TEST/DIAGNOSTIC PROCEDURES (Continued)
Activating either the entire test series or one of the individual tests requires use of the Game Adjustmentl
Diagnostic switches. Open the coin door for access to these switches. To proceed to the Diagnostic Tests, the
operator must simply switch the game On, set the AUTO-UP/MANUAL-DOWN switch to MANUAL-DOWN, and
press the ADVANCE button.
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Road King's game program
has a special feature to aid the operator and service personnel: When
the operator is beginning the Test/Diagnostic Procedures (and also at game Turn-On), a display
now signals when a switch has NOT been actuated during ball play for a lengthy period of time
(60
balls, or 20 games). However, for the Switch Problem Reporting activity at the beginning of the
Testl
Diagnostic Procedures, the display of problem switches is
not
limited to just three switches; it now
includes
ALL
switches exhibiting problems. Refer to the text on Switch Tests for more information.
MUSIC TEST.
1.
In the Music Test, observe that the player
1
and
2
displays show the message, MUSIC TEST. Switching to
AUTO-UP, observe that the message now reads MUSIC OFF, and that the BALL IN PLAY/MATCH display
shows
00.
Press the Credit button to select the desired music selection:
01 -
'Start Drums' through
08-
'HiScore Theme' (the selections repeat). Adjust the volume control for proper sound level for the game
location.
2.
Use the AUTO-UP position.
DISPLAY TEST.
1.
To initiate the Display Test, press ADVANCE. Observe that player
1
and
2
displays briefly show the
message, DISPLAY TEST, and that the Credits display shows
00
(the Display Test identifier).
2.
Use AUTO-UP. Observe that all displays begin a display cycle of all Osthrough all 9s, one digit at a time.
Verify that the proper comma segments light during display of the odd-numbered digits. Next, a special
"all segments" character 'walks' from left to right across each display (player 1, 2, 3, 4, BALL IN
PLAY/MATCH, Credits).
3.
To halt the display cycle, use MANUAL-DOWN. Then, press ADVANCE to step through the sequential digit
display, digit by digit, and the subsequent "all segments" characters display test. Use AUTO-UP to
resume cycling, and to proceed to the next test.
SOUND TEST.
1.
(From Display Test) To initiate the Sound Test, press ADVANCE. Observe that the player
1
and
2
displays
show the message, SOUND TEST, and that the Credit display shows
01
(the Sound Test identifier). The
BALL IN PLAYIMATCH display shows a series of test steps from
00
through
07.
Verify that a different
sound is heard each time the number in the BALL IN PLAY/MATCH display changes.
2.
To repeatedly pulse a single sound, use MANUAL-DOWN. Verify that one particular sound repeats. Press
ADVANCE to step to the next sound, which repeats until ADVANCE is pressed again. Use AUTO-UP to
resume cycling the sounds, and to proceed to the next test.
LAMP TESTS.
1.
All Lamps.
(From Sound Test) To initiate the first Lamps Test, press ADVANCE. Observe that the player 1 and 2
displays show the message, ALL LAMPS, and that the Credit display shows 02 (All Lamps Test identifier)
and that all feature lamps (playfield and backbox) blink on and off. (Note, however, that the General illumi-
nation lamps remain lighted steadily.) To locate the wiring associated with a particular lamp, refer to the
Lamp-Matrix Table. CPU Board connections at jacks
1J6
(columns) and
1J7
(rows) are also listed in
the table.