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Williams PIN-BOT - Page 30

Williams PIN-BOT
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TEST/DIAGNOSTIC
PROCEDURES
(Continued)
SOUND
TEST (Continued)
2. To
repeatedly pulse a
single sound, use
MANUAL-DOWN.
Verify that one
particular
sound
repeats.
Press ADVANCE to step to
the
next sound,
which repeats
until
ADVANCE is pressed
again. Use
AUTO-UP
to
resume
cycling the sounds,
and
to
proceed to
the
next
test.
LAMP TESTS.
1.
All Lamps.
(From Sound Test)
To initiate the
first Lamps Test,
press ADVANCE.
Observe that the
player 1
and
2 displays
show the message,
ALL LAMPS, and
that the
Credit display
shows
02
(All Lamps
Test identifier)
and that all
feature lamps
(playfield and
backbox) blink on
and off.
(Note,
however, that
the General
Illumination lamps
remain lighted
steadily.) To locate
the wiring
associ-
ated
with a
particular feature
lamp, refer to
the Lamp-Matrix
Table.
CPU Board
connections
at
jacks 1
J6
(columns) and 1
J7
(rows) are also
listed in the table.
2. Single Lamps.
From the
All Lamps test, using
AUTO-UP, press
ADVANCE to
enable
PIN-BOT to
initiate the
Single Lamps
Test. The
player 1 and 2
displays initially
show the message,
SINGLE
LAMPS,
and the
Credit display shows
03. Then, the
BALL IN
PLAY/ MATCH display
shows
01 and the
player 1 and 2
displays show
GAME OVER, the
name of the
lamp currently
blinking.
Press the
Credit
button
to
proceed
through an
ascending series of
designator
numbers (01
through
64),
with the player 1 and 2
displays
showing the
individual lamp's
name. Press
and hold the
Credit
button
to
proceed
rapidly
to
the
desired lamp.
HI
Double Lamp
PIN-BOT
Lamp-Matrix
Table
A
-
>555
Bulb,
pin 24-8767
Remaining
Lanps
-
til
Bulb, p''n
2-1
-6540
'v
s
£OLUMN
ROW
\
1
Q66
YEL-BRN
1
J7-1
2
064
YEL-RED
1
J7-2
3
062
YEL-ORN
1
J7-3
4
060
YEL-BLK
1
J7-4
6
066
YEL-BLU
1J7-7
7
054
YEL-VIO
1 J7-8
8
052
YEL-GRY
1
J7-9
Q0O
RED-
1 BRN
1J6-1
Game Over
——(Backbox)
LJ
i
2X
9
Drop
Targets'
Single Timer
Lamp 1 7
Earth
25
Shoot
Again
(Playfield)
33
Drop Targets'
Top
Lamp
41
Lett
Outlane
Extra
Ball
49
Right
Outlane
Extra
Ball
57
081 RED-
2
BLK
1J6-2
Match
(Backbox)
2
3X
10
Advance Plane!
18
Venus
26
Score ENERGY
34
Drop Targets'
Middle Lamp
42
Left
Return
Extra
Ball
50
Right
Return
Extra Ball
58
082 RED-
3
ORN
1J6-3
Ball In Play
(Backbox)
3
4X
1
1
br
Mercury
27
Sotar Energy
Value
35
Drop
Targets'
Bottom Lamp
43
Special
51
Not
Used
59
083 RED-
4
YEL
1 J6-5
Mon#! 1
(Backbox Left)
4
5X
12
Yellow
A
(Too) 28
Blue
A
1
(Top)
3 6
Amber
^
1
(Top)
44
nHI
Red
a
1
Pop)
6 0
084 RED-
5
GRN
1J6-6
Moutti 2
(Backbox)
5
Uranus
21
Yellow
a
2
29
Blue
A
2
37
Amber
a
2
45
Med
A
2
61
085 RED-
6
BLU
1J6-7
Moult! 3
(Backbox)
6
Saturn
22
Blue
a
3
38
Amber
a
3
46
Green
A
3
54
Red
A
3
62
086 RED-
7
VIO
1J6-8
Mou#!
4
(Backbox)
^
Single
Eject's
75K
1 5
Jupiter
23
Yellow
A
4
31
Blue
A
4
39
Amber
<3
4
47
Green
4
4
55
Red
A
4
63
087 RED-
8
GRY
1J6-9
Mou#i 5
(Backbox
Right)
8
Single Eject’s
Light
Ex#a Ball
1 6
Mars
24
Yellow
A
5
(Bottom)
32
Blue A
5
(Bottom)
4
0
Amber A
5
(Bottom)
48
Green A
5
f
Bottom)
56
Red A
5
(Bottom)
54
PIN*BOT 26

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