There are several functions accessible
to the operator while in the test
mode. These functions are Self-Test,
Bookkeeping, Game Adjustments, and
utilities. Each of these functions
will be explained in detail later in
this section. To enter the test mode,
the game must be in the attract mode
(game over). Then depress the Test
button located just inside the front
door of the game. The operator will
then be given a choice as to which
function he wants to access. Use the
left flfpper button to choose
(highlight) the function desired and
then either the Test button or the
right flipper button to enter
the chosen function.
NOTE: The Test button may be held in
to fast forward through the steps of
a particular function.
To exit the test mode or change
functions the Slam switch (front
door) must be activated or the power
must be turned off.
I.
SELF-TEST
This function will allow the operator
to test all the hardware related
devices in the game. Each test is
described below. In most cases the
Credit button can be used to restart
each test (see
Testmode Flowchart).
A, MEMORY TEST
t his
function tests all memory
devices on the Control Board (Al). If
all the devices pass the test an
ltOKtt
will be displayed. If a failure
occurs, a description of the faulty
component will be displayed. Then
after a short period of time the Game
Prom check sum will be displayed.
B.
LAMPCHECK
This function will flash all the
controlled lamps and flasher lamps
continuously. This will allow the
operator to easily check for and
replace any burned out light bulbs.
C. LAMP MATRIX TEST
his
test will allow an operator to
single step through and check the
operation of each lamp in the game.
The left flipper button will
decrement the active lamp number by
one while the right flipper button
will increment the active lamp number
by one. The strobe number and the
return number are combined to form
the lamp number
(strobe,return) which
is shown in the display along with a
description of the lamp. Only one
lamp at a time should flash during
this test.
D. RELAY AND SOLENOID TEST
This test will allow an operator to
single step through and check the
operation of each relay and solenoid
driver in the game. The left and
right flipper buttons are used to
change the active driver number. The
selected driver description and
number will appear in the display.
The Credit button is then used to
activate the driver for a short time
period. Solenoid #31
("Qtl relay) is
always on during this test so as to
provide power to devices such as the
pop bumpers and kicking rubbers (see
Playboard Schematic Diagram).
E. SWITCH MATRIX TEST
The first part of this test will
report any
switch(s) which have not
been operated in the course of the
last 15 games (INOPERATIVE SWITCHES).
The second part of the test will
report any
switch(s) which are stuck
closed. If no switches are closed when
this test is started, the message
"ALL
SWITCHES OPENt1 will be displayed. If
any switches are closed, the closed
switch(s) name and number will
continuously be displayed. The strobe
number and the return number are
combined to form the switch number
(strobe,return). The Credit button can
be used to restart this test.
F.
SWITCH EDGES TEST
This test will display the name and
number of any switch that is actuated.
When actuating each switch, a problem
exists if either no switch is shown or
any switch other than the one actuated
is displayed.
G. DISPLAY TEST
This test checks the operation of the
128 x 32 dot matrix display. The right
flipper button is used to advance this