EasyManua.ls Logo

Atari SUPER SPRINT - 3 Self-Test

Atari SUPER SPRINT
80 pages
Print Icon
To Next Page IconTo Next Page
To Next Page IconTo Next Page
To Previous Page IconTo Previous Page
To Previous Page IconTo Previous Page
Loading...
Chapter
3
Self-Test
This
game
tests
itself
and
provides
visual
and
audible
in¬
dications
of
the
condition
of
the
game
circuitry
and
con¬
trols.
Self-test
information
is
displayed
on
the
screen
and
sent
through
the
sound
system.
No
additional
equipment
is
required.
We
suggest
that
you
perform
a
self-test
when
you
first
set
up
the
game,
each
time
you
collect
the
money,
or
when
you
suspect
game
failure.
Coin
and
game
option
settings
are
displayed
in
the
Self-Test
Mode.
Thirteen
self-test
screens
provide
a
visual
and
audible
check
of
the
Super
Sprint
game
circuits.
Refer
to
Chapter
1
for
the
self-test
switch
location.
The
Self-Test
Mode
can
be
entered
immediately
after
turning
on
the
game
power,
either
from
the
Play
Mode
or
from
the
Attract
Mode.
If
the
self-test
switch
is
turned
on
during
the
Play
or
the
Attract
Mode,
the
first
display
to
appear
is
the
6502
Processor
Test.
By
pressing
the
red
start
(center)
button,
the
self-test
advances
to
the
Pedal
Test.
The
self-test
then
advances
from
the
Pedal
Test
to
the
end.
The
game
power
must
be
turned
off,
the
self-test
switch
turned
on,
and
the
game
power
turned
on
again
to
start
the
self-test
with
the
RAM/Interrupt/ROM
Test.
The
following
self-test
procedure
is
presented
in
the
se¬
quence
in
which
the
self-test
screens
appear
when
the
self-test
switch
is
turned
on
and
then
the
game
power
is
turned
on.
Turning
off
the
self-test
switch
at
any
time
dur¬
ing
the
self-test
causes
the
game
to
return
to
the
Attract
Mode.
-NOTE-
During
any
of
the
self-tests,
press
the
red
start
(or
center)
button
to
advance
to
the
next
screen,

Table of Contents

Related product manuals