TEST/DIAGNOSTIC PROCEDURES (Continued)
SWITCH TESTS (Continued).
2. Switch Edges.
From the Switch Levels Test, press ADVANCE. Observe that the Player 1 and 2 displays show
the message, SWITCH EDGES; the Player 3 display shows 07 (Switch Edges Test identifier).
The right portion of the Player 3 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-11 B switch testing program.
When actuating a switch, the operator should see the
switch's name and number (in the Player 1,2, and 3 displays, respectively).
If no indication
appears at the time the switch is actuated, the operator then knows that there is a malfunction
associated 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, 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 1P8 and 1P10 from the CPU Board. Begin the Switch Test. Use a
jumper wire to simulate switch actuation. For example, placing a jumper between 1J 10-9 and
1J8-2 should (based on the Switch-Matrix Table) should produce an indication of switch 09
being actuated.
MYSTERY 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 (Mystery Wheel Test identifier).
The Player 2 display now shows the last known position of the Mystery 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). If the Player 3 Display shows 08_(#),
it is reporting the number of errors (#)
for Mystery Wheel operation occurring since the last Game Turn-on.
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
counterclockwise 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
(tt)
(Error numbers, up to 9, maximum), if errors
occur (the game program did not detect the Home Switch). During a lengthy test, the Player 3
display will detect any errors and add them to the Err(#) count, so that the number displayed is the
total number of errors detected during the test.
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