SR3 Type 1 Technical Manual
TSP005.doc Issue 5.0 – Jan 2005
Money Controls 2005. All rights reserved.
Page 35 of 50
19.7 Summary of Totalising Functions
With every coin that is accepted by the SR3, the accumulated credit value is incremented by
the value of that coin.
The SR3 can be used for either single (PLAYER1) or multi-player (PLAYER1-4) operation.
The SR3 can be configured at MCL or using a ccProgrammer, for either automatic or manual
credit dispense.
If the Mech. is used for single player operation then either automatic or manual credit
dispense can be pre-programmed.
If the Mech. is used for multi-player operation then manual credit dispense mode MUST be
pre-programmed at MCL or using a
ccProgrammer
.
In manual credit dispense mode
Game pulses are sent to a PLAYER output when the corresponding DISPENSE input
goes low and the accumulated credit exceeds the game price. After each game pulse the
accumulated credit value decrements by the value of the game price, and any remaining
credit is stored for later use.
For Example:
When DISPENSE 3 input pin goes low, (request from the host machine), and the
accumulated credit exceeds the game price, then the PLAYER3 output transistor (active
low) will switch on for the required pulse time as defined in
In automatic credit dispense mode (Single player only)
Game pulses are output on the PLAYER 1 pin every time the accumulated credit exceeds
the game price.
A maximum number of games is pre-programmed at MCL or using a
ccProgrammer
, when
reached, prevents further coin acceptance.
Two bonus credit level settings can be defined and at each level a pre-specified number of
bonus games are given. The additional games are given provided the bonus credit level is
reached within a programmable time period. Refer to Bonus Levels modes 1 and 2, (
Pages
and Bonus Awards modes 1 and 2, (
Page
and