16P-497-103 Game No. 497 March, 1980 |
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ACHIEVEMENT Game start, collecting FIREPOWER bonus Making "F-l-R-E" Lighting POWER Spotting "1-6" lamps MULTI-BALL play Winning Extra Ball Making Special Tilt High Score to Date |
PHRASE FIREPOWER. FIRE. POWER. Enemy destroyed. Fire 1, 2, 3. You won one mission. Mission accomplished. You are destroyed. FIREPOWER mission accomplished. |
Game Over | Random Phrase |
---|---|
You destroyed FIREPOWER. Enemy destroyed you. Mission 213 accomplished. You are enemy. Enemy fire destroyed you. Fire destroyed you. |
Mission destroyed you. Enemy power won. You destroyed enemy mission. Enemy mission. You won, FIREPOWER destroyed. FIREPOWER destroyed. |
FUNCTION | DESCRIPTION | NOTES | FACTORY 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 |
00 = 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 | 1st setting = No Attract Mode Sounds | ||
02/12 = Extra Ball when Lit with 5X | 2nd setting = Attract Mode Sounds | ||
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 |
Levels | Score Card | |
CREDIT GAMES | ||
3-Ball: | ||
*410,000; 610,000 | 497-36 | |
or 410,000; 620,000; 740,000 | 497-14 | |
5-Ball: | ||
(See Note 9) | ||
500,000; 720,000 | 497-45 | |
EXTRA BALL | ||
3-Ball: | ||
300,000 | 497-74 | |
5-Ball: | ||
400,000 | 497-76 | |
* Factory Setting |