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Rules & Strategies

NOTE: The following is based on my particular game set to replay mode with mostly factory game adjustments. Results may vary. Corrections welcome.

The Wall of Death: The Wall of Death ramp is the most prominent playfield feature so that's where I'll start. The Wall is a steep ramp beginning toward the upper left area of the playfield and looping back across the very top of the playfield. The Wall can be shot only from the plunger lane or from the upper right flipper. Weak shots will simply roll back down the ramp entrance. Otherwise the ball will travel to one of three possible exits depending on ball velocity and a game-controlled diverter mechanism. A semi-strong shot may go to the left exit or the game may divert the ball to the left exit. A stronger shot may go to the middle exit or the game may divert the ball to the middle exit. A really strong shot may go all the way to the right exit, but only if the game doesn't divert the ball to the left or middle exits.

A successful plunge to The Wall scores 60k points. Otherwise it's hard to say if the ramp has a nominal point value because a shot to The Wall always triggers one or another overriding display animation along with various combinations of scoring features.

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An overview of the upper playfield and The Wall of Death ramp.

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Looking up The Wall of Death from the plunger lane and upper right flipper.

The ramp's left exit leads to the left habitrail and the left inlane. The middle exit leads to the right habitrail network and to the lock mechanism or on to the right inlane. The right exit simply drops the ball onto the right orbit which sets up another possible Wall of Death shot from the upper right flipper. If lock is lit, balls shot from the upper right flipper with sufficient velocity are diverted to the middle ramp exit and on to the lock mechanism. If lock is not lit, the diverter seems to behave randomly. If there's a deliberate logic to this, I haven't figured it out. The diverter appears to randomly favor the left and middle exits during normal play. If lock is not lit, the diverter may favor the right exit during Sudden Death. This almost always takes me by surprise and I pretty much never make a second consecutive ramp shot.

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Left, middle and right ramp exits.

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A "behind the scenes" look at The Wall of Death ramp diverter mechanism with both diverter arms extended.

Multi-Ball and Jackpots: In conjunction with The Wall of Death, the most obvious thing to do on RollerGames is start the game's 3-ball Multi-Ball and collect Jackpots. Locks are lit or qualified by completing the three green WAR Drop Targets in the middle of the playfield. The WAR targets may be hit from any of the three flippers and even swept from the upper right flipper. Lock qualifiers may be stacked. That is, the drop targets may be completed two or three times thereby qualifying two or three locks before actually locking any balls. This is a good lock-theft prevention strategy during multi-player games. All locks may be qualified before the player risks locking balls which may subsequently be thieved by the other players. A green arrow in front of The Wall of Death ramp indicates when lock is lit. But it's up to each player to keep track of exactly how many lock qualifiers they've accumulated. Each player's accumulated lock qualifiers carry from ball to ball.

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WAR drop targets.

The lock mechanism is within the right habitrail network at the right side of the playfield above the plunger lane and is accessed by shooting The Wall of Death from the upper right flipper. If lock is lit and if the ball is shot with sufficient velocity, the game will divert the ball down the middle ramp exit and into the lock mechanism.

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The lock mechanism is hidden under a cover above the plunger lane.

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A "behind the scenes" look at the lock mechanism with its cover removed.

The right habitrail network includes a loop-shaped habitrail over the WAR targets. When one or two balls are locked, the game will occasionally cycle the locks. This means that the lock mechanism will fire the locked balls around the loop which returns the balls back to the lock mechanism. This kinetic display is just for show, but may distract an unsuspecting player. Many pinball machines hold locked balls from player to player. RollerGames holds locked balls from game to game. An observant arcade-goer may have been more likely to drop their quarters in RollerGames if one or two balls were already locked. Such is lost if the game is turned OFF. Any balls on the playfield are ejected upon power-up.

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Locked balls are ejected around the loop habitrail to simulate skaters racing around the track. These three balls are headed for the right flipper and the start of Multi-Ball.

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The side diverter may block the lock mechanism and direct balls toward the right inlane and on to the lower right flipper.

Multi-Ball begins after the third ball is locked. All balls are ejected to the loop habitrail. But instead of returning to the lock mechanism, the balls are directed toward the right inlane by a side diverter. All the balls appear on the right flipper all at once. I usually loose some balls before regaining control. The object of Multi-Ball is to score Jackpots by hitting The Wall of Death from the upper right flipper. The easiest strategy is to cradle one or two balls on the left flipper and shoot the remaining ball into The Pit and then on to the upper right flipper. A more skillful strategy (I hopelessly suck at this) would be to shoot the left orbit directly to the upper right flipper. Playfield scores are tripled with three balls in play then doubled when one of the three balls is lost. Multi-Ball ends when two of the three balls are lost.

The progressive Jackpot is carried from ball to ball, player to player and game to game until collected. Once collected the Jackpot is reset to its minimum value of 1.5 million. Unlike most other games from the era, the player may continue to collect Jackpots at The Wall so long as Multi-Ball remains in play. At 1.5M points per shot to The Wall, a good score can be quickly accumulated during Multi-Ball. From 1.5 million the Jackpot is rebuilt by various switch hits, but only during Multi-Ball. The Jackpot may be built to a maximum value of 5M points. The Jackpot is not terribly hard to collect in a home environment so its value leans toward the low end of the range. The current Jackpot value may be observed by way of the Status Report.

Another scoring opportunity during Multi-Ball is the SKATE Bonus and the WAR Bonus. Each completion of the SKATE targets during Multi-Ball progressively scores 100k, 150k, 200k, 250k, 300k, 400k and 500k points. Each completion of the WAR targets during Multi-Ball progressively scores 100k, 150k, 200k, 250k, 300k, 400k and 500k points.

Sudden Death: Sudden Death is a mode that randomly occurs once (maybe twice) during the normal progress of a game. Sudden Death may occur on any ball. In addition to its normal randomness, Sudden Death may be randomly derived from a Roller Motion award. Of course it's possible to play so bad that your game ends before you ever get a Sudden Death. You know you're about to begin Sudden Death because the game yells "It's Sudden Death!" and "Go for The Wall!".

Sudden Death is a timed mode that lasts about 20 seconds. Each shot (or plunge) to The Wall scores 1M points and resets the timer, but to some lower amount. For example, the first Wall shot may reset the timer to about 15 seconds and the next Wall shot may reset the time to about 12 seconds and so on. Sudden Death appears to max out and end after about six successful shots. 2M points are awarded if the player can max out before the timer expires.

The Magnet for Deep Freeze is continuously lit during Sudden Death. So it's a good idea to keep shooting for The Pit. Sudden Death is another good way to quickly build a high score.

I haven't noticed that Sudden Death ever starts during Multi-Ball. However, Multi-Ball may begin during Sudden Death and run concurrently. If the third ball is locked during Sudden Death, Multi-Ball begins immediately without the usual Multi-Ball prelude. In fact, the lock mechanism has already ejected the first two balls as the third ball is entering the right habitrail network. This is timed in such a way that all three balls still arrive at the lower right flipper all at once. This Sudden Death/Multi-Ball combination is pretty much the most exciting, seizure-inducing thing you can do on RollerGames.

An alternate Sudden Death strategy is to hit all the SKATE and WAR targets which are all reset and the beginning of Sudden Death. Such will earn 2M points and end the Sudden Death mode. I once achieved this goal by accident while I was frantically flailing three balls during a simultaneous Sudden Death/Multi-Ball. Otherwise I'm thinking this strategy is fairly impossible unless you're able to pick off targets between returns to The Wall to reset the Sudden Death timer. Moreover, I'm thinking it's a bad idea to end Sudden Death for 2M points when you could potentially keep shooting The Wall for more millions.

RollerGames was designed with a 5-bank of drop targets for the SKATE targets. These were switched to stationary targets for production. But the instruction cards were not updated and are incorrect. "All Drop Targets down during SUDDEN DEATH scores 2,000,000" should read something more like "Hitting all SKATE and WAR targets during SUDDEN DEATH scores 2,000,000".

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Instruction card.

What's described above is pretty much the main strategy for this game. There's a lot more on the playfield, but it all feels ancillary by comparison.

Skillshot: There isn't much of a skill shot here. RollerGames has a breakaway plunger lane that's aimed toward The Wall of Death ramp. It takes only minor amount of finesse to get the ball up The Wall and score 60k points. Any semi-competent plunge will be diverted to the middle ramp exit and on to right inlane. Plunged balls are never locked. However, a plunged ball may count for another Sudden Death million. This happens when a ball is locked during Sudden Death and the next ball is served. After plunging I usually take my first shot at the left Jetway Orbit for a Team award. It's possible to short plunge to the SKATE targets or even the left habitrail, but I don't see how that's much of an advantage. Most shots are easier from the lower right flipper so I have no particular desire to see the ball go down the left habitrail.

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The breakaway plunger lane is mostly hidden under the lock mechanism. Most plunged balls find their way to the right habitrail network and on to the right inlane.

JET Top Rollover Lanes: The JET Lanes consist of three rollover lanes below the top arch at the top center of the playfield. There isn't really any skill access to the JET Lanes - it's more luck of the draw. The JET Lanes may be accessed via the left and right Jetway Orbits. But there are no one-way gates around the top arch. A strongly shot ball to one orbit simply loops around to the other orbit. The JET lanes may be accessed by the Atomic Whip left outlane kickback. But a ball from the Atomic Whip is more likely to continue on to the right Jetway Orbit and down to the upper right flipper. Finally, the JET Lanes may be accessed by a random ricochet from the Jet Bumpers. The only real skill here is the manipulation of lane change at the flipper buttons. But it takes some attention because the JET Lanes are tucked up under the big Wall of Death ramp and easily forgotten. The right T insert is particularly difficult to see. Lit JET lanes are not moved by any other playfield switch hits. Lit JET Lanes are carried from ball to ball.

Each JET Lane scores 7k points lit or unlit. Completing the JET Lanes scores an additional 50k points. Completing the JET Lanes also increments the end of ball bonus multiplier up to 7x. The end of ball bonus multiplier is indicated by three white inserts in the figure-8 at the lower middle area of the playfield. After the multiplier is maxed out at 7x, additional completions of the JET Lanes score 100k points. Multipliers are reset at the beginning of each ball.

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The JET top rollover lanes.

Jet Bumpers: A trio of Jet Bumpers is located in the upper middle area of the playfield below the JET Lanes. Balls may exit the Jet Bumpers down either side of the WAR Drop Targets or ricochet up to the JET Lanes. Jet Bumper action is a good way to get the 123 Stationary Targets. Bumpers are always lit and each hit scores the odd valve of 3,010 points. Bumper hits do not toggle or otherwise affect any other playfield feature. Trivia: Jet Bumper is the proper Williams term for a "pop bumper". So technically this is not a deliberate tie-in with the RollerGames Jet or Jetter terminology.

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Jet Bumpers.

123 Stationary Targets: The 123 Stationary Targets are a near vertical arrangement of three targets across from the Jet Bumpers. It's possible to shoot the targets from the lower right flipper, but probably not worth the effort. Targets are more likely hit by random ricochets from the bumpers. Each target score 6k points lit or unlit. Completing the 123 Stationary Targets scores an additional 25k points and relites Roller Motion at The Pit. Lit targets carry from ball to ball. There's a short horseshoe-shaped Turnaround Lane directly above the 123 targets. The Turnaround Lane is a tight shot from either of the lower flippers, but is perhaps slightly less difficult from the lower right flipper. The Turnaround Lane scores 8k points and leads to the left Jetway Orbit above the left spinner. The Turnaround Lane may be lit for Extra Ball.

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123 Stationary Targets.

WAR Drop Targets: The WAR Drop Targets are a trio of targets in the middle of the playfield. The WAR targets may be hit from any of the three flippers and even swept from the upper right flipper. The targets are a prominent component of Multi-Ball as described above. Each target scores 4k points. Completing the bank scores an additional 30k points and qulifies a lock. Called the WAR Bonus, each completion of the WAR targets during Multi-Ball progressively scores 100k, 150k, 200k, 250k, 300k, 400k and 500k points. Targets are reset at the beginning of each ball, after each completion of the bank and at the beginning of Sudden Death. An exception where the bank does not reset is during Sudden Death as per the SKATE/WAR for 2 million strategy. Following Multi-Ball, the targets also reset based on a timer which makes subsequent lock qualifiers a bit more difficult. The bank must be completed within about 18 seconds of hitting the first target. An increasing pace of the flashing WAR inserts indicates time remaining.

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WAR Drop Targets.

The Pit and Deep Freeze: The Pit is a ball popper which is nearly in the middle of the playfield. The Pit is a pretty easy shot from either lower flipper and includes a one-way gate such that any ball shot to The Pit is going to stick. The ball popper launches the ball up through yet another habitrail that goes over and through the middle of the loop habitrail. The Pit habitrail deposits the ball neatly by the upper right flipper for a shot at The Wall. A shot to The Pit scores 20k points. Three other additional awards are possible when lit as indicated by three inserts in front of The Pit. The awards are Magnet, Roller Motion and WILLIAMS Bonus.

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The Pit.

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Balls from The Pit are launched to the right orbit just above the upper right flipper.

The Magnet or Deep Freeze is an electromagnet located by the tip of the upper right flipper and is meant to hold the ball for a (hopefully) perfect shot at The Wall. The magnet is activated only from The Pit and is activated only once unless relit. The Magnet is lit at the beginning of each ball and may be relit by completing the SKATE Stationary Targets or getting a Roller Motion Instant Lock award. The Magnet is continuously lit during Sudden Death.

As the ball is ejected from the ball popper the game announces "Don't flip!" This means don't flip. If you flip early the magnet immediately shuts OFF and you're on your own. Once the ball is on the magnet, the game yells "Flip!" and that's when you take your shot because that's when the magnet expires. The "Don't flip!/Flip!" callouts may be male or female or may be absent. For this reason I'm in the habit of looking at the display which does a THREE-TWO-ONE countdown regardless of the callouts. I find that my shots to The Wall are most successful if I flip exactly as the magnet expires. So I base my timing on the displayed THREE-TWO-ONE countdown. Also, I try to avoid The Pit until I have lock lit. I hate to waste my Deep Freeze opportunity if I'm not set up for a lock.

Roller Motion is a random award sequence which is lit once for each player at the beginning of each game and may be relit by completing the 123 Stationary Targets. The Roller Motion feature is disabled during Multi-Ball and Sudden Death. Possible Roller Motion awards are...

PENALTY POD (nothing)

JETTER BONUS (random 70k to 200k points)

INSTANT LOCK (awards one lock qualifier and lites magnet)

WILLIAMS LETTER (see Scoring Cycle feature below)

LITE ATOMIC WHIP (left outlane kickback)

LITE TEAM (see Jetway Orbits feature below)

BONUS MULTIPLIER (advance end-of-ball bonus multiplier)

SUDDEN DEATH (see Sudden Death feature above)

EXTRA BALL (awards Extra Ball)

LITE SPECIAL (Special lit at outlanes)

The ball is held in The Pit until the Roller Motion sequence is complete. Extra Ball and Lite Special awards are weighted by game adjustments.

The WILLIAMS Bonus is a hurry-up award and ranges from 4M to 1M points. See the SKATE Stationary Targets feature below. This hurry-up opportunity can sneak up on you. Pay attention and be ready to react before you hear "Go for The Pit!".

Devastating Combos and Power Plays: If nothing is lit at The Pit and you're a skillful player you might want to skip The Pit and go for a Devastating Combo. A Combo results from shooting the left Jetway Orbit and immediately shooting The Wall from the upper right flipper. The problem with this strategy is that the ball will be moving at warp-speed as it approaches the upper right flipper. In addition to anything else that may be lit or awarded, Combos progressively score from 100k points to 500k points in 100k point increments. A player's highest accumulated Combo value carries from ball to ball. This can be an avenue to high scores if you're good at it.

Using a Devastating Combo to lock the third ball may award an instant Jackpot. The game immediately launches into the Kick Butt music and light show before Multi-Ball even gets started. This Jackpot scenario doesn't appear to be repeatable so I'm not sure what the trick may be. I have seen this same Jackpot scenario play out on a different machine so it isn't just me.

A Power Play is any shot from the upper right flipper (plunges don't count) to The Wall of Death when nothing else at The Wall is lit. Seven Power Plays lite Extra Ball at the Turnaround Lane. Thirteen Power Plays lite Special at the outlanes. Power Plays alternate between 100k and 150k points. That is, each odd Power Play scores 100k points and each even Power Play scores 150k points. Accumulated Power Plays carry from ball to ball. Lit Extra Ball and Special carry from ball to ball until collected. If I get a Combo or Power Play it's usually by accident. There's too much else that I'm frantically trying to accomplish. Current Power Play status may be observed by way of the Status Report.

Note that the first ramp rollunder switch is almost, but not quite at the apex of the ramp. A weakly shot ball may hit the switch once on the way up and once again on the way back down. Several features are scored from this switch. Or in other words, a weakly shot ball may be doubly beneficial. Power Plays, Jackpots and Sudden Death millions are all examples of awards that can be hit twice from this unlikely scenario.

Jetway Orbits: The Jetways are the left and right orbits. There are no gates around the top arch so balls shot up one orbit typically zoom back down the other. Shooting the left Jetway may set up a Devastating Combo shot to The Wall from the upper right flipper. Each Jetway includes a spinner. There are no other associated rollover or rollunder switches. Spinners always score 1k points per revolution.

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Looking up the left Jetway toward the left spinner.

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Looking up the right Jetway toward the right spinner.

Each Jetway is lit from an opposing inlane and remains lit for about ten seconds or until collected. Alternately, if no Jetways are lit, a Jetway may be lit by looping around both orbits. A clockwise loop would lite the left Jetway and vice versa. The left Jetway may also be lit from the middle ramp exit, which seems redundant since the ball goes to the right inlane anyway. Hitting a lit Jetway awards one of six Teams as displayed in the middle of the playfield. The ball need only rotate the associated spinner, not necessarily traverse the entire orbit. Or the spinner may be hit from the opposite direction by, for example, looping all the way around the opposing orbit. Technically, it's even possible to loop around both Jetways and collect two Teams with one shot if both Jetways happen to be lit. Collecting each of the six Teams progressively scores 20k, 50k, 100k, 150k, 200k and 250k points. If all Teams are lit, additional shots to lit Jetways score 100k points. Getting all six Teams lites Extra Ball at the Turnaround Lane above the 123 Stationary Targets. Lit Teams carry from ball to ball until Extra Ball is collected. Collecting the Extra Ball is a tight shot from either of the lower flippers, but is perhaps slightly less difficult from the lower right flipper. The Turnaround Lane leads to the left Jetway Orbit above the left spinner. A lit Extra Ball carries from ball to ball until collected. The Turnaround Lane scores 8k points plus a few extra thousands from the left spinner.

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Shooting the lit Jetways collects Teams.

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Extra Ball at the Turnaround Lane.

SKATE Stationary Targets: The SKATE Stationary Targets are five targets at the middle left side of the playfield and are easily shot from the right flipper. Each target scores 5k points lit or unlit. Completing the SKATE targets scores an additional 50k points, relites the Magnet at The Pit and adds a WILLIAMS letter for the Scoring Cycle WILLIAMS Bonus. Called the SKATE Bonus, each completion of the SKATE targets during Multi-Ball progressively scores 100k, 150k, 200k, 250k, 300k, 400k and 500k points. Lit SKATE targets carry from ball to ball, but are reset at both the beginning and end of Sudden Death. That the lit SKATE targets are carried from ball to ball suggests that the software was modified after the prototype SKATE drop targets were deleted.

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The SKATE Stationary Targets.

Scoring Cycle and WILLIAMS Bonus: Each completion of the SKATE Stationary Targets awards the next WILLIAMS letter as indicated on the speaker panel below the score display. A WILLIAMS letter may also be awarded from Roller Motion. Lit WILLIAMS letters carry from ball to ball, player to player and game to game. Here again, an observant arcade-goer may have been more likely to drop their quarters in RollerGames if most of the WILLIAMS letters were already lit.

Getting the last WILLIAMS letter starts a hurry-up at The Pit as the game yells "Go for The Pit!". The hurry-up award begins at 4M points and ends at 1M points. I may never do it again, but I once managed to get the full 4 million hurry-up by hitting the final SKATE target and ricocheting directly into The Pit. But if the ricochet doesn't work, there is a brief delay before the countdown begins. It's still possible to get off another quick shot to The Pit and collect the full 4M points. There's another short delay at 1 million so you may get in one more shot before having to embrace complete failure. Total time for the hurry-up is about 30 seconds so it's not terribly difficult to get something out of it. If the hurry-up is successfully collected, all WILLIAMS letters are extinguished. If you fail then the letters return to WILLI. I'm usually not paying attention to the WILLIAMS letters and "Go for The Pit!" takes me by surprise.

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WILLIAMS letters below the display.

ABC Stationary Targets: The ABC Stationary Targets are a trio of targets above the right inlane and may be shot from the left flipper. Each target scores 6k points lit or unlit. Completing the ABC targets scores an additional 20k points and relites the Atomic Whip kickback at the left outlane. Lit targets carry from ball to ball. Keeping the Atomic Whip lit is important, but I'm usually preoccupied with starting Multi-Ball and don't pay too much attention to the ABC targets.

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The ABC Stationary Targets.

Atomic Whip Kickback: The Atomic Whip is the left outlane kickback. The kickback is lit once for each player at the beginning of each game. The Atomic Whip may be relit by completing the ABC Stationary Targets or from Roller Motion. The Atomic Whip fires the ball around the top arch. The ball will usually continue down the right Jetway Orbit toward the upper right flipper and a shot at The Wall. The Atomic Whip is another example of this game's kinetic showmanship. The feature occupies a dedicated passage at the far left side of the playfield and operates in two stages. First the ball is fired from the outlane to an elevated habitrail and on to a second kickback about halfway up the playfield. The second kickback then fires the ball the rest of the way around the top arch. Prototype games included an additional switch in front of the second kickback which may suggest that this mechanism isn't being fully used to its conceived potential. The outlane scores 50k points when the Atomic Whip is lit.

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Looking up the Atomic Whip kickback passage.

Slingshots: The slingshots are conventionally configured and score 10 points. Slingshots do not toggle or otherwise affect any other playfield feature. There are no other rebound switches on the playfield. Perhaps this explains why the Jet Bumpers score 3k + 10. There's a figure-8 array of red inserts between the slingshots. The art and lights represent the RollerGames track and are merely an aesthetic display.

Inlanes: The inlanes are conventionally configured and lite an opposing Jetway Orbit for a Team. The inlanes are always lit, always lite an opposing Jetway and always score 10k points.

Outlanes: The outlanes are conventionally configured. The left outlane includes the Atomic Whip kickback and scores 30k points for a drain or 50k points if the Atomic Whip is lit. The right outlane always scores 30k points. The outlanes may be lit for Special. When lit for Special, both lanes are lit and remain lit until collected. The way to get the lit Special without losing your ball is to go down the left outlane with the Atomic Whip lit.

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Lower playfield.

Flippers: There are a pair of conventionally arranged flippers at the bottom of the playfield. There's also an upper right flipper below the right Jetway Orbit. The Deep Freeze magnet feature is by the tip of the upper right flipper. Lane change is available for the JET Top Rollover Lanes. There's a center post, but it's pretty far down on the playfield. It takes some nerve to not flip and expect a successful bounce-back. If a fast moving ball hits the center post just right, the ball may ricochet toward the left outlane. If the Atomic Whip is lit, you get your ball back.

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The upper right flipper.

End of Ball Bonus: The End of ball bonus starts at 1k points at the beginning of each ball and is advanced by various playfield switch hits. The end of ball bonus may be multiplied up to 7x by way of the JET Top Rollover Lanes or by way of a Roller Motion award. The current end of ball bonus value may be observed by way of the Status Report. Multiplier status is recorded by three white inserts between the slingshots. The end of ball bonus and bonus multipliers reset at the beginning of each ball. There is no hold bonus feature. A tilt forfeits the end of ball bonus. There are two warnings before tilt.

Extra Balls: Extra Balls are called "Skate Again". An Extra Ball may be awarded directly from Roller Motion. Or an Extra Ball may be earned by shooting the Turnaround Lane when lit. The Turnaround Lane is lit for Extra Ball by way of the Team feature or the Power Play feature as noted above. Extra Balls may be stacked.

Specials: Specials are awarded from the outlanes which may be lit from the Power Play or Roller Motion features as noted above. When lit for Special, both lanes are lit and remain lit until collected. The way to get a Special without losing your ball is to go down the left outlane when both Special and Atomic Whip are lit.

RollerGames Vocabulary:
(M) = Male Voice; (F) = Female Voice; (E) = Electronic (C) = Crowd:

"RollerGames"(E) - Start of game

"Don't flip!"(M or F) - Magnet ON - don't flip

"Flip!"(M or F) - Flip upper right flipper

"Go for the Wall!"(M or F) - Lock lit

"ROLL-ER-GAMES!"(C) - Start Multi-Ball Chant

"Devastating!"(M) - Jackpot

"Devastating!"(M) - Extra Ball

"Bad Attitude!"(M) - Collect said team

"The Rockers!"(M) - Collect said team

"The Maniacs!"(M) - Collect said team

"The Hot Flash!"(F) - Collect said team

"The Violators!"(M) - Collect said team

"The T-Birds!"(F) - Collect said team

"It's Sudden Death!"(M) - Sudden death; part 1

"Go for the Wall!"(M or F) - Sudden death; part 2

"Go for the Pit!"(F) - Scoring Cycle

"Unbelievable!"(M) - Match

Note that each callout includes an exclamation point. This game yells everything! Note that there is little use of generic pinball terminology. RollerGames has no callouts, music or sound effects during attract.

Tie-Ins: The pinball machine does a pretty good job of incorporating terminology, callouts, art, music and sound effects from the TV show. If you have a few extra brain cells you don't mind killing off, go to YouTube and check out some old episodes of RollerGames. Below is a glossary of terms from the pinball machine and what they mean on the TV show.

Atomic Whip: At least two other skaters join hands to whip the Jetter toward The Wall of Death.

Deep Freeze: A move whereby the fat T-Bird skater "Ice Box" jumps on an opponent.

Devastating!: Color commentator David Sams' favorite word.

Jet: What the Jetter does.

Jetter: The player with the helmet that scores all the points.

Jetway: That half of the figure-8 track including The Wall of Death and Jet Jump.

Kick Butt: The Violators' theme song (different from the pin music).

Penalty Pod: RollerGames version of a penalty box.

The Pit: An infield alligator pit used for tiebreakers.

Scoring Cycle: RollerGames is played in rounds of 45 seconds.

Roller Motion: Slow motion replay.

Sudden Death: Tiebreaker where opponents try to throw each other in the alligator pit.

Unbelievable!: Color commentator David Sams' second favorite word.

The Wall of Death: The steep bank at one end of the figure-8 track.

WAR: World Alliance of RollerSports.

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