1. Ckout:
Game Features
This section tests;
A) The mini-playfield positioning opto (if enabled from feature adjustments).
8) The mini-playfield opto ejects, switch, and coil (if enabled from feature adjustments).
C) The opto popper switch and coil. The plunger on the opto popper and opto ejects will
always trigger the opto beam. The program expects this to happen, even if there is no ball in
the device. Otherwise a "Solenoid Switch Error" message is displayed along with the switch
number, name, and switch state.
D) The Trap Door (if enabled from feature adjustments).
Tests A and E report the same error messages from their respective diagnostic test. Refer to the
individual diagnostic tests, at the end of Section One, for more details.
When all devices have passed their test, the display will read "PASSED".
2. Ckout:
Normal
Switch Levels
This test assumes that all 3 balls are in the trough. Any switches that are normally in the wrong state
are displayed. Examine the switch to determine the cause of this problem. WARNING: All ejects,
poppers, outhole, and shooter kickers will start kicking when their switch is activated.
The display will read "Pass" when all switches are in their proper state.
3. Ckout:
Vibration
This test will check for sensitive switches and lamps. When all lamps are turned on, the operator
must visually look for lamps that are burnt out and watch for lamps that "blink", indicating a loose
connection.
All game solenoids are pulsed in a "slow" pattern, then in a "fast" pattern. Any switches that change
their state will stop the test and be displayed. Adjust the switch as needed then press the enter
button to continue. As a general rule when the outhole, trough, or shooter solenoid is activated it
should not trigger its' switch.
4. Ckout:
Solid State Flippers
All flippers are activated to warm-up the coils. The flippers are then flipped 4 times (1 at a time).
Their response and delta millisecond time is measured until the end-of-stroke switch is hit. A (fast)
flipper can indicate that the end-of-stroke switch is adjusted too close, too early. A (slow) flipper can
be a binding or dirty flipper. A stuck-on or -off flipper can be either a coil (assuming the flipper did
not move), mechanical binding flipper, or grossly mis-adjusted flipper end-of-stroke switch. A high
delta time (>4ms) can indicate a dirty end-of-stroke switch, or a mis-adjusted "backing" plate on that
switch.
DOCTORWHO 1-7