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T.12 Flipper Coil Test Continued...
Stop: The Stop mode halts the Flipper Coil test. Press Enter during the Repeat mode
and the test stops. No coils should be activated while the test is stopped. Either press
the Escape button to return to the Test menu, or the Enter button to move to the next
mode.
Run: The Run mode cycles through the flippers automatically. The display shows the
name and number of the flipper coil currently being pulsed.
T.13 Ordered Lamps Test
The number assigned to each lamp indicates the lamp's position in the matrix. The number on
the left indicates the column. The number on the right indicates the row. Example - Lamp 23
means 2nd column, 3rd row.
This test checks each lamp circuit individually. Press the Up or Down button to cycle through the
lamps. Lamps light in a clock-wise or counter clock-wise direction starting from the bottom of the
playfield.
Direction depends on which button, Up or Down, is pressed.
For each name and
number that is shown in the display the corresponding lamp should light. Any other results
indicates the system has detected a problem.
T.14 Lamp Row-Col
This test allows individual rows and columns in the lamp matrix to be operated. This is useful for
trouble-shooting wiring and driver problems.
Press the Up and Down buttons to cycles through the different rows and columns.
T.15
DIP
Switch Test
This test is used to show the positions of the DIP switches on the CPU board (U27).
T.16 Gorilla Test
Select T.16 from the Test menu and press Enter to begin the Gorilla Mechanism test.
The Gorilla test allows the operator to enable the underground mini-playfield and test its
operation without entering game play. While the test is enabled, the left and right flipper buttons
will operate the gorilla mechanism and the display the state of the gorilla stand-up switches.
T.17
Empty Balls
Select T.17 from the Test menu and press Enter to begin the Empty Balls Test.
This test kicks out all balls loaded in troughs, lockups, poppers, and kickouts until no balls remain
in those locations.
NOTE:
As
the trough kicks out balls, they may stack up in the shooter groove, which may require
manual clearing in order to allow turther balls to be kicked out.
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