Reviving this thread since another Pinsider PM'd me for assistance:
I have this same problem with Fast Draw Special lights not turning on - Checked, cleaned, adjusted all switched involved, Relay A does operate,
when Target banks are down, Relay A picks up but no Special light, Bulbs, sockets, wiring are good.
He didn't state if the problem was just that the special lights weren't lighting, or if the holes weren't scoring replays or both. So, posting all three paths to pursue. While he asked about a Fast Draw, I only have access to a Quick Draw schematic. Normally, game play logic not related to players is the same from 2 to 4 player machines. I still included the path for energizing the A relay in case others find this post in the future.
This thread has already discussed what it takes to get the special feature "Lit" via the ABC roll over trip relays listed above along with the 4B sequence complete relay. But there are two possible functions that may be in play. The actual Special Lights at the left and right holes. AND the giving of a replay when the hole "should" be lit (ABC complete, Drop Targets all down on that side). In other words, if the conditions are right (4B tripped, A relay energized, All targets down on side in question), the game could award a replay even if the special light is not actually lit.
Lights are controlled though Relay A but also through the combined connection of the five Normally open switches that close when the targets are down on one side. For testing, both should be done by jumpering across thereby bypassing ALL of the switches in question.
Relay A is energized via both a make break switch on 1B (A Roll Over Relay) as well as the contact on the Match Unit stepper Relay F. If A never energizes, the F AS stepper may be stuck. Activate with finger to hear if A turns on and off as armature moves. Also, stuck on the same match number game after game indicates its not moving which could be the reason for A not to turn on.
Awarding a replay requires a number of closures to take place including two contacts on the score motor, as well as the Sequence complete switches (this is the feeler bar that senses all 5 targets are down on one side. Not the same 5 switches that are used to light the special light. And, only one side can be lit at a time since completing both banks resets the targets leaving the horse shoes standing). G, A, 4B as well as a set of contacts that are closed when the ball drops in the actual hole.
To Test Light circuit, Use a jumper and jumper from the points shown in red to try to light the left hole Special Lamp.
QDArelay (resized).JPG
QDAddReplay (resized).JPG
QDSLight (resized).JPG