
Table 1. Game Adjustments
4
FACTORY
FUNCTION DESCRIPTION NOTES SETTING
00 Game Identification 1 1497 2
01 Coins, Left Chute (Closest to coin door hinge) 1 –
02 Coins, Center Chute 1 –
03 Coins, Right Chute 1 –
04 Total Paid Credits 1 –
05 Total Specials 1 –
06 Total Replay (Extra Ball) Scores 1 –
07 Match and High Score to Date Credits 1 –
08 Total Credits 1, 2 –
09 Total Extra Balls 1, 3 –
10 Total Ball Time in Minutes 1 –
11 Total Number of Balls Played 1 –
12 Current High Score to Date 4 550,000
13 Backup High Score to Date 5 550,000
14 Replay 1 Score 6 410,000
15 Replay 2 Score 6 610,000
16 Replay 3 Score 6 0
17 Replay 4 Score 6 0
18 Maximum Credits 7 20
19 Standard and Custom Pricing Control (00-07) 8 02
20 Left Coin Slot Multiplier 8 01
21 Center Coin Slot Multiplier 8 04
22 Right Coin Slot Multiplier 8 01
23 Coin Units Required for Credit 8 01
24 Coin Units Bonus Points 8 00
25 High Scores Credits 5 03
26 Match (00=ON 01=OFF) – 00
27 Special – 00
0 = Awards Credit
01 = Awards Extra Ball
02 = Awards Points
28 Scoring Awards – 00
00 = Credits at Replay Score
01 = Extra Ball at Replay Score
29 Maximum Plumb Bob Tilts (1-9) – 03
30 Number of Balls (03 or 05) 9 03
31 "1-6" Targets 9 03
00 = Eject Holes lit singly, no target memory
01 = Eject Hole pair lit first time, no target memory
02 = Eject Holes lit singly, targets on memory
03 = Eject Hole pair lit first time, targets on memory
32 Ball Saver Kicker ON Lamp – 01
00 = Lit from POWER Targets
01 = Lit from "1-3" or "4-6" targets on same ball or spotting "1-6" lamps
02 = Lit from "1-6" lamps
03 = Lit from "1-6" Lamps or POWER targets
33 FIREPOWER Bonus Lamps – 03
00 = No lamps lit initially, no lamp memory (extra conservative)
01 = 10,000 lamp lit initially, no lamp memory (conservative)
02 = No Lamps lit initially, bonus lamps on memory (moderate)
03 = 10,000 lamp lit initally, bonus lamps on memory (liberal)
34 Extra Ball Control/Attract Mode Sounds – 01
00/01 = No Extra Ball
01/11 = Extra Ball when Lit after 5X
02/12 = Extra Ball when Lit with 5X
35 Special Control/Background Sound – 12
00/10 = Alternating Special lites when 50,000
FIREPOWER Bonus collected
01/11 = Alternating Special lites when 30,000
FIREPOWER Bonus collected
02/12 = Special lite when 50,000
FIREPOWER Bonus collected
03/13 = Specials lite when 30,000
FIREPOWER Bonus collected
1st setting = No Attract Mode Sounds
2nd setting = Attract Mode Sounds
1st setting =
no background sound
2nd setting =
background sound on
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