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REVIEW: Pop Bumper Showdown, Part 3: The Wrap-Up

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Part One, featuring BriteMods, can be found here.  Part Two, featuring Comet Pinball, can be found here.

I don’t think there is a clear cut, flat out winner in the Pop Bumper Showdown. Like Art from Comet Pinball is known to say: it all comes down to personal preference. Different games call for different lighting solutions. Pin*Bot will be keeping a set of Comet’s 6LED Crystal Fans installed, paired with a set of Dennis Nordman’s sparkly pop bumper “thingies” (see below). The Comet fan offers a more traditional feel–the upper bagatelle playfield that lies atop the Pin*Bot pop bumper nest calls for a less harsh lighting option than the SMD rings and discs provide. As far as non-traditional pop bumper options go, I would recommend either Comet’s Pop Bumper Rings or BriteMods’ BriteCaps EVO. Both look fantastic installed, and both light the playfield beneath the pop bumpers (by way of bottom mounted SMD lights) which is a major selling point for both of these lighting options. The interactive flashing of the centre SMDs on the EVO is a nice touch, but in itself does not make the EVO a clear cut winner. The Comet rings just look darn cool and really pop, so much so that pinheads and non-pinheads alike have been marveling at the rings installed in my Mousin’ Around (its yellow pops are smack dab in the centre of the playfield and are now bright and bold thanks to the Comet touch). The Comet rings, however, may have a few points deducted because of installation issues (I had one short out on me, thanks to user error in test). The BriteCaps EVO lose points for the possibility of fit issues in areas with tight clearance, an issue I ran into on Pin*Bot during test. When all is said, the price really sets these options apart. If you want a great looking non-traditional lighting option at a great value, choose the Comet rings; if you want a total light experience with build quality akin to a Sherman tank and money is not a factor, go with the EVO. A clear cut winner is difficult to choose, given that, in the end, one man’s eye candy is another man’s eyesore.

All of the games that I used on test had pop bumpers with static lighting. Pin*Bot, Rollergames, Mousin’ Around and World Cup Soccer ’94 have pop lighting that is either on or off without the aid of computer controls. I attempted to test all of the available options in Funhouse, which has computer controlled lighting, and it was an utter failure. All of the options suffered from ghosting and leakage. The small amount of voltage present in the line which is burnt off by the incandescent without lighting the bulb is actually enough to fully light the lower voltage LED/SMDs. The newer technology doesn’t contain enough resistance to eat up that lingering voltage. In Funhouse, the SMD rings and discs were lit when they were not supposed to be, and even when one pop bumper was trying to behave normally, it still flickered and ghosted something awful. An LED OCD board would do the trick here, however, a two hundred dollar solution to a ten dollar problem isn’t something I’m willing to consider.  I’ll stick with incandescent bulbs in the Funhouse pops for the time being. This should serve as a word of warning to those wanting to mod games with computer-lit bumpers (it’s mostly Lawlor games, lets be honest).

Those Sparkly Thingies

00-pbwrap04The name itself is ridiculous: “Nordman’s Sparkly Pop Bumper Enhancement Thingy”, but it really does wonders in a pop bumper. I used them to bolster the look of Comet’s traditional LED choices in Part 2 of the review with fantastic results. It’ll come as no surprise from the name, that the little plastic disc was designed by famed pinball designer Dennis Nordman. The beauty of the design is in its simplicity. The plastic nests into the pop bumper body, and its sparkly design does a good job catching and reflecting light. Furthermore, it covers up the ugly guts of the pop bumper giving it a more clean look overall. The discs work great with a traditional 555 incandescent bulbs but really stand out when using a Comet bulb that directs light, such as the 6SMD Crystal Fan. It is a winning combination. The design is simple, and to be honest, can be easily replicated in your home workshop with a piece of Lexan and a roll of foil gift wrap. For those less inclined, the discs are available through Pinball Life for $2.95USD per “thingy” and are well worth the money…even though spending nearly ten bucks for a set of three pieces of plastic sounds kind of ridiculous!

Where’s CoinTaker?

Conspicuous by their absence in the Showdown were products from CoinTaker, but I’d like to give them some attention here in the wrap up. Their pop bumper-specific product is called the Afterburner, a disc-like lighting option akin to Comet’s disc. I was not able to do a full scale review of the Afterburner, as the products I bought for test, to be frank, blew up. I installed a red Afterburner in Pin*Bot as I did with the other lighting options, and when I gave the machine power, a loud pop was heard followed by smoke and that concerning smell of burnt plastic components. I feared the worst, obviously. Taking out the Afterburner, I noticed one of the components on the Afterburner was completely obliterated. I replaced the Afterburner with a Comet LED and (thankfully) there appeared to be no permanent damage to the game itself, however, the Afterburner was toast. I thought user error might have played a part, or even faulty wiring in my game, so I tried to install the remaining two Afterburners in both Rollergames and Elvira and the Party Monsters. However, the same meltdown results occurred to the Afterburner, which points to an error in the CoinTaker design, or a bad batch of components. I have emailed CoinTaker about the issue, but as of writing, I have received no response, explanation or replacement. I was informed that the red Afterburners used in the Pin*Bot test were a newer version of the product which boasted non-ghosting technology. I tested out an older version of the Afterburner in white, apparently without the non-ghosting technology, in my World Cup Soccer ’94, and it lit up just fine. I’m awaiting CoinTaker’s final word on why a set of their Afterburners went up in smoke in three different games of mine. The look of the Afterburner, once I got it lit in the WCS94, is very similar to that of Comet’s 11-SMD disc. Both products carry the same lighting pattern and come in a similar color palate, but the main difference is that Comet’s disc can have its brightness adjusted via an adjustment screw, whereas the CoinTaker Afterburner cannot. The price really sets the products apart: the Afterburner is $4.99USD for white but if you want colour you’ll have to pay $1.00 more (!) while the Comet disc is $4.95USD each across the board. The brightness adjustment feature and value give Comet the upper hand over the Afterburner.

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CoinTaker’s 4/1LED bulbs.

CoinTaker also carries a pop bumper light that I was not able to test, which contains four side SMDs and one on top. I was able to test the forerunner to that 4/1SMD, which is essentially the same lighting layout, except using LED technology. I tried to locate this product on the CoinTaker’s new website, but could not.  I did, however, find the product here on the old CoinTaker website. The 4 perimeter LEDs actually did a good job lighting up the pop bumpers without being too harsh on the eyes, allowing the bulb to be a viable alternative to anything sold by Comet.  Check the picture below where the two right pops contain the CoinTaker4/1LED in green and bathe the area in a nice green hue.  I cannot speak to the SMD version of the bulb, but both the SMD and the LED versions have a price comparable to that of Comet’s “Crystal Fan” option.

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Left pop bumper contains a warm white CoinTaker Afterburner, the right two contain a CoinTaker 4/1 LED.

As you can see, my attempt at reviewing CoinTaker products kind of fell flat and was an overall disappointing showing from a traditionally cutting-edge leader in the hobby. I don’t base that statement solely on the faulty products I received from the company, either. For a long time, CoinTaker was the only lighting game in town, their name synonymous with pinball lighting alternatives. CoinTaker LED kits used to be the gold standard in modding and was major selling feature for games that had them installed. However, with the emergence of Comet LED, BriteMods and other pinball lighting companies, it appears to me that CoinTaker has not stepped up their game to match or exceed the ingenuity, value and choice being offered in a cutthroat lighting market.

WINNERS!

To end on a positive note, the random winners of the BriteMods contest are Katie C. and Stephen L. Katie C will receive a set of BriteMods BriteCaps EVO and a set of BriteMods BriteButtons. Stephen L will get a set of BriteMods BriteButtons. The winners of the Comet Pinball contest are Josiah C. and Tony L. Both winners will receive a prize pack including some of Comet’s pop bumper lighting solutions as well as other Comet goodies. Thanks to the great people over at BriteMods and Comet Pinball for their generous donation of prizes! Thanks to all who emailed in—the response was overwhelming. I guess everyone loves free stuff!


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REVIEW: Pop Bumper Showdown, Part 1: BriteMods BriteCaps EVO

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Ah, the pop bumper. The ultimate ball randomizer. It was once the centerpiece of nearly every pinball table, but as technology changed and playfield layouts became more complex, the pop bumpers became somewhat of an intrusion, leftovers from a bygone era, and were tucked away in dark corners and hidden under elaborate ramps. Take Williams Demolition Man, for example. Not only was one pop bumper assembly completely removed from the layout, you’d be actually hard pressed to notice they exist at all, blocked from view by a series of ramps, wire forms and plastics. This is a far cry from the days when bumpers all but dominated the woodrail era games. Ask any pinball aficionado, though, and they’ll tell you that it ain’t a pinball machine unless there are pop bumpers on it! As the bumpers themselves moved to the periphery, it became obvious that the single light contained within the assembly itself wasn’t enough to draw attention to the unit. Faceted caps were employed in some instances, as in many modern Stern games, or covered up completely with molded plastics, as they were in Data East’s Simpsons and Williams’ White Water. However, for the most part, pinball companies old and new have resisted perfecting new lighting techniques for the pop bumper, and have stuck with the same old single bulb in a single socket.

The recent surge in enthusiasm for LED lighting has allowed aftermarket companies to offer up solutions for the tired looking, and somewhat forgotten, pop bumpers. Love them or hate them, LEDs are common place in today’s pinball landscape. So much, that every game that leaves Stern Pinball’s factory now comes with a full compliment of LEDs.  To move your old game into the 21st century, you could just remove the carbonized 555 incandescent that currently sits inside your pop bumper and replace it with one of countless LED designs on the market.  However, the minds at aftermarket lighting companies in the pinball landscape have dreamt up other designs that take lighting the pop bumper cap to the next level. In the next week or so, I’m going to try and wade through the sometimes confusing world of pop bumper lighting options, and weigh the pros and drawbacks of each solution. I’ve rounded up pop bumper lighting solutions from three of the biggest names in the hobby—Comet Pinball, CoinTaker and BriteMods—in an attempt to explore the different options out there. If you are a staunch supporter of incandescent bulbs, this series may not be for you. If you constantly strive to make your machine look its best, brightest and most colourful, I’ll try my best to help you make your pop bumpers really…um, pop.

Part 1: BriteMods BriteCaps EVO Series

When in doubt, start with the most expensive option, right? All kidding aside, BriteMods’ BriteCaps EVO pop bumper light has to be considered a front runner in the race to light your pops. It isn’t just a lightbulb, it’s an entire lighting solution. Available exclusively from go-to parts supplier Pinball Life, the BriteCaps EVO (which stands for Enhanced Visual Output) provides a visually pleasing experience while giving customers bang for their buck in extra features not available from the other aftermarket lighting companies. The BriteCaps EVO was born from BriteMods’ first foray into pop bumper lighting: the original BriteCap. The original design, which is still available from Pinball Life, was a unit consisting of 31-Surface Mounted Diode (SMD) lights mounted to both the top and bottom sides of a ring set inside a pop bumper cap. Since the unit came “pre-capped”, the end-user removed their old pop bumper cap and simply installed the new one with the BriteCap pre-installed in it. The BriteCap EVO takes the cap out of the equation and ups the LED count to an astounding 40 points of light: 24 SMDs on the topside available in a wide array of colours, 10 white SMDs on the bottom to illuminate the playfield, and 6 center SMDs that can be adjusted (via a switch) to always be on, or to react to the vibrations of the pop bumper. Your original pop bumper cap is used in the EVO application.

Background:

I had the opportunity to speak to Dan Rosen of BriteMods recently, and he was nice enough to fill us in on the company’s history and involvement in pop bumper modding:

“BiteMods has been around since 2013. I started designing and selling mods to folks on Pinside, but soon became overwhelmed by the response and needed a retail partner. Pinball Life was my immediate choice as partner, as they have a great reputation for quality products at fair prices, as well as exceptional service. I now sell exclusively through their web store. [Lighting pop bumpers] began with the original BriteCaps design and was simply an automotive accessory adapted for pinball. I wanted to design the ultimate pop bumper lighting from the ground up, and that’s what BriteCaps EVO represents.”

What You Get:

Each BriteCaps EVO unit comes individually boxed. Inside the box, you get the BriteCaps EVO itself, a set of installation instructions and two pop bumper screws that are longer than the traditional ones to account for the extra height the BriteCaps EVO adds to the bumper. The BriteCaps EVO is a single unit—it’s built like a tank—and has no wires or other external hangings. The unit has a brightness adjustment dial, that can be manipulated with a Phillips screwdriver to set the brightness to your liking. Pinball Life gives you the option of adding on pop bumper caps to your BriteCaps EVO order, but from what I can see, they are just standard Williams/Bally caps that are offered.

Price:

The BriteCaps EVO experience isn’t a cheap one. Each EVO unit will set you back $12.95USD. That puts a set of three at $38.85USD. It still comes in cheaper than its predecessor the original BriteCap, which retails for $14.95USD each for a standard cap, and $16.95USD for a jeweled cap.

Palate:

The BriteCaps EVO brand comes in red, blue, green, purple, orange, yellow, warm white and cool white. Note that this colour choice is for the 30 lights on the top of the EVO only, the bottom ten lights are white across all colour choices.

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Application & Installation:

The EVO will work in any Williams/Bally, Stern, Sega or Data East game that uses a standard pop bumper body. Standard, unfaceted, unjewelled caps seem to be suggested (and encouraged) by BriteMods and Pinball Life, as they are offered as an add-on to your EVO order. The unit itself is pretty much plug and play. With the machine off, remove the bumper cap and 555 bulb, choose your Flash React™ setting via the switch on the bottom of the unit, carefully insert the EVO into the bumper socket, and reattach the cap with the two screws provided.

Review:

I really like the construction of the EVO unit. The base that plugs into the socket has incredible substance. The most frustrating part of LEDing a game is dealing with those little wire connections on the plastic stem of the bulb assembly. They need to be wiggled, adjusted and bent in a very particular way so that a solid connection is made with the socket. Hoping that connection is sustained, and doesn’t mis-align during normal game play, is a worry as well. The EVO design completely eliminates all this fiddling around. The connection point plugs into the pop bumper socket with ease and gives a robust connection on the first attempt.

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Base connection points of the EVO versus the standard 555 LED/SMD bulb.

The side-fire positioning of the top SMDs make for a visually pleasing experience. The theory behind the side-fire mounting is that the light is directed outwards, rather than directly up toward the player. This achieves maximum light throw without burning the retinas of the player. I was able to colour match red EVOs to the red pop bumpers in both Williams Pin*Bot and Rollergames. I prefer the look of matching the colour of the EVO to the bumper cap, rather than letting the colour of the bumper cap do all the work with a white light beneath it. The latter gives a washed out feeling, while colour matching gives a much more full and rich result (as it does when colour matching an LED with a playfield insert).  The picture below of the EVOs installed in Pin*Bot may not illustrate this completely, but the middle bumper with red EVO emits a far truer red than the bottom bumper does with its warm white EVO. The BriteMods website suggests that the user may also consider replacing coloured bumper caps with clear ones, giving the chosen colour of EVO a clean palate to work with. I swapped in a clear cap momentarily for the test in Pin*Bot, but it was not a look I was fond of. The light was much too harsh on the eyes and less visually pleasing than colour matching with a red cap. Admittedly, my eyes have a hard time processing LED/SMD lighting, and when I wear my glasses to play, it just gets worse. I installed the red BriteCaps EVO with a red pop bumper cap on full brightness on both Pin*Bot and Rollergames, and never had an issue with the light being harsh or distracting (we can thank colour matching the cap with the SMD and the side-firing for that, I believe).

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Pin*Bot Application: Top bumper contains a standard 555 incandescent, middle bumper contains a red EVO with Flash React enabled, bottom bumper contains a warm white EVO with Flash React disabled.

The 10 bottom white SMDs do a great job of completely lighting up the pop bumper area. The results were stellar in Rollergames, a pinball machine notorious for leaving the rear half of the playfield ill-lit and hidden under black plastic coverings. The light cast by the bottom SMDs work to illuminate the once gloomy area and in doing so bring to life the art around it. It also worked to brighten up the playfield area beneath the mini-playfield on Pin*Bot, nicely catching the sheen of the freshly clear-coated playfield I had installed.

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Rollergames application: A set of red EVOs are installed. The photo captures how well the EVOs light up the surroundings, compared to the dim incandescent bulbs near the rollovers.

The six center SMD lights, armed with Flash React™ technology, are a neat little bonus you get with the BriteCaps EVO brand. Some may use this interactivity to help justify the expensive sticker price of the unit itself. On the bottom side of the EVO, there is a small toggle button. If left in its original position, it disables the trademarked feature and the six lights stay on with the other 24 top lights. If depressed, the lights will remain off until vibrations from the game (moreover, the pop bumpers) are detected, which will light the six center lights briefly. It makes for a neat light show when the ball gets bouncing around in the pop bumper nest. I would have liked to have seen more than just six of the thirty lights react to pop bumper hits, but I’m sure it walks a fine line—too many would have created unwanted strobe. I can’t help but think that there seems to be missed potential with the technology as it is employed here. However, Flash React™ is not a necessary feature that needed to be included, but makes for a nice interactive, customizable bonus and is a feature that may work to set EVO apart from its competitors.

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Flash React in action

One unavoidable downfall with the EVO is that it adds 5mm in height to your pop bumpers. The circumference of the EVO is just as big as the pop bumper cap itself, meaning the EVO will not nest inside the cap like an original BrightCap ring would have. It’s an unavoidable issue: the inner plastic lip of the pop bumper cap traditionally envelops the outer edge of the pop bumper body, however the EVO sits flush on top of the body, thus, the pop bumper cap may only rest flush on top of the EVO. A word of warning: be ready for frustrating clearance issues and making an endless amount of adjustments for any game with pop bumpers that have ramps, wireforms or mini playfields that rest on top of or near them. On test, Rollergames was able to handle the extra height of the EVO, however, Pin*Bot’s mini-playfield posed fit problems after EVO installation. I already had the thicker Classic Playfield Reproductions mini-playfield installed, and those extra 5mm really threw everything out of whack, even creating a ball hang-up on the mini-playfield where there was not one before. As stated above, each EVO is shipped with a set of longer pop bumper screws that take into account the extra height added, which is fantastic forethought, but short of grinding out that inner pop bumper lip with a Dremel, there is a high probability of fit issues in many modern games. BriteMods also warns of using the EVO in games where partially cut bumper caps are necessary (think Addams Family’s single sawed-off cap next to the side ramp).

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A warm white EVO installed in Pin*Bot

Bottom Line:

If you can justify spending the money, BriteMods’ BriteCaps EVO provides an excellent lighting solution and a quality product that will make the pop bumpers, and their surroundings, stand out. The build quality of the unit is truly exceptional. The first product reviewed in the series looks to be a front-runner for top of the class. That said, the extra interactivity provided by the Flash React™ is a fun and unique attribute to have, but the result of six small lights reacting in time with the firing of pop bumpers may not be enough for some to consider the feature “value added”.  The extra height is a major downfall in an otherwise fantastic product. Fit issues will prevent me from keeping the EVO in my Pin*Bot, but the extra splash of light and colour they add to Rollergames makes for a welcome change to the dull 555 lighting.

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Check back for Part Two in the series, where CoinTaker’s AfterBurner pop bumper lighting solution is tested and reviewed.

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Credit Dot Pinball/BriteMods Contest!

Two BriteMods prize packages are up for grabs! The prizes were generously donated by Dan Rosen at BriteMods. The first randomly selected winner will receive a set of three BriteCaps EVO and a set of BriteMods BriteButtons flipper buttons. The second randomly selected winner will receive a set of BriteMods BriteButtons. To enter, simply send an e-mail to creditdotpinball@gmail.com with the word “EVO” in the subject line. One entry per person please. Two winners will be picked at random (using random.org). Contest closes July 1st, 2015 and winners will be announced shortly thereafter. Open to residents of the US and Canada only…I’d love to open it up, I can’t afford to ship stuff overseas!


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FEATURED GAME: Williams ROLLERGAMES

While researching where my games appeared within the Pinside Top 100/200/300 list, I was absolutely shocked to see that Rollergames was ranked #172 out of three hundred ranked games, which places it, solidly, in the bottom fifty percent, behind games such as Class of 1812, Grand Lizard, Bad Cats and Al’s Garage Band Goes on a World Tour. The Pinside Top 100 is not an exact science, but it does properly reflect the attitudes of players and collectors towards specific titles. Is anyone else surprised by this ranking? Am I blinded by the fact that I own the game and enjoy it thoroughly? Perhaps I’m doubly blinded because I was one of the twelve people that actually watched the Rollergames television show when it was first broadcast. But really, even the simple fact that the game was designed by Steve Ritchie should push it higher in the rankings than it currently resides, given the community’s wild devotion to anything Mr. Ritchie has a hand in. And how has the recent resurgence of the roller derby amongst the hipster crowd not helped push this game higher?  Its time to take a look, albeit a biased look, at Williams Rollergames.

Both Mr. Ritchie and Roger Sharpe have spoke of this game as a cautionary tale of licencing gone wrong. As the story goes, Mr. Sharpe had the option of picking up the licence for either American Gladiators or Rollergames when both shows premiered in 1989. Both seemed to take a cue from WWF wrestling, which was riding a wave of popularity with male audiences of all ages. Like WWF programming, American Gladiators and Rollergames were syndicated hour-long shows that filled the void on Saturday afternoons, between morning cartoons and dinnertime. The shows relied on muscle, speed, agility, intense competition and spandex costumes all set within an arena setting. Why Williams didn’t just licence the WWF for a game–the company that perfected this type of programming to begin with–is beyond me. Mr. Sharpe untimately went with Rollergames, and claims it was because he viewed the roller derby was a timeless American pseudo-sport due for a resurgence. He was right about it being an American institution–it has its roots as a competition sport all the way back to the 1920s and was an almost permanent fixture, alongside wrestling, on American television beginning in the 1950s. The derby’s popularity had waned as the 1980s rolled around, but Mr. Sharpe was betting that the resurgence of Vince McMahon’s World Wrestling Federation would pull the sport up by its skate-straps and back into the mainstream. It didn’t. Rollergames lasted only one season on American television, whereas the original incarnation of the American Gladiators enjoyed an eight year syndicated run and a host of merchandising opportunities that included action figures, lunch boxes and workout videos. Rollergames hangs its hazy legacy on a Konami arcade game and this Williams pinball machine.

The Rollergames figure eight track. Courtesy of rollerderby.be

The Rollergames television show hasn’t aged well, containing heaps of 90s style with very, very little substance to back it up. Each episode featured a roller derby match between two teams, taped in front of a live audience at the Super Roller Dome under the banner of WAR (World Alliance of Rollersports). The six teams were clearly divided between good and evil–the fan favourites being the LA Thunderbirds, the Rockers and the Hot Flash, and the heels consisting of the Violators, Bad Attitude and the Maniacs. Each team had both male and female membership, and each gender would compete against each other in a series of “jams”. Teams competed on a figure eight shaped track with one end being smaller and elevated. This style track is more common in the staged-for-teleivison derby, and differs from the oval flat-track more commonly used in the current derby resurgence. The raised end of the figure eight is known as “The Wall”, and two designated players, which Rollergames called “jetters”, hurl their bodies into the fourteen-foot ramp hoping for as much height as possible to score maximum points. A small ramp jump coming out of the Wall area scores more points and puts the jetters back into the round with the rest of the players. Passing players of the opposite team in the round scores even more points.

Gimmicks for the players were almost mandatory to keep up with McMahon’s WWF: skaters were assigned nicknames like “The California Kid” and “Ice Box” and given finishing moves just like their wrestling brethren. Each team came complete with a manager, that either followed the rules or completely ignored them,

A member of the T-Birds hits the pit.

depending on the moral alliance of their team. The most ubiquitous manager had to be Skull, whose bald head and bearded visage graces the middle of the Rollergames playfield. Other “stars” of the figure eight track included the T-Bird twins, Jennifer and Kristine Van Galder, and “Stars and Stripes” Matt Bickham, all of whom are featured on the backglass of the pinball machine. Returning to the rules of Rollergames, ties after regulation time were decided via Sudden Death, featuring, get this, four live alligators. The gators would be paraded out, placed into “The Pit”, and to win the overtime bout, one team would have to throw a member of the opposite team into said pit. This, mixed with sporadic musical appearances by Warrant and Lita Ford, made for a show that SHOULD have been a hit…but sadly, was not. The production folded before the pinball machine prototypes were even released to test markets.

The game was released by Williams in June of 1990, sandwiched between the release of Whirl Wind and Diner, and ran on the System 11C boardset. Steve Ritchie headed up the design and it is another one of those Ritchie themes that oozes physicality, toughness and speed. The integration of the Rollergames theme into the mechanics of the pinball machine is absolutely fantastic. The aforementioned “Wall” and “Pit” features of the show make an appearance in the machine: the Wall is the side ramp and the Pit is a saucer with vertical up-kicker (VUK). Both of these features rely heavily on the upper right flipper. This flipper is used to send the ball up the Wall ramp, while the Pit kicker will propel the ball to a magnet (via wireform), which will grab the ball and perfectly tee up a shot up the Wall ramp. Once up the Wall ramp, the ball will be returned to one of the flippers via wireforms (which flipper depends on the velocity of the ball), or locked in a physical lock over the shooter lane if lock is lit. Lighting lock is simple: shoot for the bank of drop targets that say “MULTI-BALL” on them. Knock the entire bank down three times, lock three balls, and you get three-ball multiball with the jackpot shot being up the wall ramp. Locked balls carry over from game to game, which also means locked ball stealing in multi-player games is in full effect.  A neat programming feature will fire locked balls around the wireform and back into the physical lock during gameplay, which can be really confusing for the uninitiated.  At random intervals, about once per game depending on game length, a call-out states “It’s Sudden Death, go for the Wall!”. Each wall shot bags you a million points. The Pit magnet is lit constantly during Sudden Death (sadly, with no alligator imagery) so you can tee up shots for the Wall ramp jackpot with ease…but only if you can consistently shoot the Pit. During regular play, the magnet is lit at the start of the game. Remember to listen to the game, it will instruct you: “Don’t Flip…” when the VUK is firing the ball over to the magnet, and “…..FLIP!” when the magnet has caught the ball and the shot is teed up. Game settings can be adjusted to re-light the magnet with each new ball in play. The Pit also awards “RollerMotion” when lit, which is a series of random awards. The orbits are lit at the in-lanes for five seconds. Each orbit shot, after being lit, awards a Rollergames team. Lighting all six teams lights an extra ball, collected at a tight shot up beside the pop bumpers.

This game is classic Steve Ritchie, and by “classic Steve Ritchie” I mean that its basically a kicked up copy of High Speed. A cross-playfield shot from the plunger, banks of targets that sit perpendicular to the player, a left side kickback, a right hand side upper flipper, a side ramp that feeds back to either flipper, a “hideout” physical ball lock, and fast flowing orbits–the similarities between Rollergames and High Speed should be pretty obvious to the trained eye. Their flow and speed are pretty similar, however Rollergames plays a bit easier given that the magnet tees up shots up the side ramp and requires absolutely no skill to complete (beyond listening for the game to tell you when to “FLIP!”). High Speed also sets up shots for the upper flipper using a saucer with a side kick out, but skill and timing on the part of the player is still required to put the ball where it needs to go.

The Pat McMahon art package is absolutely stunning, and as I mentioned before, very true to the iconography of the television show. Many write the art off as “cheesy”, but it’s a product of its time, and it captures the nuances of the period nicely. The red girders that were omni-present in the Roller Dome are everywhere from the speaker panel to the physical ball lock to the playfield itself. The incorporation of the “characters” from the show in the package is great as well, and having Skull, with his trademark aviator shades and bullwhip, pointing to the magnet on the playfield is a nice touch. The television show was heavy on in-program advertising and it is a trend that continues in the pinball machine, with the logos of Pepsi, Mug Root Beer, Slice, ShareData, Thermos and GamePro Magazine appearing on the speaker panel and on the playfield. It’s a double edged sword: their appearance, while fascinating to see such commercial integration on a machine from this era, guarantees that Classic Playfield Reproductions, or any other source, will not be able to make reproduction playfields, as they would need to pay licencing fees to each of the entities that have logos present (with three of them belonging to PepsiCo). In true 1990s fashion there is plenty of neon, arrows, spandex and Saved By the Bell-esque confetti. The wireform ramps came coated in red, yellow and blue, but it seems some games were shipped with bare steel wireforms or a combination of coated and bare. The coated versions really add some pop to the game and add to the overall colourful flavour of the art package.

The sound package is where the game really wins over its devotees, or drives its detractors to the point of insanity. The main Rollergames theme (with the repeating lyrics “Rock, rock, rock n’ Rollergames…”) plays constantly throughout normal gameplay, and, admittedly, can wear pretty thin after playing for long periods. However, there are different music cues for Sudden Death, multiball lead-up, multiball, Jackpot and W-I-L-L-I-A-M-S bonus modes, which really works to add variety to the soundtrack. My favourite musical piece is the “Kick Butt” Jackpot remix, and needs to be heard to be appreciated (it’s a nice reward for achieving multiple jackpots). The call-outs are absolutely fantastic. There is both a female voice and a male voice that can be heard in the game, and I seriously doubt that the actual characters from the television show were used. However, if the male voice is not that of Skull himself, the voice actor definitely does a good job channelling the heel manager. Visitors always get a kick out of his call-outs when playing the game, from naming the teams when hitting an orbit (“BAD Attitude”) to his amazement when a jackpot has been collected (“UN-BE-LIEVABLE”). Even the incidental sounds when hitting a spinner, a target or a ramp totally fit with the overarching Rollergames vibe.

I touched on the problem with reproducing the playfield, however Rollergames owners can look forward to the possibility of Classic Playfield Reproductions reproducing the plastics for Rollergames in the near future.  A thread on Pinside confirmed they have a New Old Stock set in their possession to work with. As another side note, it seems that back when the game was released the steel diverter link that ran along the top of the Wall ramp was easily broken, thus hindering the movement of the diverter. This was such a problem that Williams released a service bulletin to operators making them aware of the issue. Early in 2014, Pinside user “jasonpaulbauer” went ahead and reproduced the troublesome link, using its original specifications, for owners strapped with the broken hardware. Pingenuity saves the day once again.

Rollergames does have a loyal following. It is constantly mentioned as a “value game” for those starting out in the hobby and its soundtrack gets mentioned in just about every discussion about “best pinball music”. Nate Shivers of Coast 2 Coast Pinball specifically mentioned that both its reputation and price were on the rise in a Going Up/Going Down segment this past winter, and a copy of Rollergames recently won Best In Show (Pinball) at the inaugural Southern Fried Gameroom Expo this past June. It is also one of those games, like Volley, that appears in unusual numbers here in Canada. Many prototype versions are floating around in the Canadian collector community, and can be identified by their Diamond Plate playfields and extra flashers. It seems that the Quebec distributor Laniel Automatic was at it again, importing large quantities of this game, perhaps at a special price seeing as the licence had completely tanked by the time the games were ready to go. The game in my collection came through the Laniel channel as it bears all the tell-tale markings. I can say without hesitation, that Rollergames is the machine non-pinball visitors gravitate towards when visiting my gameroom. The theme seems to draw them in and the simple rules keep objectives within reach. There is a glimmer of recognition in these visitors’ eyes, but most of them seem to recall Roller Jam, the roller derby reboot on TNN that ran on Friday nights the mid-nineties, rather than the actual Rollergames show. It doesn’t hinder their enjoyment of the game though, as they can still immerse themselves within the excessive neon hues of the 1990s while flipping around the playfield.

All this said, I’m still amazed at Rolelrgames’ lowly rank on Pinside. Sure, it’s a System 11 game, and isn’t afforded untouchable royalty status like the WPC era games that followed it just a year-and-a-half later, but for me, it is the complete package of entertaining gameplay and a well integrated theme. Perhaps what hurts the game is that it is strapped with both a theme that isn’t ingrained into the collective imagination of our generation and a fairly shallow System 11 ruleset (according to more seasoned players). Not to mention its near complete mimicking of the High Speed design. High Speed is one of those watershed games that is rightly labelled as “important” by the community. If someone wanted a kicked up version of High Speed, they’d probably rather buy a High Speed 2: The Getaway, and not a Rollergames. I’m not arguing for the game to be listed in the top fifty or anything, but I think it does deserve to fall within the #120 thru #150 range. I guess there are very few people, like me, who want their rock, rock, rock…’n’ Rollergames.

Further Reading:

Pinside – Top 100, Page 2 
Internet Pinball Database – Rollergames
Pinside – CPR Needs Rollergames Plastic Set NOS in Order to Remake Them
Pinside – Roller Games Divertor [sic] Drive Link Reproduction
YouTube – Rollergames Alligator Sudden Death Overtime
YouTube – Rockers vs. Violators (full game)