GAME PLAY TIMELINE
Coin Insertion
Credit will only be given once sufcient coins have been inserted.
The Game will not register or otherwise acknowledge any part credits
As soon as the Credit Value changes, an AUDIO SFX is played
Multiple credits will give repeated AUDIO SFX, although this SFX cannot be interrupted
Attract stop
If credit changes from zero, all attract lighting and audio will stop immediately
Super Bonus display will show current super bonus value.
Both handles will ash (Red = Left, Blue = Right) at 2Hz
Top Wheel edge light turns all RED
Bottom wheel edge light turns all BLUE.
TOP and BOTTOM numeric illumination turns OFF
Win-line illumination turns OFF
LEVER PULL BACK
Credit Usage
A Credit will be deemed to be used once the Player moves either of the levers, or a Lever Timeout occurs
(see below) The Credit Value registered on the Credit Display will be decremented by 1 credit.
Lever Pull Timeout
The player has 10 seconds in which to pull any one of the levers.
If no levers are pulled with the timeout period, the left lever will be deemed to have been pulled and
released with a nominal minimum force, and play will proceed on this basis.
If a Lever has been pulled but has not been released when the timeout period expired, the Lever will be deemed to
have been released from the current position.
Lever Pull Increments
Each Lever has 10 mechanical ratchet positions as it is pulled away from the cabinet.
The full mechanical travel of the Lever will be determined during calibration and will be split into 10
calibrated lever positions ( for each 10% of maximum Lever travel)
As it is not possible to match ratchet clicks to the calibration data, software Lever increments may not correspond to
mechanical ratchet clicks.
Wheel Pull Back
For each calibrated 10% movement of the LEFT Pull Lever, the TOP wheel will rotate anti-clockwise by a
congurable amount (to be determined once cabinet complete, typically ¼ of a segment but also consider ½
or 1/3).
For each calibrated 10% movement of the RIGHT Pull Lever, the BOTTOM wheel will rotate clockwise
by a congurable amount (to be determined once cabinet complete, typically ¼ of a segment but also
consider ½ or 1/3).
For each complete segment a Wheel moves, a rising Audio Tone will be heard ( low pitch for rst segment,
higher pitch for second segment and so on).
If both Wheels are moved off rest position, then 2 simultaneous tones will be heard.