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6. ADJUSTMENT FOR OPERATION
(a) Difficulty level (degree of game difficulty)
EASY
MEDIUM
HARD
V E R Y H A R D
U L T R A
(b) Fight count
1 P game
(number of rounds required to win the game in
mode)
2
3
4
5
(c) Fight count VS game (number of rounds required lo win
game in competition mode)
2
(d) Life bar P game
(energy gauge in 1
mode)
- 2
-1
NORMAL
(e) Life bar
game
(energy gauge in
mode)
- 2
NORMAL
(f) Guard damage (damage
on guard)
ON (slight damage)
OFF (no damage)
(g) Neutral guard (guard
with lever in neutral)
I
O N
I
O F F
1
(h)
Round time (time
per round)
4 0
(i) Character change at continue (change of character
continued game play)
YES (possible)
NO (not possible)
Character change at VS game (change of character when another
buys-in)
YES (possible)
NO (not possible)
(k) Sound in attract mode (sound during attract mode)
YES (with sound)
NO (without sound)
(I) Event mode (processing after competition game
is finished)
ON
(game over
both)
3
(m) Hit color (color of graphic effects when attacks are hit)
I
R E D
I
G R E E N
To return to the test menu screen, press the
Start switch
Pl Start switch
Note) The above diagram shows a pair control panel. For a single control
panel (when two
STANDARD (JVS) conforming cabinet
cabinets are connected for communication-linked setup), the cabinet
installed with the PC board is the PI unit.
To exit from the test mode, follow the procedures described in ‘6-l-3 Exiting from
test mode” (P. 32).