This product has been designed to give the Operator a number of different
setup options and tower functions, which can be programmed after the tower
has been assembled. The AMERICAN HI’STRIKER XTREME should not be
used until it is programmed. The AMERICAN HI’STRIKER XTREME comes
from the factory preprogrammed for operation as indicated in the programming
sheet. These may be changed by the operator to suit any particular type
of operation. 1. Power up the Hi'Striker and press the CHILD’S Handicap Button
(button will light) while the “ENTER PROGRAMMING” message
plays on the LED sign face. This message plays for approximately 2 seconds
after power up of the game. When the display indicates “MENS nnn”
(nnn being a 3 digit number), the Hi'Striker has entered the Programming
Mode. Also the RED (MEN’S Handicap) and YELLOW (WOMEN‘S Handicap)
buttons will light. 2. The Mens Handicap selection or RED button, will advance through the Functions
that can be programmed, and the Women’s Handicap button will be
used to change or select the function. Continuing to step through the
Functions using the RED button will cycle back through, and to the first
Function. Use the YELLOW button to change the function value.
3. F1, MEN'S HANDICAPWhen this FUNCTION is selected, the display will indicate the last or starting setting.Use the RED button to cycle up through the possible selections from 20 to 99. Use the YELLOW button to set the desired number and advance to the next Function. Default is 65. Please refer to the end of this chapter for a more thorough description explaining how to setup the AutoSkill.
4. F2, WOMEN'S HANDICAPThis function is exactly the same as the MEN'S above. Minimum value is 8, and default is 25Please refer to the end of this chapter for a more thorough description explaining how to setup the AutoSkill.
5. F3, CHILD’S HANDICAPThis function is exactly the same as the MEN'S above. Minimum value is 1, and default is 6Please refer to the end of this chapter for a more thorough description explaining how to setup the AutoSkill.
6. F3, COMPUTER VOLUME SETTINGThis function has a value of 1 to 15, with 15 being the loudest. This loudness setting affects only the volume of the computer played sounds. The Master Volume is set with control on the bottom of the Control Box on the Hi'Striker Tower. Default is 4.
7. F4, STRIKER TRIGGER SETTINGIf the Hi'Striker registers a hit without being struck, the base idle setting may have to be increased to prevent this false trigger. Again, use the RED button to cycle to the Function and set the desired TRIGGER level with the YELLOW button. The higher the number the harder the striker must be hit to trigger the Hi'Striker. This does not affect the handicapping. A typical value to be used if false triggering occurs is from 20 to 50. Note that this setting affect the use of the child’s hammer, as this hammer is marginal in triggering the Hi’Striker. Too high of a number may negate the use of the Child’s Hammer. Default is 20 and range is 5 to 50.
8. F5, TOWER SECTIONSThis setting is programmed at the factory and should not have to be set again unless a Main Control printed circuit board is replaced, OR the memory has been scrambled. This setting tells the Hi'Striker how many strobe sections it has; the factory default is 10 tower sections. Normal settings are 5, 10 or 15. The 18' Model has 5 Strobe sections, the 32' Model has 10 Strobe sections, and the 45' Model has 15 Strobe sections. Default is 10 and range is 3 to 15
9. F7, START CRDS (Start Credits)This is used to indicate whether a coin console is present or not. If the value is set to ‘0’, then only an operator’s Skill Select Console is present. If the value is in the range of 1 to 20, then this is the number of credits to start the game using the coin console.
10. F8, TICKETSThis setting selects the Ticket Scheme to be used in the event that a ticket dispenser is installed. There are 11 basic Schemes with 2 dispense options, either at the end of each hit or for the highest score at end of game. The basic Schemes are as defined below. The first scheme number is for tickets after each hit and the second is for tickets at the end of game for high score.TICKET PAYOFF OPTIONS SCHEME# Payoff Description 0 NO tickets dispensed 1,12 Score from 1-99 = 1 ticket for every 10 points of score Winning score of 100 or above = 1 ticket for every point of score over 99 plus, an additional 20 tickets 2,13 Score from 1-99 = 0 tickets for every 10 points of score Winning score of 100 or above = 1 ticket for every point of score over 99 3,14 Score from 1-99 = 1 ticket for every 10 points of score Winning score of 100 or above = .5 ticket for every point of score over 99 plus, an additional 20 tickets 4,15 Score from 1-99 = 0 tickets Winning score of 100 or above = .5 ticket for every point of score over 99 5,16 Score from 1-99 = 0 tickets Winning score of 100 or above = 1 ticket for every 5 points over 99 6,17 Score from 1-99 = 0 tickets Winning score of 100 or above = 2 tickets for every 5 points over 99 7,18 Score from 1-99 = 0 tickets Winning score of 100 or above = 3 tickets for every 5 points over 99 8,19 Score from 1-99 = 0 tickets Winning score from 100-124 = 10 tickets Winning score from 125-149 = 20 tickets Winning score of 150 = 30 tickets 9,20 Score from 1-99 = 1 ticket for every 10 points of score Winning score of 100 or above = 15 tickets 10,21 Score from 1-99 = 1 ticket for every 10 points of score Winning score of 100 or above = 20 tickets 11,22 Score from 1-99 = 1 ticket for every 10 points of score Winning score of 100 or above = 30 tickets Schemes 12 through 22 are the same as above except that tickets are dispensed at the end of game for the highest score achieved in the game.
11. F9, MANUAL/AUTO HANIDCAPThis selection is either ON or OFF. If this is set OFF, then the pressure of the hit is factored by the handicaps set in Functions 1 to 3. The higher those numbers the harder it is to achieve a win or high score. These values can be determined by assessing the players and the scores being achieved, and if there are too many winners the number can be increased, or conversely, it can be decreased if there are not enough winners. If this Function is set of AUTO, then a mathematical formula is use to “characterize the player population”.This formula calculates the MEAN and STANDARD DEVAITION of the accumulation of the best hit, of each game, for the past 32 games. Then it calculates the handicap number that will place the win line (100 score) at ONE STANDARD DEVIATION above the MEAN. In effect, this assures that the top 16% (one standard deviation) of skilled or strong players will be winners provided they can translate that strength into a “hit”. The AUTO setting is the best to use in order to assure a consistent win population among the payers. And again to emphasize, that the best hitters in all of players will win. For more information on how this is accomplished, see the end of this chapter for a discussion of the MEAN and STANDARD DEVIATION relative to characterizing a distribution of samples.
12. F10, GRAVITYThis selection allows you to select the type of gravity equation that is used for the display of the strobe light and LED action representing the ball traveling up and down that represents the player’s hit. It is either ON or OFF. If OFF, the standard Earth Gravity constants are used. In the ON setting, the gravity relationship is compressed toward the top of the scoring. This setting does not affect the AUTO handicap calculations.13. F11, AUTO PLAY/GAME HITS
14. F12, EDIT MESSAGEThis function allows you to select and edit 4 different messages that are played during the attract mode. This can only be done with the keyboard. When this function is selected, the display asks you to choose message 1, 2, 3, or 4. Enter this number, by pressing a number key <1>, <2>, <3>, or <4> and then press <ENTER>. The message is displayed on the matrix display. If nothing has been programmed into the display then the “This message is programmable ……………..”, will be displayed. To edit this or any other message, use the <BACK SPACE> key to delete the letters one by one until at the beginning of the message. Then type in the message that you would like to play during one of the four attract sequences. You can have four different messages or all the same if you wish. When you are finished typing in the message, use the <END> key to set this message. If you simply want to review what you have typed to a point, use the <ENTER> key to have the message scroll on the matrix display. If you do not want to save the message, simply exit the function with the <ESC> key.
15. STROBE TESTAfter selecting this function with the RED button, the tower will display a 0, pressing the YELLOW button will sequentially flash the Strobe lights from the base to the top. This test is useful for determining if any and which number Strobe lights are inoperative, the number of the strobe being fired is indicated on the Sign face. The RED button is used to advance to the next function.
16. DISPLAY TESTUse this Function to test the LED face display. A pattern of ON and OFF pixels will be shifted up the tower face so that any malfunctioning LED PCBs can be found.
17. SOUND TESTUse this test to adjust the volume of the AUX sound board as well as the stereo balance. It can be also used to set the overall volume of the game. During the test the tone will pan between left and right channels so that the balance can be adjusted.
18. EXITSelecting this FUNCTION with the YELLOW button will exit the Hi'Striker from the programming mode, it will then enter the Play mode ready for use... |