Page 35 - Road Kings

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TEST/DIAGNOSTIC PROCEDURES
(Continued)
SWITCH TESTS.
1. Switch Levels.
(From Solenoid Test) To initiate the Switch Levels Test, press ADVANCE. Observe that the player 1 and 2
displays show the message, SWITCH LEVELS, the Credit display shows 05 (Switch Levels Test identifier),
and the BALL IN PLAY/MATCH display is blank, indicating that no switch is actuated.
If, however, a switch
is
actuated (possibly stuck closed), the BALL IN PLAY/MATCH display shows that
switch's number, while the player 1 and 2 displays indicate the switch's name. A sound also accompa-
nies the displays. (This is another facet of the new
Road Kings System-11
switch testing capability.) If
more than one switch is closed, each switch's name and number becomes a member of a series of dis-
plays, each showing the switches' names and numbers. (In addition, either of these problems could result
in the reporting of a switch problem (or problems) at game Turn-On or at the beginning of Diagnostic Tests.)
As soon as the operator opens a closed switch, its name and number are eliminated from the Switch Lev-
els display series. For
Road Kings,
switch numbers can range from 01 through 48. Refer to the Swltch-
Matrix Table for switch numbers and wiring information.
CPU Board connections at jacks 1J8 (col-
umns) and 1J10 (rows) are also listed in the table.
Row Problems. If a display of two (or more) switch numbers of a row occurs, although only one switch
is closed, check for a short circuit between the column wires.
Multiple Switch Number Indications.
Check the associated column wire for a short circuit to
ground.
Column Problems.
If display of two (or more) switch numbers jn a column occurs (while only one
switch is actuated), check for a short circuit between the row wires.
Use AUTO-UP to proceed to the next test.
~oa~
l[\,tngg
Switch-Matrix Table
~
1 045
2 049
3 044
4 048
5
043
6 047
7 042
8 046
GRN-BRN GRN-RED GRN·ORN GRN·YEL
GRN-BLK
GRN·BLU GRN·VIO GRN·GRY
W
1Ja·1
1Ja·2
1Ja·3
1Ja·4
1J8-S
1J8·7
1Ja·a
1J8·9
WHT·
PlumbBob
R
S
Left Jet
Not
Not
1 BRN
Ti~
Target
Target
17
Bumper
Right Ten Point
Right Trough
Used
Used
1J10·9
1
9
25
33
41
49
57
WHT·
BanRoil
0
Lane 1
Right Jet
Not
Not
2 RED
Tin
Target
10
Bumper
Upper Left
Left Trough
Used
Used
1J1
o-a
2
18
26
Kicker
34
42
50
58
WHT·
Credit
A
Lane 2
Bottom Jet
Not
Not
3 ORN
Button
Bumper
Right Rollunder
Left Kicker
Target
11
Used
Used
59
1J10·7
3
19
27
35
43
51
WHT·
Right
0
Lane 4
Left Outlane
Right Kicker
Not
Not
4 YEL
Coin
Left Roilunder
Target
12
Used
Used
1J10·6
Chute
4
20
28
36
44
52
60
WHT·
Center
K
Lane 3
Right Outlane Left Eject
Not
Not
5 GRN
Coin
Left Ten Point
1J1 0·5
Chute
5
Target
13
21
29
37
45
Used
53
Used
61
WHT·
left
I
CenterEjed
Playfield
Not
Not
6 BLU
Coin
Right Ramp·
DropTargel
Target
14
Tin
Used
Used
1J10·3
Chute
6
Enter
22
30
38
46
54
62
WHT·
Slam
N
Ramp Raise Center Ramp •
Ball Shooter
left Flipper
Not
Not
7 VIO
Ti~
Target
(EOS)
Enter
(EOS)
Used
Used
1J10-2
7
15
23
31
39
47
55
63
WHT-
High-Score
G
Top Jet
Center Ramp -
Outhole
Right Flipper
Not
Not
8 GRY
Reset
Bumper
Right Exit
(EOS)
Used
Target
16
Used
1J10-1
8
24
32
40
48
56
64