8P3 8 029 016 SG 23 750 DC 09 Right Magnet Relay BRN BLK 2 9 9 10P3 9 031 013 SM 35 4000 DC 10 Left Magnet Relay BRN RED 2P9 7 10 3 10 033 012 SM 35 4000 DC I Special Relay BRN ORN 2 9 10 3 11 035 017 SA 24 750 DC 12 Not Used BRN YEL 2 9 2 10 3 12 037 018 13 Not Used BRN GRN 2P9 3 10 3 13 039 019 14 Not Used BRN BLU 2 9 4 7P 1 16 041 0201 15 Bell BRN VIO 2P9 5 7 1 17 043 021 SM29 1000 DC 16 Coin Lockout BRN GRY 2P9 6 7P 1 18 7P2 4 945 022 SM 35 4000 DC 17 Left Kicker BLU BRN 2 12 7 8P3 17 02 01 SG 23 850 DC 18 Right Kicker BLU RED 2 12 4 8P3 18 04 05 SG 23 850 DC 19 Jet Bumper BLU ORN 2P 12 3 8P3 19 6 04 SG 23 850 DC 20 Not Used BLU YEL 2P 12 6 8P3 20 Q8 Q6 21 Not Used BLU GRN 2P 12 8 8P3 21 010 02 222 Not Used BLU BLK 2P 12 9 8P3 22 012 03 Lower Right Flipper BL U ViO 7P1 8 8P3 3 SF L 19 400 30 750 DC Upper Right Flipper BLK YEL 7 1 31 8P3 5 SF1 19 400 30 750 DC Lower Left Flipper BLU GRY 7 1 10 8P3 4 5 1 19 400 30 7 50 DC Upper Left Flipper BLK GRY 7P 1 30 8P3 9 SFI 1
13. SMe 16P 500 103 Williams Game No 500 December 1980 ELECTRONICS INC INSTRUCTION BOOKLET This booklet provides game operation bookkeeping game adjustment and diagnostic and self test procedures for BLACK KNIGHT For installation information refer to the blue covered game manual For detailed information refer to Williams Solid State Flipper maintenance Manual SPECIAL CONSIDERATIONS WHEN REPLACING CIRCUIT BOARDS CPU Board 1 Revision level 7 CPU Boards batteries located on lower left corner at board or later boards must be used 2 Must be equipped with blue labeled Flipper ROMs and blue labeled Game ROMs 3 Jumpers W3 W10 W11 W14 W17 W19 W20 and W22 must be connected Jumpers W4 W9 W12 W15 W16 W18 W21 and W23 must be removed With the exception of W25 Factory Setting Jumper all other jumpers are not changed Driver Board Fither earlier model D 7997 or later model D 8341 boards may be used When earlier boards are used switch matrix series resistors R196 thru R211 must be zero ohm or be replaced with wire jumpers Later D 8341 boards do not use series resistors in the switch matrix Sound Board 1 D 8224 required for speech 2 Must be jumpered for white labeled sound ROM operation and be equipped with Sound ROM 5 Jumpers W2 W5 W7 W9 W10 W12 and W15 connected W3 W4 W6 W8 11 removed Power Supply Board When transformer is mounted in cabinet D 8345 board equipp
14. be set to any multiple of 100 000 points Setting a function to zero disables the replay score point Setting Maximum Credits Function 18 to zero places the game in a free play mode With Function 19 set to 00 Functions 20 25 must be set manually Refer to Table 2 for eight standard 2 500 000 RRRADRARBWNNNN pricing schemes selected by values of 01 08 for Function 19 and custom pricing values Magnets always enabled during Bonus Ball RECOMMENDED SCORE LEVELS CREDIT GAMES 3 Ball 1 000 000 2 000 000 5 Ball 2 000 000 3 000 000 EXTRA BALL 3 Ball 700 000 5 Ball 1 000 000 Factory Setting eyo 01 310 43 56409114 4 198 58 11 19410 104 6 4 80 Aq s3um s 4 5 1 0 10 402 2 101 1 21614 OZ Ol DULI 2 4 24 14 0 ULIA 195 00 01 80 10 00 0614 FS JULIJ 1 20 00 PA 001 00 IOP IND 90 62 10 po DUVIA JULIJ 0 NURIA 90 00 190 0 1095 07 8 00 20 1 10 25 9 18 6 205 1 00 7 L 19 6 205 1 00 SZ IS p 1 204 1 X S 10 16 0 IST X P E 51 2 205 00 1 p 206 I p 952 1 00 5 6 2 7 00 19 6 2906 7 00 1 5 98 1 00
15. ch Display 3 Set switch to AUTO UP and operate Credit button to indicate 15 in Player Display 4 Depress ADVANCE pushbutton to start Auto Cycle mode Each cycle of this mode sequences thru the Display Digits Test Sound Test 00 Lamp Test 01 and Solenoid test 02 5 To terminate the test and return to game over turn the game OFF and back ON CPU BOARD SELF TEST Depress the DIAGNOSTIC pushbutton on the left side of the CPU Board The following indications are provided for a few seconds and then the game attempts to go to game over 0 Test Passed RAM Faulty 2 6 RAM Faulty 3 1 17 ROM 2 Faulty 4 1 17 ROM 2 Faulty 5 1C20 Faulty 6 1 14 Game ROM Faulty 7 1C26 Game ROM 0 Faulty 8 9 CMOS RAM or Memory Protect Circuit Faulty 9 Coin door closed Memory Protect Circuit Faulty IC19 CMOS RAM Faulty Note that 0 remaining after power turn on indicates CPU Board lockup SOUND BOARD SELF TEST Depress DIAGNOSTIC pushbutton on the top of the Sound Board Several electronic sounds should be produced and then the BLACK KNIGHT vocabulary is produced This sequence is repeated until the game is turned OFF and back ON Vocabulary Located in ROM KNIGHT ST 5001 1 7 BLACK ST 5001 DEFEND 5 5001 CHALLENGE ST 5001 THEE THE ST 5002 1 5 WILL ST 5002 YOU ST 5002 I ST 5002 AGAIN ST 5002 and ST 5003 1 6 SLAY ST 5003 CANNOT ST 5003 SELF ST 5003 EN
16. ed with relay is required When transformer is mounted in backbox earlier D 7999 board is required 2 F4 20A SB for flipper solenoids and magnets must be installed Display Boards Model C 8363 Master Display and 7 digit Slave Displays required Optional Speech Module Requires 515001 1 7 515002 ICS 575003 1 6 and 515004 1 4 Speech ROMs GAME OPERATION Indicates adjustable features Game Over Mode Turn game ON player score shows 00 all player scores alternate the high score to date Game Over lights all playfield lamps cycle in attract mode Multi Ball and Magna Save are trademarks of Williams Electronics Inc Credit Posting Insert coin sound produced number of credits displayed If maximum credits exceeded by coin or high score to date credits are posted correctly coin lockout de energizes until remaining credits are below maximum No credits may be won and coins are rejected while lockout is de energized Game Start Three balls must be resting on ball ramp locking mechanism or ball shooter switches maximum of one ball in ball shooter trough before game will start Push credit button startup tune played ball served credit display reduced by player score flashes 00 until first scoring switch is made ball in play shows Pushing credit button before ball 2 displayed allows additional players Bonus Advance The bonus is advanced from 1 000 to 49 000 one time by making left ramp rollover
17. losed check for short between row wires If proper indications are obtained in Test 03 but matrix problem is suspected in game play disconnect lamp connectors 2P5 and 2P7 Recheck in game play Perform CPU Self Test if problem remains If problem is cleared check for short between lamp matrix and jet bumper mounting brackets Shorted diodes can cause rectangle switch matrix problems as follows Lower left 3 bank right target down switch 27 lower right 3 bank center target down switch 30 and as ball enters the lockup trough making switch 43 a shorted diode at switch 27 would cause switch 46 Playfield Tilt to be indicated Note that the rectangle is always completed with an incorrect switch diagonally opposite from the switch with the shorted diode Switch No Function Score 01 Plumb Bob Tilt 20 OOO OO 1 02 Ball Roll Tilt 03 Credit Button 04 Right Coin Switch 05 Center Coin Switch 06 Left Coin Switch 07 Slam Tilt 08 High Score Reset 09 Right Magnet Button 10 Left Magnet Button il Left Outlane 5 000 12 Right Outlane 5000 13 Spinner 100 2 500 14 Right Ramp Rollunder 500 Mystery 15 Right Inside Rollover 2 000 10 000 16 Left Inside Rollover 2 000 10 000 17 Right Ball Ramp 18 Center Ball Ramp 19 Left Ball Ramp 20 Outhole 21 Left Kicker 10 22 Right Kicker 10 23 Turnaround 5 000 24 Lower Playfield Eject Hole 5 000 25 Lower Left 3 Bank Lower Target 1 000 26 Lower Left 3 Bank
18. n play and doubled while two balls are in play Lock arrows do not flash until turnaround is made Extra Ball A maximum of four Extra Balls may be accumulated at one time Spotting three arrows for both top and both bottom banks lights the left ramp rollover for the first possible extra ball Spotting all 3 bank arrows lights the Turnaround for the second possible Extra Ball Spotting all 3 bank arrows alternately lights the left ramp rollover and Turnaround for additional Extra Balls Making left ramp rollover or Turnaround when lit awards an Extra Ball Last Chance With locked balls on the last ball of the game the left and right outside rollovers are lit fora last chance Making the rollover when lit releases any locked balls no Multi Ball scoring If Extra Ball s is won during last chance the rollovers are not relit Bonus Ball With two or more players a player with the highest score is awarded a bonus ball All three balls are released and play is allowed for 30 seconds with both magnet lamps lit There is no Multi Ball or mystery scoring or playfield Extra Ball feature during the bonus ball Extra Balls won from Special or high score levels are awarded as additional bonus balls Special Completing all four drop target 3 banks during the bonus ball lights the Turnaround for a possible Special Making the Turnaround when lit awards a Special Memory 3 bank drop target arrows locked balls magnet lamps and
19. nly if Bonus Ball enabled Will you challenge the BLACK KNIGHT again BOOKKEEPING AND GAME EVALUATION Functions 01 17 Set AUTO UP M ANUAL DOWN switch to AUTO UP and depress ADVANCE pushbutton Test 04 is indicated in the credits display Function 00 in Match display and Game Identification in Player display Operate the ADVANCE pushbutton to display Functions 01 thru 04 onthe Match display See Table 1 and record the corresponding totals number of coins and total paid credits from the Player display To review a total that has been advanced past set switch to MANUAL DOWN and operate the ADVANCE pushbutton Operate the ADVANCE pushbutton to display Functions 05 06 and 07 in the Match display and record the corresponding free credit totals from the Player display Operate the ADVANCE pushbutton to display Function 08 in the Match display Total credits is indicated in the Player display total free credits in the Player 2 display and percentage of free credits in the Player 4 display Table 1 Audit Totals 2 DESCRIPTION FUNCTION PLAYER 1 PLAYER 2 PLAYER 4 Game Identification 2500 2 Coins Left chute closest to coin door hinge Coin center chute Coin right chute Total Paid Credits Special Credits Replay Score Credits Match Credits Total Credits Total Extra Balls Ball Time in Minutes Total Balls Played Current High Score to Date Backup High Score to Date Replay Score Replay
20. set to AUTO UP lower value by operating credit button with it set to MANUAL DOWN Value left in Player display is new setting For values see Table 2 and for pricing Table 3 Repeat sets 2 and 3 until all required adjustments have been made Operate ADVANCE until Function 50 is indicated in Match display From Function 50 you can return to game over or restore factory settings Perform step 6 or 7 as desired To return to game over depress ADVANCE with switch set to AUTO UP To restore factory settings and zero audit totals a Operate Credit button with switch set to AUTO UP until 45 is indicated in Player Display b Depress ADVANCE The game returns to Test 04 Function 00 c Set switch to MANUAL DOWN and depress ADVANCE to indicate Function 50 d Set switch to AUTO UP and depress ADVANCE RESETTING HIGH SCORE TO DATE Using game adjustment procedure set Function 13 to the desired reset value 2 Depress HIGH SCORE RESET pushbutton FACTORY AUDIT TOTALS Functions 42 49 The following factory audit functions are assigned 42 Total Last Chance won 43 Total times Multi ball achieved 44 Total times Mystery score won 45 Total Bonus balls awarded 49 Number of Auto Cycle Test Passes FUNCTION 13 Table 2 Game Adjustments FACTORY DESCRIPTION NOTES SETTING Backup High Score to Date HSTD Credits Awarded Replay Score Times exceeded Replay 2
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