Page 14 - Baby Pac-Man

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VIII. ROUTINE MAINTENANCE ON LOCATION:
Self-Test routines are written into the game design. They are particularly useful for routine main-
tenance. The tests are described below. The first test is automatic and occurs on power-up. This
test causes the MPU module A4 to examine itself for failures. Six flashes of an LED indicates
proper operation. The second series of self-diagnostic tests causes the MPU to 'exercise' each of
the other modules in such a way as to make their faults, if any, obvious. See Figure III and Page ii.
It is recommended that these tests be used several times a week to check out the games before
play. If faults are discovered, they may be corrected on location if the operator has a stock of
replacement modules. See "Troubleshooting on Location."
MPU Module Self-Test:
At power on, the LED on the MPU module flashes twice. (Flicker-Flash.) After a pause, it flashes
four more times and goes out. A power-up tune is played to announce game readiness. This
indicates proper MPU operating condition and successful completion of the power-up test.
Game Self-Diagnostic Tests:
1. Pressing the Self-Test button inside the door initiates the Self-Test routine. See Figures III and IV.
COMMUNICATION TEST is then entered. A sequence of "01, 02, 04, 08,10,20,40,80" should
be displayed in both columns. Invalid display indicates a problem with communications between
video system and pinball system.
2. Pressing the Self-Test button again enters LAMPS TEST. All switched lamps flash on and off
continuously.
3. Pressing the Self-Test button again causes each solenoid to be energized, one at a time, in
a continuous sequence. Hold both flipper buttons 'in' during this test. The number appearing
on the Player Score displays is the same as the number assigned to the solenoid. The sound of
a solenoid pulling-in as a number appears indicates proper operation. The absence of sound
is improper. If sound is absent, see Page 15 for help in Solenoid identification.
4. Pressing Self-Test button again causes the sound module to play same tune repeatedly.
5. Pressing the Self-Test button again causes the MPU to search each switch assembly for stuck
contacts. If any are found, the number of the first set encountered is flashed on the Player
Monitor. The number remains until the fault is cleared. See Page 15 for help in Stuck Switch
identification. Other numbers may follow if more stuck contacts are present. If there are no stuck
switches, the Monitor display flashes '0'.
6. Pressing the Self-Test button more times causes the MPU to step thru the high scores and
bookkeeping functions described previously and finally to repeat the power-up test. For more
rapid exit to power-up, turn the game off, then on. The game is now ready to play.
After successful completion of the Self-Diagnostic Test procedure, set the game up for play.
Exercise each rollover, all switches, etc., by hand until each switch assembly on the playfield
has been checked for proper operation. If actuating a switch assembly results in intermittent or
no response, clean contacts by gently closing them on a clean business card or piece of paper
and wiping until they wipe clean. Regap, if necessary to 1/16". Do not burnish or file Gold
Plated Switch Contacts.
IX. TROUBLESHOOTING ON LOCATION
The game is designed to make troubleshooting easy. Several simple procedures are given herein
that cover the greatest percentage of game failures. They are written for an operator on location
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