Page 16 - Firepower II

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Tobie
4.
Solenoid Connection
SOL.
WIRE
DRIVER SOLENOID
NO.
FUNCTION
COLOR CONNECTIONS
TRANS.
PART NO.
01 Out hole
GRY·BRN 2P11-4,SP3-1
Q15 SG1·23-S50-DC
02 Ball Ramp Thrower
GRY-RED 2P11-5,SP3-2
Q17 SA3-23-S50-DC
03 Eject Hole
GRY-ORN 2P11-7,SP3-3
Q19 SG1-23-S50-DC
04 Orbit Complete Flash Lamps
GRY-YEL 2P11-S,SP3-4
Q21 Type S3
05 Not Used
GRY-GRN 2P11-9,SP3-5
Q23
06 Not Used
GRY-BLU 2P11-3,SP3-6
Q25
07 Not Used
GRY-VIO 2P11-2,SP3-7
Q27
OS Not Used
GRY-BLK 2P11-1,SP3-S
Q29
09 Not Used
BRN-BLK 2P9-9, SP3-9
Q31
10 Not Used
BRN-RED 2P9-7,SP3-10
Q33
11 General Illumination Relay
BRN-ORN 2P9-1,3P7-1
Q35 55S0-09555
12 Not Used
BRN-YEL 2P9-2, SP3-12
Q37
13 Not Used
BRN-GRN 2P9-3, SP3-13
Q39
14 Not Used
BRN-BLU 2P9-4, SP~-14
Q41
15 ~8ell
BRN-VIO 2P9-5, 7P1-17
Q43 SM-29-1000-DC
16 Coin Lockout
BRN-GRY 2P9-6, 7P1-1S,7P2-4
Q45 90421S-696
*17 Left Kicker
BLU-BRN 2P12-7,SP3-17
Q2 SG1-23-S50-DC
*1S Right Kicker
BLU-RED 2P12-4,SP3-1S
Q4 SG1-23-S50-DC
*19 Lower Left Jet Bumper
BLU-ORN 2P12-4,SP3-19
Q6 SG1-23-S50-DC
*20 Upper Right Jet Bumper
BLU-YEL 2P12-6,SP3-20
QS SG1-23-S50-DC
*21 Upper Left Jet Bumper
BLU-GRN 2P12-S,SP3-12
Q10 SG1-23-S50-DC
*22 Lower Right Jet Bumper
BLU-BLK 2P12-9,SP3-22
Q12 SG1-23-S50-DC
Right Flipper
BLU-VIO 2P12-1,7P1-7
SFL-19-400/
30-750-DC
Left Flipper
BLU-GRY 2P12-2,7P1-9
SFL-19-400/
*NOTES:
1. Special switch connections for solenoids 17 through 21 are as follows:
17-0RN-BRN-2P13-5,
SP3-24
1S-0RN-RED-2P13-3,
SP3-25
19-0RN-BLK-2P13-2,
SP3-26
:=
J
RED (8+)
20-0RN-YEL-2P13-4,
SP3-27
J
21-0RN-GRY-2P13-S,
SP3-2S
2. Flipper button connections are as follows:
Rlght-ORN-VIO-2P12-1,
7P1-7
~;:J
BLK (ONO)
Left-ORN-GRY-2P12-2,
7P1-9
3. Sol. 16 is Coin-Co part number
4. Typical wiring for solenoids and special switches follows:
+
SWITCH TEST
1. From Solenoid Test depress ADVANCE with the
switch set to AUTO-UP.Test 03 should be indicated
in the Credits display and any stuck switches in the
Master display. As stuck switch(es) is displayed a
sound Is produced.
The display continuously
cycles through the stuck switches and as they are
opened,
the number Is removed from the se-
quence. When all switches are open, the Match
display Is blank and the sounds stop.
2. If all switches in a row are displayed,
first. verify
that all are open and then check for a short to
ground on the row wire.
20
3. Operate switches; a sound is produced and switch
number is momentarily Indicated in the ball in
play display. If two switches in a row are indicated
with one switch closed, check for a short between
the column wires; for multiple indication check •
column wire for short to ground. If two switches in
0
column are indicated with one switch closed,
check for short between row wires
4. If proper Indications are obtained in Test 03 but
matrix problem is suspected In game play, diSCO.
nect lamp connectors 2P5 and 2P7. Recheck
game play. Perform CPU Self-Test if proble
remains. If problem Is cleared, check for short be-
tween lamp matrix and jet bumper mounting
brackets.