Self Test Procedure

This game will test itself and provide data to demonstrate that the game's circuitry and controls are operating properly. The data is provided on the TV monitor and the game speaker; no additional equipment is necessary.

Part of the self-test procedure includes a display of the operator-selectable game options. Therefore, we suggest you run the self-test procedure anytime you need to change the game's options.

To run the self-test, follow the instructions outlined in Figure 6.

VOLUME DECREASE: TURN CLOCKWISE

SELF-TEST SWITCH

VOLUME DECREASE: TURN CLOCKWISE

SELF-TEST SWITCH

VOLUME CONTROL

OPTION SWITCHES

Figure 5 Location of Self-Test Switch, Volume Control and Option Switch

VOLUME CONTROL

OPTION SWITCHES

Figure 5 Location of Self-Test Switch, Volume Control and Option Switch

INSTRUCTION

RESULTS IF TEST PASSES

RESULTS IF TEST FAILS

1. Set self-test switch to on position (see Figure 5).

TV monitor displays picture as shown in Figure 7.

RAM FAILURE is Indicated by a sequence of from 1 to 6 tones. A low-frequency tone is heard for each good RAM chip. A much lower frequency is heard for a failing RAM chip. The sequence stops with the last failing RAM chip. To restart the sequence, press the Reset pushbutton on the game PCB or set the self-test switch to off, then again to the on position. Identify the bad RAM chip with table below. Example: Three tones, then a tone of much lower frequency indicates failure of RAM chip R4.

RAM CHIP LOCATION

D2 E2 M4 R4 N4 P4

ROM/PROM FAILURE is indicated by two columns or lines of numbers in the upper left-hand corner of the display. The number in the left column or first line indicates the failing ROM/PROM chip(s). Identify the bad ROM/PROM with table below.

The number in the right column or second line indicates the failing data bit of the failing ROM/PROM. Identify the bad bit with the second table below. If more than one bit is failing, the displayed number(s) are hexadecimal combinations of the numbers shown below. Examples:

1) If bits D2 and D3 fail, C is displayed.

2) If bits D2, D3 and D7 fail, 8C is displayed.

3) If bits D4 and D5 fail, 30 is displayed.

4) If bits D1, D3, D5 and D6 fail, 6A is displayed

DISPLAYED NO.

FAILING ROM/PROM

0 1

N/P3

K4, L4

2 3

F1

F2, L1

5

D/E1

H2, J1

6 7

C1

DISPLAYED NO. FAILING BIT

1

DO

2

D1

4

D2

8

D3

10

D4

20

D5

40

D6

80

D7

RAMSEL SIGNAL FAILURE is indicated by a BANK ERROR or PAGE SELECT ERROR message at lower middle of display.

2. Activate all control panel and coin door switches. When satisfied with test, set self-test switch to off position.

1 PLAYER START 1 PLAYER START and/or 2 PLAYER START LEDs not lighted, and 2 PLAYER

START LEDs are High-pitched click sound is not heard for any particular switch.

lighted. High-

pitched click for each activated switch.

To change toggle positions of the switch assembly, you need not remove the game PCB. The switch, usually colored blue, is easily accessible when the game PCB is mounted in place.

When changing the options, verify proper results on the TV monitor display during self-test. A switch toggle in the on position is indicated by a 0 for that switch on the TV monitor display. A switch in the off position is indicated by the number 1.

Toggle Settings of 8-Toggle Switch on Game PCB 7 6 5 4 3 2

Option

On On Off Off

On Off On Off

On Off

On Off

English German French Spanish

4-Ship Game 3-Ship Game

Center Coin Mech x 1 Center Coin Mech x 2 (Both settings are for left mech, if a 2-mech door)

iwrrr-H cm C0IN MECH

TOGGI F 1 MULTIPLIER (LEFT

RIGHT COIN MECH MULTIPLIER

SWITCH TOGGLE 8

On Off

Center Coin Mech x 1 Center Coin Mech x 2 (Both settings are for left mech, if a 2-mech door)

On

On

Right Coin Mech x 1

On

Off

Right Coin Mech x 4

Off

On

Right Coin Mech x 5

Off

Off

Right Coin Mech x 6

On

On

Free Play

On

Off

1 Coin* for 2 Plays

Off

On

1 Coin* for 1 Play

Off

Off

2 Coins* for 1 Play

Suggested settings are shown in illustration at right.

Suggested settings are shown in illustration at right.

iwrrr-H cm C0IN MECH

TOGGI F 1 MULTIPLIER (LEFT

RIGHT COIN MECH MULTIPLIER

Photograph above shows toggles 1, 2, 4-7 on, and toggles 3 and 8 off.

* Note: In the U.S. and Germany only, a "coin" is defined as 25$ or 1 DM. If your game also has $1, 2 DM or 5 DM mechanisms, you must set the center and right coin mechanism factors as per your choice.

Toggle Settings of 4-Toggle

Switch on Game PCB 4 3 2 1

For Games Having These Coin Doors:

Option

On On Thai 1 Baht/1 Baht, German 1 DM/1 DM, U.S. 25C/25C, Belgian or French 5 Fr/5 Fr, Swiss or French 5 Fr/5 Fr, U.S. 25<t/25<t/25<t, Japanese Y100/Y100, Swedish 1 Kr/1 Kr, U.K. 10 P/10 P, Australian 20C/20C, or Italian 100 L/100 L

Off On German 2 DM/1 DM, German 1 DM/5 DM, U.S. 25<t/25<t/$1, or U.S. 25<t/$1

On Off No coin door is currently designed for this configuration.

Off Off German 1 DM/2 DM/5 DM

All 3 coin mechanisms are same denomination; all register on one coin counter.

Left and center mechanisms are same denomination; right mech is another denomination. Requires two coin counters.

Left mech is one denomination; center and right mech are another denomination. Requires two coin counters.

Left, center and right mechs are 3 different denominations. Requires three coin counters.

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