
"cheater" plug to defeat the ground pin on line cord,
and DO NOT cut off ground pin.
Game Play
S-H-U-T-T-L-E SPELLOUT: S-H-U-T-T-L-E value is selected
randomly at the start of each ball. Hitting right-ramp
target re-selects value. Hitting "1" drop target last
awards 100,000 bonus.
STOP & SCORE: Center-ramp shot freezes rolling
numbers in score displays and awards frozen value.
HEAT SHIELD: Center-ramp shot raises heat shield
between flippers.
SPINNER: Drop-target three-bank increases spinner
value.
EXTRA BALL: Right
ramp
scores extra ball
after
multiplier reaches
7X or
spinner reaches
7,000.
Game Operation
GAME-OVER MODE. Turn the game ON. The PLAYER-1
score shows 00, player scores display the high score
and the GAME-OVER lamp lights. Playfield lamps
cycle in Attract Mode.
CREDIT POSTING. Insert coins. A sound is produced
and the number of credits is displayed. If maximum
cr
edit
s
* are exceeded by coin or high score, credits
are posted correctly. But the coin-lockout coil
de-energizes until the remaining credits are below
the maximum. No credits may be won (and coins
are rejected) while the coin-lockout coil is
de-energized.
GAME START. Push the CREDIT button. A start-up tune
Is played, a ball is served, and the CREDIT display is
reduced by one. PLAYER I UP flashes until the first
scoring-switch is made, and the BALL-IN-PLAY
display shows 1. Additional players may enter the
game by pushing the CREDIT button before BALL 2 is
displayed.
TILT.With the first closure of the ball-roll or playfield
tilts, or the third* closure of the plumb-bob tilt, the
player loses the rest of his turn. The slam tilt on the
coin door returns the game to the Game-Over Mode.
END OF GAME Match
digits*
appear in the
BALL-IN-PLAY display.
Credit*
is awarded for a
match. Match, high score and game-over sounds
are made as appropriate. One replay is awarded
for each score you beat In the di
s
pl
a
y
s
.*
Game Setup
WARNING
This game must be plugged into a properly-
grounded outlet to prevent shock hazard and to
assure proper game-operation. DO NOT use a
* indicates adjustable feature.
ENTERING GAME-OVER MODE. With the coin door
closed, plug the game in and turn it ON. The game
should come on in Game-Over Mode
I. If the game comes on in the Bookkeeping Mode
(CREDITS display showing 04, BALL-IN-PLAY
display showing 00, and PLAYER-1 display
showing the game-identification number) turn
the game OFF and ON again.
A.
If the game now comes on in Game-Over
Mode, bookkeeping totals have been reset
to zero.
B.
If the game still comes on in Bookkeeping
Mode, open the coin door and turn the game
OFF and ON twice. (A game without battery
power will revert to factory settings.)
Any
changes from factory settings must be
reentered.
2. If the game
always
comes on in Bookkeeping
Mode, troubleshoot the game: With the game
OFF, check a
minimum
of 3.5VDC at pin 24 of the
CMOS RAM, chip U18 on your CPU Board.
A.
Less than 3.5 VDC. Replace the three AA
alkaline cells.
B.
No voltage. Matching polarity, replace
diode
D3
(type
1N4148)
on your CPU Board. Now
recheck the voltage at pin 24 of chip U18.
Bookkeeping Mode
(FUNCTIONS 0147)
I. Set the AUTO-UP/MANUAL-DOWN switch to
AUTO-UP and press ADVANCE. Test 04 is indicated
in the CREDITS display, Function 00 in the MATCH
display, and the game-identification number in
the PLAYER-1 display.
2.
Press ADVANCE to display desired functions on
the MATCH display (See the
Bookkeeping Table
below). Now record the corresponding totals
(number of coins and total paid-credits) from the
PLAYER-1 display. (To review a total that has been
advanced past, use MANUAL-DOWN and press
ADVANCE).
3.
Use MANUAL-DOWN and press ADVANCE to
display Function 50 in the MATCH display.
4.
Returning to Game-Over Mode:
A.
Use AUTO-UP and press ADVANCE.
B.
OR: To zero bookkeeping totals
and
return to
Game-Over Mode,
(1)
use AUTO-UP, (2) press
the credit button to display 35 in the
PLAYER-1 display, and (3) press ADVANCE.