TEST/DIAGNOSTIC PROCEDURES (Continued)
ENDING THE DIAGNOSTIC TESTS.
To end the Diagnostic Tests, reach the Switch Edges Test (06 in the Player 3 display), use AUTO-
UP and press ADVANCE. The backbox displays should show the
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game's Identification
Information. Use MANUAL-DOWN, and press ADVANCE to reach Adjustment Item 70 (INSTALL
FACTORY). Use AUTO-UP and press ADVANCE to obtain the Attract Mode.
AUTO BURN-IN MODE.
The Auto Burn-in Mode permits the operator to check intermittent (or nonrecurring) problems
associated with most portions of the game's circuitry. Repeatedly cycling through a group of tests
can sometimes bring a problem, which occurs only randomly or occasionally, to exhibit itself more
frequently, thereby aiding in the isolation of the problem. To activate the Auto Burn-in Mode:
1. While in the Game Adjustments, reach Ad 67 and change the Factory Setting of NO to YES, via
the Credit button. Set the AUTO-UP/MANUAL-DOWN switch to AUTO-UP.
2. Press ADVANCE to start the Auto Burn-in Mode. This mode repeatedly sequences through the
Music Test, the Display Test, the Sound Test, the All Lamps portion of the Lamp Test, and the
Solenoid Test.
3. To halt the Auto Burn-in Mode, switch the game Off and then On.
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now starts in the
Attract Mode.
(If a switch problem is now reported by the displays, perform the Switch Tests
again to determine the nature of the problem; then, perform necessary repairs.)
SYSTEM-11 B MEMORY CHIP TEST.
A new feature is now included in the Memory Chip Test for System 11B. During power-up, the CPU
performs a self-testing routine. When all tests are satisfactory, the game proceeds to the Attract
Mode, allowing players to use the game. Whenever a portion of the testing does not produce
satisfactory results, the game displays a message, before proceeding to the next portion of the
testing. ONLY after all tests are satisfactory does the game allow play.
In addition to the displayed message, when a test fails, the lower LED mounted on the CPU Board
can be observed to determine the probable cause of the problem. The LED blinks, or flashes, a
certain number of times to identify the probable cause, as described in the CPU LED Indicator
Codes Table. The operator can also start the self-testing routine by pressing the CPU Diagnostic
Switch (SW 2) on the edge of the CPU Board.
CPU LED Indicator Codes Table
Diagnostic
LED
Blinks/
Display Message
Explanation
Flashes
1
U25 RAM FAILURE U25 RAM could not be used properly (NO other tests are performed;
the game is locked here, until the game is turned off).
2
MEM. PROT. FAILURE This message means that (A) the Coin Door may be shut; (8) the Mem-
ory Protect Switch may be stuck in the ON position; (C) the memory
protect logic is protecting the memory; or (D) a U25 RAM failure is
occurring. (See Note 1)
3
U51 PIA FAILURE
U51 has a malfunction.
(See Note 2)
4
U38 PIA FAILURE
U38 has a malfunction.
(See Note 2)
5
U41 PIA FAILURE
U41 has a malfunction.
(See Note 2)
6
U42 PIA FAILURE
U42 has a malfunction.
(See Note 2)
7
U54 PIA FAILURE
U54 has a malfunction.
(See Note 2)
8
U10 PIA FAILURE
U10 has a malfunction.
(See Note 2)
9
IRO FAILURE
IRO has a malfunction. It may be missing or too fast or too slow.
10
U27 ROM FAILURE U2Ts internal checksums do not match. It may be a ROM failure. or its
associated connections and connectingdevices are causing it to ap-
pear to have a problem. (Tho following U26 test is skipped.)
II
U26 ROM FAILURE U26's internal checksums do not match.
Notes:
1. This test assumes that the Coin Door is OPEN; it is initiated ONLY by pressing the CPU
Diagnostic Switch (SW2).
2. Alternatively,
its associated connections or connecting devices are causing the IC to ap-
pear to have problems.
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