Page 23 - High Speed

Basic HTML Version

TEST/DIAGNOSTIC PROCEDURES
WILLIAMS ELECTRONICS GAMES provides a series of diagnostic tests to aid the operator in determining game
condition (that is, whether the game's features and highlights are operating satisfactorily). These tests activate
virtually all the electronic and electromechanical devices comprising the game, so that the operator can readily
locate a malfunctioning device or simply verify that all devices are working properly. In order, these tests deal
with the music, the displays, the game sounds, the lamps, the solenoids, and the switches.
CAUTION
HIGH SPEED's System
11
game program
has a new capability to aid the operator and service per-
sonnel: When the operator is beginning the TesVDiagnostic Procedures (and also at game Turn-On),
a display now signals when a switch has NOT been actuated during ball play for a lengthy period of
time. Up to three switches can be displayed during this switch problem reporting activity. Refer to
the text on Switch Tests for additional information.
In addition to the diagnostic testing, a feature called the Auto Burn-in Mode is available. Activating this mode
enables the operator to observe the game while all of the diagnostic tests,
except the switch test,
occur. This
can be very helpful in locating intermittent problems.
Activating either the entire test series or one of the individual tests requires use of the Game Adjustment/
Diagnostic switches. Open the coin door for access to these switches. To proceed to the Diagnostic Tests, the
operator must simply turn the game On, and set the AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN.
MUSIC TEST.
1.
To initiate the Music Test, press ADVANCE. Observe that the SPEEDER
1
and
2
displays show the mes-
sage, MUSIC TEST. Adjust the volume control for proper sound level for the game location.
2.
Use the AUTO-UP position.
DISPLAY TEST.
1.
To initiate the Display Test, press ADVANCE. Observe that SPEEDER
1
and
2
displays briefly show the
message, DISPLAY TEST, and that the Credits display shows
00
(the Display Test identifier).
2.
Use AUTO-UP. Observe that all displays begin a display cycle of all Osthrough all 9s, one digit at a time.
Verify that the proper comma segments light during display of the odd-numbered digits. Next, a special
"all segments" character 'walks' from left to right across each display (SPEEDER 1, 2, 3, 4, BALL IN
PLAY/MATCH, Credits).
3.
To halt the display cycle, use MANUAL-DOWN. Then, press ADVANCE to step through the sequential digit
display, digit by digit, and the subsequent "all segments· characters display test. Use AUTO-UP to
resume cycling, and to proceed to the next test.
SOUND TEST.
1.
(From Display Test) To initiate the Sound Test, press ADVANCE. Observe that the SPEEDER
1
and
2
displays show the message, SOUND TEST, and that the Credit display shows
01
(the Sound Test iden-
tifier). The BALL IN PLAY/MATCH display shows a series of test steps from
00
through
07.
Verify that a
different sound is heard each time the number in the BALL IN PLAY/MATCH display changes.
2.
To repeatedly pulse a single sound, use MANUAL-DOWN. Verify that one particular sound repeats. Press
ADVANCE to step to the next sound, which repeats until ADVANCE is pressed again. Use AUTO-UP to
resume cycling the sounds, and to proceed to the next test.
LAMP TESTS.
1.
All Lamps.
(From Sound Test) To initiate the first Lamps Test, press ADVANCE. Observe that the SPEEDER 1 and 2
displays show the message, ALL LAMPS, and that the Credit display shows 02 (All Lamps Test identifier)
and that all feature lamps (playfield and backbox) blink on and off. (Note, however, that the Generaliliumi-
nation lamps remain lighted steadily.) To locate the wiring associated with a particular lamp, refer to the
Lamp-Matrix Tsbt«:
CPU Board connections at jacks 1J6 (columns) and 1J7 (rows) are also listed in
the table.