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HT113AA Datasheet(PDF) 4 Page - Holtek Semiconductor Inc |
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HT113AA Datasheet(HTML) 4 Page - Holtek Semiconductor Inc |
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4 / 13 page ![]() HT113AA 4 December 14, 1999 · The START/PAUSE key will put the game into a temporary wait state. The conditions of the game prior to pressing this key will be re- tained even if the game has been switched off manually or automatically. When the game is again started, the player can resume from where it stops when the START/PAUSE key was initially pressed. If the machine is switched off outside of this temporary wait state then the conditions of the present game will not be stored and the game has to start from the beginning. · When the game is over the message ²GAME OVER² will flash on the screen and the game will enter a wait state. Pressing the START/PAUSE key will allow a new game to start or pressing the PUNCH/MODE key will allow a new mode of playing to be chosen. Or press ON/OFF to switch off. If within 30 sec- onds no key has been pressed the system will begin to free run in the demonstration mode. · The ON/OFF switch controls the power supply. Calculating the score · When the game begins both the player and enemy¢s score is 9. · Every punch, kick or weapon hit (mode 3) will initially mean a reduction of the opponent¢s score by one. But the actual score deducted is dependent upon the opponents score. If the opponents score is 9 then 0.9 will be deducted, if the opponents score is 8 then 0.8 will be de- ducted and so on in the same way. However due to the limitations of the LCD pattern the decimal number will not be shown. · If within 7 seconds no attack is made then the score will be increased by one but only up to a maximum of 9. This applies to both player and opponent. · When the opponent¢s score has been reduced to 0, the objective of the present game has been reached. When the player¢s score reaches zero, the game is over. Sound effects · The IC has 13 sound effects ¨ Sound corresponding to the mode ¨ When the player is attacked ¨ When the weapon is about to be used ¨ When the weapon is thrown ¨ When the weapon hits the player ¨ When the player kicks ¨ When the player throws a punch ¨ When the enemy kicks ¨ When the enemy throws a punch ¨ When the game objective has been reached ¨ When the game begins ¨ When the game ends ¨ Background sound effect |
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