IC in position J 3
J umpering point
IC
in
position
H 3
Figure 4-1 Location of Jumpering Point on PCB
4.4 FUNCTIONAL CHECK OF GAME
OPERATION
The following procedure provides a simple check that
can be quickly performed at the game site, and that docs
not require external test equipment. If at any point d�ring
this procedure the game's response is observed to be other
than the response called for herein, assume the game is not
operating correctly and refer to Section VI of this manual.
If all responses arc as described here, then all major parts of
the game can be assumed to be functioning correctly.
After performing the adjustments described in para
graph 4.2, Energizing the Game, and paragraph 4.3, Game
Structuring, the game should be operating in the attract
mode, as per para. 3.3.2. The speaker should not be pro
ducing any sound. Observe the TV screen.
If the game has been structured for 6 players/coin, the
images of all six player horses and of the seventh pace
horse should be appearing on the screen. If the game has
been structured for 2 players/coin, the images of the p.icc
horse and one of the following combinations of player
horses should be appearing on the screen: horses #I and
or horses #1, :t;:2, ;;:4 and
or all six horses. None of
the images will be moving ,rnd the horses will be at r,mdom
positions along their respective tracks. For each of these
horse images the racetrack will be a solid line rather th,m a
broken line, the chcckcrcd finish line will be visible, but no
pickets will be visible.
Also if one of the player horse images is touching the
finish line, that horse and its portion of the racetrack will
be blinking. If the pace horse image is touching the finish
line, the pace horse image will not blink but the closest
player horse (or closest player horses when two or more
arc tied for second place behind the pace horse) will be
blinking.
If the game has been structured for 6 players/coin, upon
acceptance of a coin all seven horse images should move
back to the start position and all six push buttons light up.
No horse images should be blinking.
In addition to the visual responses described above,
upon acceptance of the first coin the speaker should im
mediately produce the bugle call. But after the bugle call
ends, the speaker should go silent.
Next depress the player push buttons, one at a time.
Doing this should not produce any response from the game.
Next depress the "ST ART" push button. I mmcdiately
the speaker should produce the sound of the starter's gun
shot and after that produce continuous hoofbeat sounds,
cons't,mt background crowd roars, and certain other sounds
throughout the play mode. On the TV screen the racetracks
should immediately change from solid to broken lines,
pickets should appear on the extreme right-hand edge of
the screen and begin moving toward the horses, ,rnd the
horses should begin galloping toward the finbh line.
Watch the horse images as they cncounte1 the pickets.
The seventh pace horse should automatically jump over all
pickets and continue to gallop on toward the finish li�e._
Player horses should all begin to advance toward the f1111sh
line and gallop through the first ricket. But .ts soon as any
player horse strikes any picket ,,fLer the first one, that
horse should momentarily go into d fall position, drop back
a short distance, get up ,md then resume galloping again.
Whenever any player horse strikes a picket after the first
one, the speaker should produce a cracking noi,c. Verify
these responses for each of the seven horses.
Next check the operation of the player push buttons.
If a button is depressed while the horse is in a fall po,ition,
there should be no response from the game. If a button is
depressed while the horse is galloping, the horse should go
into a jump position, rcm,1in there momentarily, then come
back down onto the racetrack and resume galloping again.
However if the button is depressed a second time while
the hors; is still in the jump position, there should be no
response from the game. Verify the correct respome from
each of the six player push buttons, one at a time.
19
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