As I remember it, each of the six Special drives has a not Or (NOR) gate, with either of its two inputs able to switch the solenoid pre-driver/driver and coil (or sometimes flashbulb load). One input is the 'Special' switch, from a bumper or slingshot, the other is used by the Cpu to switch the solenoid when necessary, e.g during solenoid test or at other times if the drive's being used for a different purpose, such as an eye-socket flash bulb on Pin-Bot, a diverter on F-14 or a ball lock/eject on Space Station.
A by-product of using this method for bumpers and slingshots is that failure of a coil brings up a Test Report of the device's normal, 'matrix' switch, since it isn't operated at all once the problem occurs. Later games with normal drive for bumpers & slings will still see bumper and slingshot switching activity, though reduced. Only one game I've seen, Dr. Who, is programmed to tally the number of hits on each bumper and report if they aren't roughly the same.
The drawback of the arrangement is lock-on of the coil if a Special switch remains closed. A Banzai Run I played once was prone to getting a ball jammed between a bumper and a playfield post, keeping the activating switch closed and blowing a fuse.