COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
7
Input 1 coins - target segment “1”
Input 1 credits - target segment “11”
Input 2 coins - target segment “2”
Input 2 credits - target segment “12”
Input 3 coins - target segment “3”
Input 3 credits - target segment “13”
Input 4 coins - target segment “4”
Input 4 credits - target segment “14”
Special Coin/Credit Setting (US version only)
The coin input value can be set to 0 for the special 3
credits for $1 input. This setting will force the credit
value to 1 and it cannot be changed as long as the
coins are set to 0. With this setting, the first and
second coins entered will each give 1/2 credit and the
third and fourth coins will each give a full credit,
making the base credit cost 33 cents.
Sub-Test C - Custom Setup for Counter
The Custom Counter Setup allows the mechanical
meter to count up to 10 base units (of money) per
coin entered, or 20 base units (you cannot set the
counter to a number between 10 and 20). The
number “10” is represented on the display as “ 1.”
And the number “20” is represented as “ 2.” Setting
the counter to “0” turns off the meter.
For example, assume that a game has 2 mechs, a
quarter and a half dollar. The quarter would be the
base unit. For each quarter entered, the meter should
be incremented once; for each half dollar, the meter
should be incremented two times.
The temporary score display will show “cnt” to
indicate the counter setup. The following lists the
display and which counter assignment is being
displayed.
Player 1
Mechanical Mech 1
Player 2
Mechanical Mech 2
Player 3 100’s
Electronic Mech input 1
Player 3 1’s
Electronic Mech input 2
Player 4 100’s
Electronic Mech input 3
Player 4 1’s
Electronic Mech input 4
You can increment the counter for each mech by
pressing one of the following associated single target
segments:
Segment 1
Mechanical Mech 1
Segment 2
Mechanical Mech 2
Segment 3
Electronic Mech input 1
Segment 13Electronic Mech input 2
Segment 4
Electronic Mech input 3
Segment 14Electronic Mech input 4
Sub-Test D - Game Pricing Setup
The temporary score display will show “Cr”. To select
the game to be priced, press that game’s button. The
current game price, in credits per player, will appear
in the Player 1 display. Pressing the single “1”
segment will increase the cost by 1 (up to 9). Pricing
defaults are as follows:
301
1CR
501
2CR
701
2CR
801
3CR
901
3CR
1001
3CR
Hi-Score
1CR
321 Zap
2CR
Burma Road
2CR
Shanghai
1CR
Baseball
1CR
Cricket
2CR
Pick-It Cricket
2CR
Crazy Cricket
2CR
No-Score Cricket
Always 1 credit less than
Cricket
Sub-Test E - Alternate Pricing (Happy Hour)
The temporary score display will show “HHP” to
indicate the alternate pricing setup mode. You may
now program a second set of game prices, which can
be used at designated times, like “happy hour.” This
sub-test works the same as Sub-Test D, except the
secondary tables are used. These prices will become
active at designated times (see
Sub-Test Q).
NOTE:
IF YOUR GAME IS NOT EQUIPPED WITH A RAM
CLOCK, THIS FEATURE WILL NOT FUNCTION.
Sub-Test F - ‘01 Option Pricing
The temporary score display will show “‘01,” the
Player 1 and 2 displays will show “OPt””IOn” and the
Player 3 and 4 displays will show “cOS””t 0” to
indicate that you are in the ‘01 options pricing sub-
test. Press the TEAM button to toggle the cost
between 0 and 1.