TEST/DIAGNOSTIC PROCEDURES (Continued)
SWITCH TESTS (Continued).
Among the possibilities is the fact that the players have not hit 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.
Coin Chute Switches.
During the Switch Edges test, the System-11 switch testing program ener-
gizes the coin lockout relays, to prevent testing actuations of the coin chute switches from affecting the
data contained in the audit counters, thereby maintaining accurate records of the game's earnings.
3. PJayfie/dor CPU Board?
To determine whether a switch problem is in the playfield or the CPU Board,
remove connectors 1P8 and 1P1
a
from the CPU Board. Begin the Switch Test. Use a jumper wire to simu-
late switch actuation. For example, placing a jumper between 1J10-9 and 1J8-2 should (based on the
Switch-Matrix Table) should produce an indication of switch 09 being actuated.
ENDING THE DIAGNOSTIC TESTS.
To end the Diagnostic Tests, reach the Switch Edges Test (06 in the Credits display), use AUTO-UP and
press ADVANCE. The backbox displays should show the
GRAND LIZARD
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-UPIMANUAL-DOWNswitch 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.
GRAND LIZARD
now starts in the ~
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 MEMORY CHIP TEST.
A new feature is now included in the Mem-
ory Chip Test for System 11. A diagnosis
of the condition of the ~blankingcircuit"
now occurs during this testing.
(The
"blanking circuit" protects the displays,
lamps, and solenoids against a hardware
malfunction.) The test requires approxi-
mately 1.5 seconds. Display of an 8 on
the CPU Board LED during the test indi-
cates that the "blankinq circuit" operation
is normal; display of a 0 during the test in-
dicates that the "blanking circuit" is NOT
functioning. Following the complete Mem-
9ry
C;:_!!lp
Test, one of indications listea"ln
the CPU rED Indicator Codes Table
should appear.
To perform the test,
press the CPU Diagnostic Switch (SW2)
on the edge of the CPU Board.
CPU LED Indicator Codes Table
Code
Code Me.nlng
0
1
Test Passed (game goes to Game-Over Mode J.
1
CPU Board lockup; also, check Memory Protect
circuit and U25 CMOS RAM for 'stuck' bits.
2
U27 Game ROM 1 fautly. (bwer ROM, CPU Bd.)
3
U26 Game ROM 2 fautly. (upper ROM, CPU Bd.J
4
Unused (see "Other or No Indications")
5
Blanking signal 'stuck'; coin door closed; Memory
Protect circutt faulty; or U25 CMOS RAM fautly.
Other or
2
System Failure: Check 5 VDC Power Supply; U26
No
Game ROM 2 faulty.
Indications
Notes:
1. Zero
(O)
displayedduring Memory
Ol~
Test (usingCPU Board
switch
SW2)
indicates that Blanking
ircwt
is NOT functioning.
2. Eight
(8)
displayed during Memory Chip Test indicates
lIIat
Blanking Circuit is functioning properly.
GRAND LIZARD 27