TEST/DIAGNOSTIC PROCEDURES
(Continued)
SWITCH TESTS (Continued).
2. Switch Edges.
From the Switch Levels Test, press ADVANCE. Observe that the 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·11B 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 assoclated with that switch.
Using this technique, the operator can test each switch appearing in the
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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 for the 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. Playfield or CPU Board?
To determine whether a switch problem is in the playfield or the CPU
Board, remove connectors
1
P8 and
1
P10 'rom the CPU Board. Begin the SWitchTest. Use a
jumper wire to simulate switch actuation. For example, placing a jumper between
1J10·9
and
1
J8-2
should (based on the Switch-Matrix Table) should produce an indication of switch 09
being actuated.
WHEEL TEST
From the Switch Edges Test, press ADVANCE. Observe that the Player 1 and 2 displays show the
message, WHEEL TEST, and that the Player 3 displays shows 08 (Wheel Test identifier).
The Player 2 display now shows the last known position of the Wheel, while the Player 4 display is
divided to show the 'state' of the Home Switch. On the left of the Player 4 display, an "H" means
that the Home Switch is open or the opto is interrupted; on the right, a number shows the count of
the stepper wheel (1-200; however,
if
the Home Switch is not working, the number can go as high
as 256).
Using AUTO-UP, the test is automatic: The wheel spins, waits for 2 seconds, then spins again. The
wheel stops on the next counterclockwise position of the wheel,
if
the Home Switch works.
Using MANUAL-DOWN, press ADVANCE to spin the wheel. The wheel stops on the next coun-
terclockwise position of the wheel, if the Home Switch works. If the wheel is not spinning, you can
manually step the motor by pressing Credit button.
During the test, the Player 3 display shows 08Err, if errors occur (the game program did not detect
the Home Switch).
(