Ah, the door switch should be linked to TP3, closing the door should bring TP3 to 5v, opening the door should drop it Low.
I can't help wondering if the door switch was actually being picked up as 'Advance' - pressing Advance with Manual/Down selected does have the effect you described, blanking out and 'waiting', with the Game On line active (Special Solenoids and flipper relay enabled). In fact, that's the entry point for diagnostics; pressing Advance again gets into display test, with this static if it's still Manual. Advance steps the display count with each subsequent closure, while the selection is Manual.
The diagnostic sequence is entry point (Advance & Manual), displays with manual/auto option, all feature lamps blinking (01 in credit display), Solenoid test with Manual/Auto (02 on credit display, solenoid number on Ball in Play), switches closed (03 on Credit, all switches closed shown in succession on BiP), Bookkeeping/Adjustments (04 on Credit, 00 on Bip, Game i.d. on Player 1). Advance with Automatic steps to the next section, while Advance/Automatic in game over by-passes the diagnostics, going straight to 04/00/ 1489 #.
Btw, chasing this has finally cleared up something I'd wondered about, the slingshot solenoids. The unusually high number of bumpers on this game exceeds the provision of 6 special solenoid drives, including the slingshots. Rather than than have one slingshot use the only remaining special drive, they're both assigned as normal solenoids, with an unused special drive.