P.10 PRINTOUT OF THE ENTIRE PROGRAMMING.
If the printer is connected, push the PRINT button to get a
printout on the status of all the steps in the programming
for a possible report.
P.11 AUTOMATIC RECEIPT PRINTOUT CAPACITY.
If YES, you will get a printing of the receipt when STOP is
pressed at the end of the game on the table involved.
If NO, the printing will appear only if, after having pressed
STOP, you push the PRINT button too.
P.12 PRINTOUT CAPACITY FOR RECORDING THE
START AND THE STOP TIMES ON THE RECEIPT.
If YES, the start and the stop times will appear on the
receipt. If the time is not shown, one line less will be
printed.
P.13 BILLIARDS SELECTION WITH CONTROL-BALL
BOX.
The MICRO32 may be connected to two CONTROL-
BALLs, each of which makes sure that all the balls for 4, 8
or 16 billiards contained in suitably prepared BOX are at
their place. In this programming step, you decide which
billiards has the BOX to control the balls. By pushing a
n u m b e r e d b u t t o n , o n e c a n t u r n o n o r t u r n o f f t h e
respective flashing light to decide (if turned on) that the
corresponding billiard has the ball BOX. For the BOX
c o n n e c t i o n , s e e t h e c h a p t e r o n C O N T R O L - B A L L
installation.
P.14 PROGRAMMING ADVERTISING ON THE
RECEIPT.
If the printer is used, the first line on every receipt may be
used for advertising (name of the premises, telephone
number, etc.). Utilize the (+) and (–) buttons to move the
electronic marker back and forth. By using the buttons
n u m b e re d f ro m 1 t o 3 2 , y o u c a n i n s e r t t h e l e t t e r s
indicated in lower case beside the red leds. Button 32
(space) inserts a space. Button 31 changes from small
l e t t e r s t o c a p i t a l s . B y p u s h i n g t h e E N T E R b u t t o n
repeatedly, you will see various groups of buttons light up
and turn off. When the first ten buttons are lit up, you can
insert numbers on the message instead of letters. If you
do not wish to have a message, cancel all the letters on
the line with SPACE button (32).
P.15 PROGRAMMING THE HOUR AND THE DATE.
This step lets you program the inner clock. The flashing
figure may be changed by using the (+) and (–) buttons.
U s e t h e E N T E R b u t t o n t o c h o o s e t h e f i g u re s t o b e
changed.
P.16 CLOCK-SETTING.
The clock for the MICRO32 is calibrated in the factory. If
for some reasons the time on the clock goes too fast or
too slow, this step will allow you to calibrate the clock. By
using the (+) and (–) buttons, you can adjust the precision
of the clock by ten seconds a month. Above all, you will
have to resort to an exact time tone to determine how
many seconds the clock is slow or fast every month. If, for
example, the MICRO32 clock is 37 seconds fast every
month, you must push the (–) button four times to slow the
clock down 40 seconds a month. Once the clock has
been calibrated, remember to program the exact time
(P.15).
P.17 HOURLY BANDS CAPACITY.
If you wish the rates to change automatically at given
hours during the week, program YES. The figures for the
three possible rates and time change (HOURLY BANDS)
will be programmed in later steps. If the hourly bands are
not activated, the hourly rate remains as a set number
and will not change with the hours. The rate in effect will
always be RATE1 or CLUB RATE 1 if a START-CLUB is
pressed.
P.18 PROGRAMMING THE HOURLY BANDS.
This phase is bypassed if the hourly bands have not been
activated in P.17.
The programming of all the hours in which a rate change
must take place takes some time inasmuch as you will
have to run through the week day by day. It would be a
good idea, therefore, to write on a piece of paper,
beginning with Monday, the times at which a rate change
must take effect and which of the three (3) rates available
will go into effect for each of those times. The hours
possible go from half-hour to half-hour. As shown on the
display terminal, you will begin on Monday at zero hours.
Next to the hour there is indicated the rate in effect at that
time. You can change the rate by using the buttons 1, 2
and 3. Once you have set the rate for zero hours on
Monday, move the time ahead with the (+) button (or back
with the (–) button) thirty minutes at a time, making sure
that the set rate stays the same, until you get the new time
in which the rate change is to take effect. Use the 1, 2 or 3
buttons once again to select the new rate and then move
ahead with the time. After 23:30 on Monday, you will see
shown zero hours on Tuesday and so on, up to 23:30 on
Sunday . To move the time back or ahead rapidly, simply
hold down the (+) and (–) buttons. Once finished, you can
check all the results by using the ENTER button; the
display will show the hour for each rate change. By using
the PRINT button, you can get a printed account of all the
hourly bands.
P.19 CLUB RATE CAPACITY.
To activate or de-activate the club rates depending on
whether or not there is a club membership with reduced
rates. If not activated, the START-CLUB button will not
work.
PREFACE TO THE PROGRAMMING OF RATES
There are seven rates that may be assigned to a table.
Specifically, these rates are: one minimum charge for a
game, three hourly rates and three corresponding club
rates.
The seven rates determine a RATES GROUP. We can pro-
gram a total of six RATE GROUPS and define which
tables are assigned to each GROUP. For example, if all
the tables will operate at the same rate, you need only to
program one single rate group and then assign all the
tables to that group.
The 3 hourly rates will change automatically at the times
already set up in step P.18. If a START-CLUB has been
established, on the other hand, the 3 corresponding
CLUB RATES will be activated.
If the hourly rates have been deactivated in step P.17,
then RATE 1 or CLUB RATE 1 will always be in effect. The
CLUB RATES, too, may be deactivated in step P.19. The
steps for programming the nonactivated rates are to be
bypassed.
8
ENGLISH