TESTI.DIAG,NOSllq: PROCEDURES (Continued)
SWITCH TESTS (ContinL.ied).
..
2. Switch Edges .
From the Switch Levels Test, press ADVANCE.
Observe that the player 1 anq.2 displays show
the message, SWITCH EDGES; the player 3 display shows 07 (Switch Edges TeSldenlifle
r
j.
The right portion 01 the player:3 display is blank, indicating tnat
no
switch
is
actuated.
This test permits the operator to test wbetheractuatlnq a switcf] provides the proper signalto.the
System
11 B
switch testing program.
When using
a
ball to actuate
a
switch,
Ihe
operator should'
see. the.switch's name and number (in 1M player
1,2 ;
and 3 displays. respectively). If no indica-
tion appears at the time the switch is actuated, the operator then knows that there is a rnalfunc-
lion associated with that switch.
.
Using this technloue, the operator can lest each switCh appearing iii the switch problem report-
ing displays (either al game Turn-On or at Ihe beginning of the Diagno$tic Tests) to detenTiirie
whether the switch can be actuated,
Illhe. switch's name and number continue to bedisplayed
while
the
operator checks
n.s
operation, the operator than knows" hat
I
he reported problem with
that switch
Is
NOT curren!!y caused by
a
switch
manuncnon,
The operator can then se~k other
causearcr the reported problem, being almost certain now that the switch did not. fail.
This test
is also useful
wben the Opetator
is adjusrln,g
the
sensitivity of
a
particular
switch's
actuation
mechanism.
.
Amon'g
Ille
pOS:;ibililies IS the fact thai the players have not actuated that switch because
01
some other problem:
the operator should trvto analyze what could Cause the. sw.i!cn 10 be
mIssed, 'and remedy thai problem cause. With these neW tests, switCh problems are,therefore,
more .easily Isolated.
:3,
Pfarfield
or CPU
Beare}?
To determine whe.ther
a
switch problem is in the playfiald
or
the CPU
Board, remove connectors 1P8 and 1
P
1
a
Irom the CPU Board. Begin the Switch Test. Use a
lump!;!r wire to. simulate swttch actuation.
For example, placing a jumper betwe en 1
J
10-9
and
1J8-2
should (based on the Swlk:h-Matrix Table) should produce
an
indication ofswl.tch
09
being actuated.
.'.
. .
. .
.
.
ENDING THE DIAGNO'SlIC TESTS .
. To end 'tile Diagnostic Tests, reach Ihe. Switch Edges Test (07 In the Player
3
display), use AUTO-
ur
and press ADVANCE.
The backbo« displays should show the
SPACE STATION
game's
Identifiqation Informa!lon.
Use MANUAL-DOWN;
and press. ADVANCE to reach Adjustment Item
70 (INSTALL FACTORY').
Usa AUTO-UP and press ADVANCE to obtain Ihe A!)ract Mode.
AUTO BURN·IN MODE.
The Aulo 6urn-in Mode permits the operator to check intermitterit (pr nonrecurring) problems asso-
ciated with most portions 01 the game's circuitry .. Repeatedly cycling through a group of tests can
sometimes. bring
a
problem, which
Ot:CU/S
only randomly or occaslorially,
to eKhibit hseu more fre-
quently, thefeby. aiding In the isolation of the problem.
Te ac!.Jvate the Auto Slim-in Mode:
1. While in Ihe Ga,me Adjustments, reach Ad 67 and chanfje the Faqory Setting Of NO to YES, via
the Credit button:. Sei Ihe AUTO-UP/MANUAL-DOWN switch to AUTO-UP.
2. Press ADVANCE IO.slartthe AulD Burn-In MQde. Thts mode repeatedly sequences throtJgh the
Music Test, the Display Test, the Sound Tssr, the All lamps portlon ofthe Lamp Test. and the
Solenoid Test.
3. To. halt the A!JIQ Bym-inMQdQ,
switch the game Oft and then On.
SPACE STATION
nowstarts
in the Attract ModQ,. (If a switch problem is now reported
by
the displa:ys. perform the. Switch
Tests again todetermlnethe nature of the problem: then, periorm necessary repairs.)