Page 11 - Joust

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Table
4_
Solenoid Connections
SOL.
WIRE
DRlVER SOLENOlD
NO.
.'UNCTlON
COLOR
CON~ECTIONS
TRANS.
PART NO.
01
Outholc PI
GRY-BRN
2PII-4, 8P3-1
QI5
SA3-23-8SU-DC
02 Outhole P2
GRY-RED
2Pll-S, SP3-2
QI7
SA-23-8S0-DC
03 Ball Ramp Thrower PI
GRY-ORN
2PlI-7, SP3-3
Q19
SGJ-23-S50-DC
04-
BaH Ramp Thrower P2
GRY-YEL
2P11-8, 8P3-4
Q2I
SG 1-23-850-DC
05 Ball Shooter PI
GRY-GRN
2PII-9, SP3-S
Q23
SA-4-23-850-DC
06 Ball Shooter P2
GRY-BLU
2PI1-3. 8P3-6
Q25
SA-4-23-85D-DC
07 Ejc(;t Hole PI
GRY-VIO
2PlI-2, 8P3-7
Q27
SG-J-23-850-DC
08 Eject Hole P2
GRY-BLK
2PI1-1,8P3-8
Q29
SG-I-23-850-DC
09 Disappearing PI Target (Front)
BRN-BLK
2P9-9, 8P3-9
Q31
SA-5-24-7S0-DC
10 Disappearing P2 Target (Front)
BRN-RED
2P9-7, 8P3-10
Q33
SA-S-24-750-DC
.
11 Disappearing PI Target (Rear)
BRN-ORN
2P9-I, 8P3-11
Q35
S-S-24-7S0-DC
12 Disappearing P2 Target (Rear)
BRN-YEL
2P9-2. 8P3-12
Q37
SA-5-24-7S0-DC
13 Left 3-Bank Drop Target Reset Relay BRN-GRN
2P9-3. 8P3-J3
Q39
5580-09613-00
14 Right 3-Bank Drop Target Reset Relay BRN-BLU
2P9-4, 8P3-14
Q41
5580-09613-00
15 General Illumination Relay
BRN-VIO
2P9-5, 317-1
Q43
5580-09555-00
16 Coin Lockout
BRN-GRY
2P9-6. 7P4-5
Q45
90421S-696
17 Flipper Select Relay
BLU-BRN
2PI2-7_ 8P3-7, 8P5-8
Q2
5580-09613-00
18 Not Used
BLU-RED
2P12-4
Q4
5580-09384-00
19 Left KIcker PI
BLU-ORN
2PI2-3, 19
Q6
SG-I-23-850-DC
20 Left Kicker P2
BLU-YEL
2PI2-6. 20
Q8
SG-I-23-850-DC
21 Right Kicker
PI
BLU-GRN
2PI1-8.21
QlO SG-I-23-850-DC
22 Right Kicker P2
BLU-BLK
2PI2-9,22
QI2
SG-1-23-850-DC
Left Flipper Pl
BLU-GRY
7SW73, 7P5-1O, 8P3-32
-
SFL-19-400/30-750-DC
Right Flipper PI
BLU-VIO
7SW72 , 7P5-9. 8P3-34
-
SFL-19-400/30-750-DC
Left Flipper P2
BLK-BLU/BLK-ORN 7SW76_ 7P5-12, 8P3-31
-
SFL-19-400/30-750-DC
Right Flipper P2
BLK-YEUBLK-GRN 7SW77, 7P5-11, 8P3-33
-
SFL-19-400/30-7S0-DC
*NOTES:
4, Special switch connections for solenoids 19 through 22 are as
r.
Second wire color on flippers is between flipper coil and
follows:
solenoid 17- flipper select relay. Solenoid
17
selects control of
19-0RN-BRN-2P13-2,
8P3-26
player 2 flippers by player
1
or
2,
Player 2 flipper connections
20-0RN-YEL-2P13-4,
8P3-27
for
1
player game are
as
follows:
21-0RN-GRN-2PI3-8,
8P3-2g
Left P2-BLK-RED/BLK-ORN-7SW74,
7P5-5, gP3-23
22-0RN-BLU-2PI2-9,
8P3-29
Right P2-BLK-WHT/BLK-GRN-7SW75,
7P5-6, 8P3-24
5_
Typical wiring for solenoids and special switches follows.
2_ Solenoids 13 and 14 pulse ground
+
02 drop target banks each
3.
Part No, of solenoid 16 is Coin-Co number.
Switch Test
I.
From Solenoid Test depress ADVANCE with
the
switch
set to AUTO-UP. Test
03
should be indicated in the Player
J
Credits display and any stuck switches in the Player I
Match display. As stuck
switchtes)
is displayed a sound is
produced.
The display continuously cycles through the
stuck switches and as they are opened,
the number is
removed from the sequence.
When all switches are open,
the Player 1 Match display is blank and the sounds stop,
2, If all switches in a row are displayed,
first verify that all
are open and then check for a short to ground on the row
wire .
.-
Operate switches; a sound is produced and switch number
is momentarily indicated in the ball in play display. If two
switches in a row are indicated with one switch closed,
check for a short between the column wires; for multiple
indication check column wire for short to ground.
If two
switches
in a column are indicated with one switch closed,
check for short between row wires.
4_ If proper indications are obtained in Test 03 but matrix
problem is suspected in game play, disconnect
lamp
connectors 2P5 and 2P7 _ Recheck in game
play,
Perform
CPU Self-Test if problem remains.
If problem is cleared,
check for short between lamp matrix and switch matrix.
5_ Shorted diodes can cause "rectangle" switch matrix prob-
lerns. For example,
consult the switch matrix chart and
visualise a situation where the disappearing target switch
42 is down and drop target switch 26 is down, If a ball
makes the right 3-bank center drop target switch 27, a
shorted diode at switch 26 would cause the disappearing
target rollover switch 43 to be indicated.
This would
falsely initiate Unlimited Ball
play,
Note that the faulty
switch is "diagonally"
opposite from the invalidly-
indicated switch.
9