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Calling Rollergames owners..

Jay Walker

Registered
10 Years
Joined
Apr 19, 2013
Messages
2,207
Location
Swansea, U.K.
Could anyone with a Rollergames check on something for me, please? On the upper kickback unit (Solenoid 13, half-way up the l/h side of playfield), is there a switch to show a ball is on the kickback plunger? And what number is it?

The down-loadable manual at Ipdb seems to be an early edition; it doesn't show any switch on the upper kickback, and indicates that switch 16 is used for the 'Pit' ball popper. However, I distinctly remember that on the one I dealt with, there was a switch on the upper kickback, and that it was No. 16. This is because I was unimpressed when a 'Test Report' appeared, for "Switch 15 - Not Used". Since the parts were handy, I fitted a second switch to the double-length slot provided at the upper kickback, speculating at the time if earlier versions of the game had used the upper k/back as a lock point, with two consecutively numbered switches.

A service bulletin from Williams Parts & Service Dept, primarily about breakage of the ramp diverter, mentions that sample production games would give this switch report, and says that it was used on pre-production games, with a 5-bank drop target (the 'S-K-A-T-E' targets). The drop targets were changed to static targets, and No.15 was deleted. But that doesn't quite ring true; this wasn't like the FirePower prototypes, where the drop targets had an additional 'series' switch, which became redundant when the change was made to static targets. Switch 15 could've been for a rebound switch behind the targets, but I thought they were out of favour by then - Taxi & Earthshaker didn't have them. Besides which, there probably wasn't room for a rebound switch, with the opto pcb fitted to the back of the target bank.

Why didn't I install later software? At the time, the operator I was working for wasn't accustomed to this being necessary; the game where I remember that changing was Gilligan's Island.
 
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