Page 17 - Silverball Mania

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VIII. ROUTINE MAINTENANCE ON LOCATION:
Self-Test routines are written into the game design. They are particularly useful for routine
maintenance. 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. Seven 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 "Trouble Shooting on Location."
MPU Module Self-Test:
At power on, the LED on the MPU module flashes once. (Flicker-Flash). After a pause, it
flashes six 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 All switched lamps flash off and on continuously.
2. Pressing the Self-Test button again causes each digit on each display to cycle from 0 thru
9, and repeat 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
appeari ng
0
n the PIaye r Score dis piays is the sam e as the number assi gned to the sol eno id.
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 17 for help in Solenoid
ide ntificatio n.
4. Pressing Self-Test button again causes the sound module to play the "Game Over" 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 Score displays. The number remains until the fault is cleared. See Page 17 for help in
Stuck Switch identification. Other numbers may follow if more stuck contacts are present. If
there are no stuck switches, the Match/Sail in Play display flashes '0'.
6. Pressi ng the Sel f -Test button 14 more times ca uses the MPU to step th ru the th res hold 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, thumper-bumper, slingshot, 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 and require module replacement. (See Figure til) Symptoms and the action to be
taken are given for each type of problem.
If the problem is more complicated and is not solved by following this procedure, more detailed
procedures are available from Sally. See the Parts List for ordering information.