Page 37 - Rollergames

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TEST/DIAGNOSTIC PROCEDURES
(Continued)
SWITCH TESTS (Continued).
2. Switch Edges.
Fromthe Switch Levels Test, press ADVANCE. Observe thatthe upper display shows the message, SWITCH
EDGES; the lower display shows 07 (Switch Edges Test identifier). The right portion of the lower display is
blank, indicating that no switch is actuated.
This test permits the operator to test whether actuating a switch provides the proper signal to the System 11C
switch testing program. When actuating a switch, the operator should see the switch's name and number
in the displays. If no indication appears at the time the switch is actuated, the operator then knows that there
is a malfunction associated with that switch.
Using this technique, the operator can test each switch appearing in the ROlLERGAMES switch problem
reporting displays (either at game Turn-On or at the beginning of the Diagnostic Tests) to determine whether
the switch can be actuated. If the switch's name and number are displayed while the operator checks its
operation, the operator then knows that the reported problem with that switch is NOT currently caused by a
switch malfunction. The operator can then seek other causes forthe reported problem, being almost certain
now that the switch did not fail. This test is also useful when the operator is adjusting the sensitivity of a
particular switch's actuation mechanism.
Among the possibilities is the fact that the players have not actuated that switch because of some other
problem; the operator should try to analyze what could cause the switch to be missed during game play, and
remedy that problem cause. With these new tests, switch problems are, therefore, more easily isolated.
3. Playfleld or CPU Board? To determine whether a switch problem is in the playfield or the CPU Board,
remove connectors 1P8 and 1P10 from the CPU Board. Begin the Switch Test. Use a jumperwire to simulate
switch actuation. For example, placing a jumper between 1J1 0-9 and 1J8-2 should (based on the Switch-
Matrix Table) should produce an indication of switch 09 being actuated.
ENDING THE DIAGNOSTIC TESTS.
To end the Diagnostic Tests, reach the C-Side Test (08 in the lower display), use AUTO-UP and press
ADVANCE. The backbox displays should show the ROlLERGAM ES game's Identification Information (the
IdOOscreen). Use MANUAL-DOWN, and press ADVANCE to reach Adjustment Item 70 (INSTALL FACTORY).
Use AUTO-UP, and press ADVANCE to go to the Attract Mode.
AUTO BURN-IN MODE.
The Auto Burn-in Mode permits the operator to check intermittent (or nonrecurring) problems associated with
most portions of the game's circuitry. Repeatedly cyc~ng through a group of tests can sometimes bring a
problem, which occurs only randomly or occasionally, to exhibit itself more frequently, thereby aiding in the
isolation of the problem. To activate the Auto Bum-in Mode:
1. While in the Game Adjustments, reach Ad 67 and change the Factory Setting of NO to YES, via the Credit
button. Set the AUTO-UP/MANUAL-DOWN switch to AUTO-UP.
2. Press ADVANCE to start the Auto Burn-in Mode. This mode repeatedly sequences through the Music Test,
the Display Test, the Sound Test, the All Lamps portion of the Lamp Test, and the Solenoid Test.
3. To haltthe Auto Burn-in Mode, switch the game Off and then On. ROLLERGAMESnowstartsintheAttract
Mode. (If a switch problem is now reported by the displays, perform the S~itCh Tests.aqaln to determine
the nature of the problem; then, perform necessary repairs.)
ROLLERGAMES 35
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