Page 35 - Black Knight 2000

Basic HTML Version

TEST/DIAGNOSTIC
PROCEDURES
(Continued)
SWITCH TESTS.
1. Switch Levels.
(From Solenoid Test) To initiate the Switch Levels Test, press ADVANCE. Observe that the
Player 1 and 2 displays show the message, SWITCH LEVELS, and the Player 3 display shows
06 (Switch Levels Test identifier). Normally, the right portion of the Player 3 display remains
blank, indicating that no switch is actuated.
If, however, a switch
is
actuated (possibly stuck closed), the Player 3 display shows that switch's
number, while the Player 1 and 2 displays indicate the switch's name.
A sound also
accompanies the displays. (This is another facet of the
fJladt
.t.utgbt
2000
System-11 B's
switch testing capability.) If more than one switch is closed, a series of displays show each
actuated switch's name and number.
(In addition, either of these problems could result in the reporting of a switch problem (or
problems) at game Turn-On or at the beginning of Diagnostic Tests.}
As soon as the operator opens a closed switch, its name and number are eliminated from the
Switch Levels display series. For
IHadt
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2000,
switch numbers can range from 01
through 64. Refer to the Switch-Matrix Table for switch numbers and wiring information.
CPU Board connections at jacks 1J8 (columns) and 1J10 (rows) are also listed in the table.
51adt
1nlll~t
2000
Switch-Matrix Table
~
1
045
2
049
3
044
4
Q48
5
043
6
047
7
042
8 046
GRN·eRN
GRN·RED GRN·ORN
GRN·YEL
GRN·BlK
GRN·BlU
GRN·VIO GRN.GRY
W
1
J
8·1
1J8·2
1J 8·3
1J8·4
lJ8·S
1J8·7
1J8·8
1J 8·9
WHT·
Plumb Bob
lett Jet
W
Motor Targets R 3·Bank
o
o
Flipper
Playtield
U·Turn
1
BRN
Tin
Ti~
Bumper
Lane
(Upper Tgt)
Dr Target
Right
lJl0·9
1
9
17
25
33
(left)
41
49
57
WHT·
C Side Power
BL Kicker
I
Motor Targets R 3·Bank
0
U·Turn
0
Flipper
2
RED
NC
Relay
Outhole
(·sling·)
Lane
(Middle Tgt)
Dr Target
Left
lJl0.8
2
1 0
1 8
26
34
(mid)
42
50
58
WHT·
Credit
Ball Trough
Right Jet
N
Motor Targets R 3-Bank
0
U·Turn
G)
Magna
ORN
Dr Target
3
Button
#1
(R)
Bumper
19
(lower Tgt)
Save™
lJl0·7
3
1 1
Lane
27
35
(right)
43
51
59
WHT·
Left Coin
Bali Trough
SR Kicker
W
UPF lock
l3·Bank
U-Turn
<D
4
YEL
lower
Dr Target
lJl0·6
Chute
4 #2
(Mid)
12
(·sling·)
:I
n Lane
28
Switch
36
(Jwr)
44
52
60
WHT·
Center Coin Ball Trough
LwrJet
A
UPFLock
l3-Bank
Bali Shooter
5
GRN
Chute
#3
(Ll
Bumper
Lane
Middle
Dr Target
lJl0·5
5
13
21
29
Switch
37
(mid)
45
53
61
WHT.
Right Coin
lAftUPF
0
R
UPF Lock
l3-Bank
Right Return
6
BlU
Chute
Loop End
Lane
Upper
Dr Target
Lane
1Jl 0·3
6
14
22
30
Switch
38
(upr)
46
54
62
WHT·
Slam Tilt
RightUPF ()
Upper Ramp
Left
Ball
Left Return
7
VIO
LoopEnd
23
Entry
31
Outiane
Popper
Lane
lJl0·2
7
15
39
47
55
63
WHT·
High Score
UP
DOWN
Lower Ramp
Right
8
GRY
Reset
Motor Targets Molar Targets
Exit
Right Eject
Outlane
1.110·1
8
16
24
32
40
48
56
64
UPF - Upper Playfield BL - Bottom Left
BR
=
Bottom Right
® ..
Item Identifier
Row Problems.
If a display of two (or more) switch numbers of a row occurs, although only
one switch is closed, check for a short circuit between the column wires.
Multiple Switch Number Indications.
Check the associated column wire for a short circuit
to ground.
Column Problems. If display of two (or more) switch numbers in a column occurs (while only
one switch is actuated), check for a short circuit between the row wires.
Use AUTO-UP to proceed to the next test.