TEST/DIAGNOSTIC PROCEDURES (Continued)
SWITCH TESTS (Continued).
2. Switch Edges.
From the Switch Levels Test, press ADVANCE. Observe that the player
1
and
2
displays show
the message, SWITCH EDGES; the Player 3 display shows 06 (Switch Edges Test identifier).
The right portion of the Player
3
display is blank, indicating that no switch is actuated.
This test permits the operator to test whether actuating a switch provides the proper signal to the
System-11 A switch testing program. When actuating a switch, the operator should see the
switch's name and number (in the player
1, 2,
and
3
displays, respectively).
[f
no indication
appears at the time the switch is actuated, the operator then knows that there is a malfunction
associated with that switch.
Using this technique, the operator can test each switch appearing in the
BIG GUNS
switch
problem reporting displays (either at game Turn-On or at the beginning of the Diagnostic Tests)
to determine whether the switch can be actuated. If the switch's name and number are dis-
played while the operator checks its operation, the operator then knows that the reported prob-
lem with that switch is NOT currently caused by a switch malfunction. The operator can then
seek other causes for the reported problem, being almost certain now that the switch did not
fail.
This test
is
also useful when the operator
is
adjusting the sensitivity of
a
particular switch's
actuation mechanism.
Among the possibilities is the fact that the players have not actuated that switch because of
some other problem; the operator should try to analyze what could cause the switch to be
missed, and remedy that problem cause. With these new tests, switch problems are, therefore,
more easily isolated.
3. Pfayfield
or
CPU Board?
To determine whether a switch problem is in the play1ieldor the CPU
Board, remove connectors 1P8 and 1P10 from the CPU Board. Begin the Switch Test. Use a
jumper wire to simulate switch actuation. For example, placing a jumper between 1J10-9 and
1J8-2 should (based on the SwitCh-Matrix Table) should produce an indication of switch 09
being actuated.
ENDING THE DIAGNOSTIC TESTS.
To end the Diagnostic Tests, reach the Switch Edges Test (06 in the Player 3 display), use AUTO-
UP and press ADVANCE. The backbox displays should show the
BIG GUNS
game's Identi-
fication Information, Use MANUAL-DOWN, and press ADVANCE to reach Adjustment Item 70 (IN-
STALL FACTORY), Use AUTO-UP and press ADVANCE to obtain the Attract Mode.
AUTO BURN-IN MODE.
The Auto Burn-in Mode permits the operator to check intermittent (or nonrecurring) problems asso-
ciated with most portions of the game's circuitry. Repeatedly cycling through a group of tests can
sometimes bring a problem, which occurs only randomly or occasionally, to exhibit itself more fre-
quently, thereby aiding in the isolation of the problem. To activate the Auto Burn-in Mode:
1. While in the Game Adjustments, reach Ad 67 and change the Factory Setting of NO to YES, via
the Credit button. Set the AUTO-UP/MANUAL-DOWN switch to AUTO-UP.
2. Press ADVANCE to start the Auto Burn-in Mode. This mode repeatedly sequences through the
Music Test, the Display Test, the Sound Test, the All Lamps portion of the Lamp Test, and the
Solenoid Test.
3. To halt the Auto Burn-in Mode, switch the game Off and then On.
BIG GUNS
now starts in the
Attract Mode, (If a switch problem is now reported by the displays, perform the Switch Tests
again to determine the nature of the problem; then, perform necessary repalrs.)
BIG GUNS
31