Page 9 - Eight Ball Champ

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information.
If you made a mistake, just punch in
the correct number so it appears in Player #2 and
press (ENTER)
again.
This inserts the
corrected information into the REGISTER and
both displays again show the new numbers.
Example:
Let's say you want to change a game
from 5 balls per game to 3 balls per game. We look
up this function in the REGISTER Table and find
the feature is located in REGISTER 23. Just press
buttons (2), (3), and (ENTER). The Match/Credit
Display shows 23 and Player #1 should show a
5.
Now press (3) (3 appears in the Player #2 Display)
and (ENTER). The 3 is now also in Player #1 and
therefore in the REGISTER.
Suppose you accidentally pressed (4) instead of
(3) then (ENTER). The number 4 is now in the
REGISTER.
To correct
this,
simply press
(3),(ENTER) and the REGISTER now shows a
3.
NOTE:
If the number you entered is invalid, the
game will make a funny noise and send you back to
REGISTER 00. (the start)
DESCRIPTION OF TESTS
LAMPS_'
(Function 90) This causes all of the
switched illumination lites to flash on and off
repeatedly until the test is EXITED.
DISPLAVS-
(Function 91) When the game is
placed in this test, each display will cycle from 0
thru 9 in all of its digits. While this isn't as
fascinating as gazing into an open fireplace it can
usually help you localize a problem to a specific
display or component.
SOLENOIDS -
(Function 92) All of the game
solenoids energize in sequence as defined by the
SOLENOID IDENTIFICATION TABLE on page 1-
18.
PLEASE NOTE:
The flipper buttons must be
f]eJd closed to allow the flippers to pull-in during
this test,
YOUR COOPERATION
IS
APPRECIATED.
SOUND -
(Function 93) This test allows the
Controller Board to talk to the Sound Board. The
Sound Board doesn't talk back to the Controller
Board, but it should to you. About once a second it
will generate a noise (from the Programmer's top
40 favorites) almost guaranteed to drive your
location crazy. So please keep the volume low if
you intend to stay in this test any length of time.
STUCK-SWITCH -
(Function 94) With this test we
can pinpoint
a troublesome switch quickly by
looking at the Displays. If 00 is flashing in the 4
Player Displays - to the computer that means there
are no stuck-switches.
When a number other than
00 is flashing in these displays, just refer to the
STUCK.,SWITCH IDENTIFICATION TABLE on
page 1-18. This table, along with its associated
playfield drawing should allow you to find the
switch immediately.
IJ
rr
In addition to locating stuck-switches this test is
very useful in confirming the validity of a switch.
Sometimes when a serviceman is repairing a
connector or soldering a bunch of wires he is
pressed for time. Using this test and the Table in
the book is the easiest and most accurate way of
proving he's connected the wires for the '10 Point
Rebound'
rather than a parallel circuit to the Coin
Switch.
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