TEST/DIAGNOSTIC PROCEDURES
(Continued)
ltoa1>'
Xttngs-
Lamp-Matrix Table
~
1 066
2
Q64
3
062
4 060
5 058
6 056
7 054
8 052
VEl·BRN
VEl·RED
VEl·ORN
VEl·BlK
VEl·GRN
VEl·BlU
VEL·VIO VEl·GRV
W
1J7·1
1J7·2
1J7·3
1J7·4
1J7·6
1J7·7
1J7·8
1J7·9
080 RED·
R
S
Right - Collect
Right
Bonus
Bonus
1 BRN Game Over
Detour Value Extra Ball
40,000
41
5000
Not Used
1J6·1
1
Target 9
Target 17
25
33
49
57
081 RED-
O
Bonus
Bonus
NotUaed
2 BlK
Match
Lane 1
Left Timelock Mega-Score
60,000
6000
1J6·2
2
Target 10
18
26
34
42
50
58
082 RED-
ShooIAgain
A
Bonus
Bonus
Not Used
3 ORN (Backbox)
Lane 2
Center Timelock
2X
80,000
7000 51
1J6·3
3
Target 11
19
27
35
43
59
083 RED-
O
Bonus
Not Used
4 VEL
Bailin Play
Lane 4
Power Kick
Cruise Again
3X
8000 52
1J6·5
4
Target 12
20
28
36
44
60
084 RED-
K
Right Special
Bonus
Bonus
Not Used
GRN Hold Bonus
Lane 3
5
4X
1000 45
9000 53
1J6-6
5
Target 13
21
29
37
61
085 RED-
Spots Letter
I
Bonus Hold Left Special
Bonus
Center
6 BLU
When Lit
5X
Extra Ball
Not Used
1J6-7
6
Target 14
22
30
38
2000 46
54
62
086 RED-
Left Lock
N
All Scores
Right Timelock
Bonus
Bonus
Detour
Not Used
7 VIO
Target 15
Double
10,000
3000
When Lit
1J6-8
7
23
31
39
47
55
63
087 RED-
G
Left - Collect
Right Lock
Bonus
Bonus
Not Used
Not Used
8 GRY Center Lock
Detour Value
1J6·9
8
Tlllget 16
32
20,000 40
4000
56
64
24
48
2. Single Lamps.
From the All Lamps test, lIsing AUTO-UP, press ADVANCE to enable
Road Kings
to initiate the Single
Lamps Test. The player 1 and 2 displays initially show the message, SINGLE LAMPS, and the Credit
display shows 03. Then, the BALL IN PLAY/ MATCH display shows 01 and the player 1 and 2 displays
show GAME OVER, the name of the lamp currently blinking. Press the Credit button to proceed through an
ascending series of designator numbers (01 through 64), with the player 1 and 2 displays showing the
individual lamp's name. Press and hold the Credit button to proceed rapidly to the desired lamp.
SOLENOID TEST.
1. (From Lamp Test) Using AUTO-UP, press ADVANCE. Observe that the player 1 and 2 displays show the
message, COIL TEST, the Credit display shows 04 (Solenoid Test identifier). Next, the BALL IN PLAY/
MATCH display shows a series of test steps from 01 through 22, while the player 1 and 2 displays show the
name of the solenoid. During each of these steps, pulsing of the respective solenoid occurs. The test
cycles repeatedly, unless halted via the MANUAL-DOWN switch. Refer to the Solenoid Table for sole-
noid numbers and wiring information. CPU Board connections at 1P11, 1P12, and 1P19 are also listed in
the table.
NOTE
As directed by the game program, the Solenoid Select Relay (solenoid 12) switches the
solenoid B+ power between two power busses to permit actuating two groups of solenoids
at the proper times. In its de-energized state, the Relay connects the 'circuit A power' to
16 "controlled" solenoids (identified in the table with no suffix letter or the letter A, after the
solenoid number). Individual solenoid operation then depends on the game program
enabling the ground path for solenoid actuation via the driver transistor associated with
each solenoid circuit. For example, the game program can actuate the Rear Field Flashers
(sol. OSA),via the driver transistor 031.
When the game program determines that the Relay (sol. 12) must be energized, the relay
then connects 'circuit C power' to four group C solenoids (OSC,13C, 14C, and 1SC). Now,
driver transistor 031 can actuate the Upper Left Kicker (sol. OSC). Using this "multi-
plexing" technique, the same driver transistor can control actuation of two separate
solenoids.