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 JOKERZ 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 during game play, and remedy that problem cause.
With these new tests, switch
problems are, therefore, more easily isolated.
3. Playfie/d 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 1J10-9 and
lJ8-2 should (based on the Switch-Matrix Table) should produce an indication of switch 09
being actuated.
DRAW POKER 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 (Draw Poker Wheel Test
identifier).
The Player 2 display now shows the last known position of the Draw Poker Wheel, while the Player
4 display is divided to show the 'stale' of the Home Switch. On the left of the Player 4 display, an
"Hit 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).
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 coun-
terclockwise 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 OBErr, if errors occur (the game program did not detect
the Home Switch).
JOKERZ 33