Super Shot JR
Assembly and Operating Manual
G. Scoring
Balls successfully thrown into a hoop will score either 2 points, or if into bonus time (indicated by the
blinking score display) each basket will score 3 points. When the ball crosses the path of the
optoelectronic sensor in the basket, the logic board will register the basket.
H. End Of Game
1. At the end of the game, the display will show the final score total and go back into the attract mode
until additional coins/credits are inserted. At the end of the game, the ball gate will close, trapping
balls in the back court area.
2. As an added convenience at end of game, the software allows the operator to view the last game
statistics including game score and ticket payout. To view, open the coin mech door or the left front
cabinet door and push the
Vol+
button to view score. To view payout of tickets during the last game
push
Vol-
button. To return to the attract mode, push
Left Start.
I. Credits
The game accepts money at any time. At the end of the game, if there are any credits remaining, the
scoreboard will display the “Coin” and “CrEd” messages as appropriate. See paragraph E above.
Whenever a coin/token is entered, the game will make a chirp sound. Whenever a credit is reached, there
is a reverberating ring sound.
J. Tickets
1. The game will dispense tickets to the player according to the many different operator adjustable
options. See
“Game Options - Tickets”.
2. In the event the game is out of tickets or a malfunction occurs, the display will inform the player
“dSP 1 xx” or “dSP 2 xx” where the xx represents the number of tickets the game is trying to issue
and the 1 or 2 represents the player to issue to. The attendant must correct the malfunction and or
reload the tickets. Then press and release both Start buttons, which will be flashing. Tickets owed to
the player will be dispensed and if the other ticket dispenser has no problem, the game will be
returned to the attract mode. If the ticket alarm feature is disabled, the game simply continues as if
tickets were not to be dispensed. See
“Game Options - Ticket Alarm”
.
Example:
Player 1 is owed 8 tickets, the display is
“dSP 1 08”.
Player 2 is owed 14 tickets, the display is
“dSP 2 14”.
Page 9 of 24