T.16 Magnet Test
The Magnet Test assists in troubleshooting any problems with
the under-playfield magnets. During the test, all four magnets are enabled. The magnets are
activated differently, depending upon the magnet.
Spiral Magnets
The two magnets in the outer loop (called the "SPIRAL") each have an optical switch
associated with them. When a ball is sensed by the switch, the magnet is activated for a few
seconds, and then deactivated. This causes the ball to be caught and held by the magnet,
and then released.
The display during this test shows the states of the magnets and their optical switches. The
boxes next to the labels "L. SPIR. MAG." (Left Spiral Magnet) and "R. SPIR. MAG." (Right
Spiral Magnet) are filled in when the corresponding magnet is activated. The boxes next to
the labels "L. SPIR. SW." (Left Spiral Switch) and "R. SPIR. SW." (Right Spiral Switch) are
filled in when the corresponding switch is active.
Mini-Playfield Magnets
The magnets attached to the mini-playfield are activated by the flipper switches.
The
flippers themselves are turned OFF during the Magnet Test.
Pressing the left or right flipper button causes the left or right mini-playfield magnet,
respectively, to be activated. The magnets are pulsed for a short time, just as during normal
game play.
The display shows the states of the flipper buttons and the mini-playfield magnets. The
boxes next to the labels
"L
MINI. MAG." (Left Mini-playfield Magnet) and "R. MINI. MAG."
(Right Mini-playfield Magnet) are filled in when the corresponding magnet is pulsed. The
boxes next to the labels
"l.,
FLIP. SW." (Left Ripper Switch) and "R. FLIP. SW." (Right
Ripper Switch) are filled in when the corresponding flipper button is pressed.
Twilight Zone 1-22