Rollergames |
Version 2.0 (January 8, 1994) By Michael Dunn Changes From Version 1.x I added 2 Roller Motion awards, a Sudden Death award, and made the sheet more organized and in general easier to read. I realized after looking over the sheet that the reorganization was sorely needed! Background "Rollergames" started out as a weekly TV show featuring a six-team roller derby league. It was as staged as pro wrestling, but when you put aside all the antics, the games themselves were fun to watch. Williams has taken this rather obscure show and built a pinball with the show as its theme. There are numerous references to things from the show (like The Wall and Roller Motion), as well as some rather loud quotes from one of the announcers (his favorite quote is "Devastating" spoken at about 90 decibels). The pin has several goals, but since none of the yields astronomical awards, you'll need to shoot for several of them repeatedly to rack up the points. Rollergames has a 2-line alphanumeric display. The highest displayable score is 99,999,990. Unfortunately, if you break 100 million, you don't automatically get on the high score list; in fact you don't get a single thing! The game totally forgets all the hard work you did to get those 100 million points. "Multiball" is a trademark of Williams, and "Rollergames" is somebody's trademark, I'm sure. In this sheet, I'll use the abbreviation "K" for a thousand points, and "M" for a million points. When I refer to something in the game that has a specific name, I'll capitalize the name so you know that you can find info about it here. I'm doing this sheet from memory, so forgive any inaccuracies. This IS version 2.0, so most of the info should be correct. There are still a couple of things that I'm not sure about; those will be flagged with a question mark to indicate that they are guesses. If you have any info I've left out, please mail it to me at any of the above addresses, preferably the Internet address. Thank you for your support. General Layout Starting at the lower left and moving roughly clockwise, here's what you'll find in Rollergames:
Now on to the rules.... The Jetway The two Jetways are independent of each other, and both can be lit at the same time. A Jetway is lit by rolling through an inlane. The left Inlane lights the right Jetway, and vice versa. You can also light an unlit Jetway by shooting the ball around the entire orbit. To collect a lit Jetway, you only have to hit the spinner. So if both Jetways are lit, shooting the entire orbit will collect both Jetways. Collecting a Jetway spots a Rollergames Team. Lighting all 6 teams lights an Extra Ball at the Center Lane. At the start of the game, you get 2 teams lit for free, but after collecting all the teams once, you don't get any more freebies. The teams you light are not saved between balls, and you can light only one extra ball from the teams per ball. After all 6 teams are lit, the Jetways are worth 250K for the remainder of the ball. The Magnet The Magnet gives you a little bit of assistance in shooting the Wall. When the Magnet light at the Pit is lit, shooting the Pit activates the Magnet, which is at the tip of the upper right flipper. Here's the sequence of events: The screen shows "Don't flip" and the announcer says "Don't flip" as the ball rolls along the habitrail. The screen then counts down "Three--Two--One," estimating the time until the ball will come to rest on the magnet. After the countdown, the screen says (and the announcer yells) "Flip," by which time the ball should be at rest on the magnet (although I have seen games where the magnet was too weak to catch the ball). If the ball stops early, go ahead and flip; the game won't mind if you don't wait. If you flip too early, the magnet will turn off immediately, so don't do it! It will also turn off if you wait too long after being ordered to "Flip!" If something goes wrong with the magnet or the Pit kicker, you're outta luck. The game will continue on as if everything were OK, and you'll lose the chance at the easy ramp shot. The Magnet turns off after one shot, and is relit at the start of each ball, at the start of Multiball, when Instant Lock is awarded by Roller Motion, and when the Left Standups are completed. Roller Motion This is a semi-random award. Shoot the Pit to collect Roller Motion when it is lit. Here's the possible awards:
I don't remember if an award is purposely not given when the associated sequence is complete, e.g. awarding Bonus X when the multiplier is already at 7x. I assume the game is smart enough not to do this, or at least award some points instead. Roller Motion is lit at the start of the game, and is relit by the Center Standups. It is not lit automatically at the start of each ball. The WILLIAMS Scoring Cycle The WILLIAMS sequence carries over between balls, players, and games. Progress towards completing it is shown in the status report and whenever a letter is awarded. Completing the sequence starts the Scoring Cycle, which is a hurry-up round. Its value starts at 4M and counts down to 1M. Shoot the Pit to collect the points. There is a short pause before the countdown starts, so it's possible, though very hard, to get the full 4M. There's also a pause after the timer reaches 1M. If you collect the Scoring Cycle, the WILLIAMS sequence resets completely. But if you do not collect it, the sequence goes back 4 letters (this is adjustable, 4 is the default). The best way I know to get the full 4M is to find the magic point on the left Standup bank where you can shoot the ball and have it bounce into the Pit, then hope that that target or targets are the last ones needed to start the Scoring Cycle. Sudden Death This round starts randomly during one-ball play, once or maybe twice in a game. You'll know that it has started when you hear the announcer yell (can't he say anything in a normal voice?) "It's Sudden Death! Go for the Wall!" A 15-second timer starts, and hitting the Wall before time runs out awards 1M and resets the timer. If you complete both SKATE and WAR, the round ends and you get 2M. I have also seen the round end early if the ramp is hit too many times (about 5 or 6 times in quick succession). The Combo Shot Shooting the left Jetway (lit or unlit) and then the ramp awards 100K the first time, 200K the second time, and so on up to a max of 500K. The combo is awarded in addition to anything else that might be lit at the ramp, so you can get a Power Play and a combo at the same time, although only the combo display will be shown. Multiball Locking three balls starts multiball. The balls are kicked out of the lock mechanism and come screaming down the right inlane all at once (a VERY annoying design IMHO). There is only one thing to do: hit the Wall to collect the jackpot, which is worth between 1.5M and 4M. The Magnet is automatically lit at the start of multiball, so you have a little help in collecting the first jackpot. The jackpot is lit as long as 2 or 3 balls are in play, but it resets to 1.5M each time it's collected, so only the first jackpot is worth a significant amount of points. Hitting stuff during multiball adds to the jackpot. Once you lose 2 balls, normal play resumes. There is no restart shot. During multiball, the Scoring Cycle, Magnet, and Jetways operate as usual, but you cannot collect Roller Motion until normal play resumes. There are also other bonuses available during multiball: completing SKATE awards 100K the first time, 150K the second time, 200K the third time, and so on up to a max of 500K. Completing WAR awards a bonus with the same scoring scheme. After multiball ends, the SKATE standups reset, for no real reason. When you collect the first Jackpot, the ball you hit up the ramp will be diverted into the Lock while the jackpot-collected display runs and the announcer yells "Kick Butt!" Subsequent jackpots only get the quote "Devastating! Outrageous! Unbelievable!" and the ball will not always go into the Lock. Any ball that goes into the Lock will be held there only for a few seconds. Other Stuff
Closing Credits Thanx to those folks on rec.games.pinball who helped me with my memory gaps, and to Karl Brostroem (for whom I originally wrote this rules sheet :). Man, this thing REALLY looks good now, compared to the older ones! Have fun! Editor's Notes
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