Page 16 - Power Play

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VIII. ROUTINE MAINTENANCE ON LOCATION:
Self-Test routines are written into the game desiqn They are particularly useful for routine
maintenance. The tests are described below. The first test is automatic and occurs on
power-up. This test causes the,iMPU module A4 to examine itself for failures. Seven flashes of
an LED indicates. proper operation: The second series of selt-diaqnostic tests, caus,'~;sthe
MPU to exercise each of th~ other modules In such a way as to make their taults, If any,
obvious, See Figure III and Page il.
,
I '
It is recommended that thel~e tests be used several times a week to check out the qarnos
before play.
If
faults are discovered, they may be corrected on location if
the
operator has
a
stock of replacement modliJles See "Trouble Shooting on Location."
MPU Module self-Tes~t:
f
At power on, the LED
0'
the MPU module flashes once (Flicker-Flash) After
a
pause, it
tiasnes six more times ~d goes ou.t. A power-up tune is played to .orno unce game readiness.
This indicates proper IIPU operating condition and successful completion of the power-up
test
/
I
Game Self-Diagnos
de
Tests:
1.
Pressing the Self-Test button inside the door initiates the Self-Test routine
See
Figures
III and
IV.
All swi ched lamps flash off and on continuously.
2. Pressing th Self-Test button again causes each digit on each display to cycle from 0
thru
9,
and rep Jat continuously.
3. Pressing t W Self-Test button again causes each solenoid to be energized, one at a time,
In a continu
JUS
sequence. Hold both flipper buttons 'in' during this test. The number
appearing
m
the Player Score displays is the same as the number assigned to the
solenoid. The sound of a solenoid pulling-in as a number appears indicates proper opera-
tion. The osence of sound is improper. If sound is absent, see Page
17
for help in Solenoid
identificaLon.
4, Pres;Sing the Self-Test button again causes the MPU to search each switch assembly for
stuck contacts.
If
any are found, the number of the first set encountered is flashed on the
Playe. 'Score displays. The number remains until the fault is cleared. See Page
.17
for help
in St
uCk
Switch identification. Other numbers may follow if more stuck contacts are present.
If
t
.ere
are no stuck switches, the Match/Ball in Play display flashes
0'-
5" Pressing the Self-Test button eleven more times causes the MPU to step thru the
'nreshold and bookkeeping functions described previously and finally to repeat the power-
up test. For
more
rapid exit to power-up, turn the game off, then on. The game is now ready
to play.
After successful completion of the Self Diagnostic Test procedure, set the game up for play.
Exercise each rollover, thumper-bumper, slingshot, etc., by hand until each switch assem-
bly on the playfield has been checked-tor proper operation. If actuating a switch assembly
results in intermittent or no response, clean contacts by gently closing them on a clean
business card or piece of paper and wiping until they wipe clean. Regap, if necessary, to
1/16".
Do not burnish or file Gold Plated Switch Contacts.
IX.
TROUBLESHOOTING ON LOCATION
The game is .dj3signed to make troubleshooting easy. Several simple procedures are given
herein that cq\ler.the greatest percentage of game failures They are written tor an operator on
location and reqqire module replacement. (See Figure III) Symptoms and the action to be
taken are given for each type of problem.
It tne problem is more compNcated
and
is not solved by following this procedure, more detailed
procedures are available from Bally. See the Parts List for ordering information.
13