Once again, I have returned to suggest a controversial tweak. This time, on Target Alpha, Solar City, and most likely Canada Dry: Solder motor switch 1B closed (green-black to white-green).
Have you ever found your Target Alpha score motor running indefinitely after pressing start and watching the entire startup sequence reset the score reels to 00000? Most often, the P5A switch stack in the player unit is blamed for being dirty/not making contact... which could be the case, but not necessarily.
In my case, the DX ("ball save"/first ball relay) was intermittently (and very rarely) failing to energize. DX has exactly ONE CHANCE to activate during the startup sequence through 1B while the start (S) relay is energized. If, for any reason, it does not do so... the game will cycle endlessly at the end of the startup sequence.
Try it yourself. Put a piece of paper between green-black and white-green at 1B and press start (or just pull out DX shortly after pressing start). You'll see the game ratchet-rat-a-tat through the whole thing and then... endless motor, no start. Because DX blew its one chance at glory.
Now, if you examine your Target Alpha schematic, you'll see the fragment in the photo below.
It is incorrectly labeled. DXR should actually be DX... the green-black wire goes to the DX coil, not DXR. Have a look inside your game and see for yourself. Goes right to DX, doesn't it?
Perhaps the engineers were confused by their own documentation. I don't know. Looks wrong to me. DX should be DXR and vice-versa on the schematic.
After sorting this out I don't see why motor switch 1B should exist at all. It only appears to be a potential source of failure. The circuit to DX is cut when S de-energizes early in the startup sequence... so why put a switch there?
I soldered 1B closed. This ensures a longer energize pulse (when S clicks in rather than waiting a fraction of a second). Will observe it over the following weeks. So far, so good.
If I missed something, do chime in. EM folks are all about the chimes yanno.