Page 36 - Road Kings

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TEST/DIAGNOSTIC PROCEDURES (Continued)
SWITCH TESTS (Continued)
2. Switch Edges.
From the Switch Levels Test, press ADVANCE. Observe that the player 1 and 2 displays show the mes-
sage, SWITCH EDGES, the Credit display shows 06 (Switch Edges Test identifier), and the BALL IN
PLAY/MATCH display is blank, indicating that no switch is actuated.
This test permits the operator to test whether actuating a switch provides the proper signal to the Sys-
tem-11 switch testing program. When actuating a switch, the operator should see the switch's name and
number (in the player 1 and 2, and the BALL IN PLAY/MATCH displays, respectively). If no indication
appears at the time the switch is actuated, the operator then knows that there is a malfunction associated
with that switch.
Using this technique, the operator can test each switch appearing in the
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switch problem
reporting displays (either at game Turn-On or at the beginning of the Diagnostic Tests) to determine
whether the switch can be actuated. If the switch's name and number are displayed while the operator
checks its operation, the operator then knows that the reported problem with that switch is NOT currently
caused by a switch malfunction. The operator can then seek other causes for the reported problem,
being almost certain now that the switch did not fail.
This test is also useful when the operator is adjusting
the sensitivity of
a
particular switch's actuation mechanism.
Among the possibilities is the fact that the players have not hit that switch because of some other
problem; the operator should try to analyze what could cause the switch to be missed, and remedy that
problem cause. With these new tests, switch problems are, therefore, more easily isolated.
Coin Chute Switches.
During the Switch Edges test, the System-11 switch testing program ener-
gizes the coin lockout relays, to prevent testing actuations of the coin chute switches from affecting the
data contained in the audit counters, thereby maintaining accurate records of the game's earnings.
3. Playf/eld or CPU Board?
To determine whether a switch problem is in the playfield or the CPU Board,
remove connectors 1P8 and 1P10 from the CPU Board. Begin the Switch Test. Use a jumper wire to simu-
late switch actuation. For example, placing a jumper between 1J10-9 and 1J8-2 should (based on the
Swltch·Matrlx Table) should produce an indication of switch 09 being actuated.
ENDING THE DIAGNOSTIC TESTS.
To end the Diagnostic Tests, reach the Switch Edges Test (06 in the Credits display), use AUTO-UP and
press ADVANCE. The backbox displays should show the
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game's Identification Information. Use
MANUAL-DOWN, and press ADVANCE to reach Adjustment Item 70 (INSTALL FACTORY). Use AUTO-UP
and press ADVANCE to obtain the Attract Mode.
AUTO BURN·IN MODE.
The Auto Burn-in Mode permits the operator to check intermittent (or nonrecurring) problems associated with
most portions of the game's circuitry. Repeatedly cycling through a group of tests can sometimes bring a
problem, which occurs only randomly or occasionally, to exhibit itself more frequently, thereby aiding in the
isolation of the problem. To activatethe Auto Burn-in Mode:
1. While in the Game Adjustments, reach Ad 67 and change the Factory Setting of NO to YES, via the Credit
button. Set the AUTO-UP/MANUAL-DOWNswitch to AUTO-UP.
2. Press ADVANCE to start the Auto Burn-in Mode. This mode repeatedly sequences through the Music
Test, the Display Test, the Sound Test, the All Lamps portion of the Lamp Test, and the Solenoid Test.
3. To halt the Auto Burn-in Mode, switch the game Off and then On.
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now starts in the
.A11mQ1
M2WL.
(If a switch problem is now reported by the displays, perform the Switch Tests again to determine
the nature of the problem; then, perform necessary repairs.)