Page 26 - Space Station

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TESTIOIAGNOSTIC PROCEDUR ES
WILLIAMS ELECTRONICS GAMES provides a serles of diagnosUc tests to aid the operator in
determining game condition (tha t is, whether lhe game's teatures
and
highlights are operating
satisfactorily).
These tests
actlvate
virtuany all the electronic ardetecrrornecnanlcal
devices com-
prising the game,
$0
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,
ilia
displays, the game
sounds,
the
lamps" the solenoids, and the switches.
In addition 10 the diagnostic Ie-sting, a fealure called the Aulo Bvrp-In Mode is available. ,Activating this
mode enables tlie, operator to observe the game while all 01 the diagnostic tests,
,except the switch
test
occur. This
can
be
ve
ry helpful in locating 'Intarmittent'ptoblem,s.
'
Activating either Ihe entire test series or one of the individual
tests requires use of the Game
Adjustment!
Di<),g.noSlic switches.
Open the coin doer lor access to these sWitphes, To proceed 10
the Diagnostic Tests, the: operator must sJmply switch the game On, set the AUTO:UPIMANUAL-
DOWN switch to MANUAL-DOWN,
and press Ihe ADVANCE button,
.©£il:..ilm@IN t
SPACE ~TATION's
Syste((1
He
(;IOIm8
prO(;liam
greatly alds tlie operator and service personnel:
When
the operator is beginning the TesVDiagnosllc Pro~edur:es (and also
al
game Turn-On}, a
display now s~nals
Ihat
a switch has.NOT been actuated during ball play for a lengthy period
01
lime
:(60
bails,
0(20
games). Ho•••••ever, lor the SWitch Problem A,eporting activity ai the beginning
01
the
TesV Diagnostic Procedures, the d,isplay
01
problem sw~ches is
'no!
limited to Just Ihree switches; it
now includes ALLswilches exhibiting. problems. ,Rafer to
Ihe text
on
Switch Testa for additional
InformaliOn, To procaed with the TesllDiagnostlc ProcedureS, use AUTO·UP,
ar;d
press ADVANCE.
MUS.C TEST.
1. In the Milsic Test, observe that the player 1 and 2 displays show ihe message, MUSIC TEST.
.Switch
10
AUTO-UP, and observe that the message now reads MUSIC
OFF,
with Ihe player
3
seers
display 'Showing
00 00,
Pre.ss
the
Credit button
10
selectthe
de'Sired music selection:
00
01 -
'Main
Thems'
through
00 06 -
'HIgh Score' -(the selections repeat). Adjust the- volume con-
trollor, proper sound level for the game location.
2,.
Use the AUTO-UP position.
DISPLAY TEST .
1.
To initiale the Display Test, press ADVANCE.
Observe thai player
1
and 2 displays briefly show
the message, DISPLAY TEST, and that the player
3
score display shows 01 (the Display Test
identifier) .
2. Use AUTO-UP. Observe that all displays begin a display cycle of
aU
as throl)gh air 9s, one dIgit at
a lime. VerJly, that the prooerccmma segments light during display of the ccd-nu mbe red digits.
Ne)(t, a.speelal
"aU
.segmenis" character 'walks' 'from leli to r'Jht across each player score display.
3.
To halt the display cycle, use MANUAL-DOWN.
Then, press ADVANCE to step through the
sequential
dig~ display, digit by,digit; aM 'he subssqoent
"all segments"characterS display
taM·
Use AUTO-UP to resume cycling,. and to proceed to the next test ..
SOUND TEST.
1, (From Display Test) To Inili.:i,te the SauildTest,
press ADVANCE.
Observe that the pla,yer 1 and
2 displays show,the message, SOUND TEST; and that the player
3
display shows 02 (the Sound
Test identifier). The player3 display shows a series ettest.steps from .00 through 07. Verily that'
a different S9LJnd Is heard each lime Ihe number in Ihe,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 repeals until ADVANC E is pressed
again. USe AUTO-UP to
ra$U
me eyonng the sounds, and to proceed 10
the:
next test.