Difference between revisions of "Hyperball"

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{{WIP}}
 
 
 
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IPDB.org page for [http://www.ipdb.org/machine.cgi?id=3169 Hyperball]
 
IPDB.org page for [http://www.ipdb.org/machine.cgi?id=3169 Hyperball]
  
Notable Features: Sound (Type 2) / Fires up to 4 balls per second, and uses 3/4" 'pinballs' / No Flippers / Playfield is apparently made of Acrylic Plastic
+
Notable Features: Sound (Type 2) / Fires up to 4 balls per second, and uses 3/4" 'pinballs' (uses 55 total) / No Flippers / Playfield is made of Acrylic Plastic. Some playfields are flat. Later production playfields are bowed so that balls that miss roll back at the edges of the playfields, allowing more clear shots from the hyper cannon.
  
 
* Designer is Steve Ritchie
 
* Designer is Steve Ritchie
Line 16: Line 14:
 
* Custom Driver Board which is not compatible with other games
 
* Custom Driver Board which is not compatible with other games
  
'''Hyperball Playing Tips and Rule Sheet'''
+
=Hyperball Playing Tips and Rule Sheet=
  
Playing Hyperball on factory settings can be a very quick game and really, not much fun. But, change the game to these [http://www.pinball.com.au/eshop/?MIval=art_info&grp=10&artno=HYPERB improved settings] originally suggested by Mark Schneider and the game is much, much more fun.
+
Playing Hyperball on factory settings can be a very quick game and really, not much fun. But, change the game to these [http://www.pinball.com.au/eshop/?MIval=art_info&grp=10&artno=HYPERB improved settings], originally suggested by Mark Schneider and the game is much, much more fun.
  
 
For convenience, the "improved settings" table has been replicated below.
 
For convenience, the "improved settings" table has been replicated below.
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!Factory
 
!Factory
 
|-
 
|-
|<b><center>29</center></b>   || Number of Plum Bob Tilts || <center>06</center> || <center>02</center>
+
|<b><center>29</center></b> || &nbsp;Number of Plum Bob Tilts || <center>06</center> || <center>03</center>
 
|-
 
|-
|<b><center>30</center></b> || Energy Center (standard play) || <center>03</center>|| <center>02</center>
+
|<b><center>30</center></b> || &nbsp;Energy Center (standard play) || <center>03</center>|| <center>02</center>
 
|-
 
|-
|<b><center>31</center></b> || Additional Energy centers (extended play) || <center>05</center> || <center>03</center>
+
|<b><center>31</center></b> || &nbsp;Additional Energy centers (extended play) || <center>05</center> || <center>03</center>
 
|-
 
|-
|<b><center>32</center></b>   || Reflex Wave Difficulty (00=Easy, 09=Hard) || <center>00</center> || <center>05</center>
+
|<b><center>32</center></b> || &nbsp;Reflex Wave Difficulty (00 = Easy, 09 = Hard) || <center>00</center> || <center>05</center>
 
|-
 
|-
|<b><center>33</center></b>       || Extra Energy Center Award Level (02=200,000 etc) || <center>03</center> || <center>04</center>
+
|<b><center>33</center></b> || &nbsp;Extra Energy Center Award Level (02 = 200,000 etc) || <center>03</center> || <center>04</center>
 
|-
 
|-
|<b><center>34</center></b>         || Initial Bolt Speed (How Fast Bolts Attack, 00=Hard, 40=Easy) || <center>28</center> || <center>12</center>
+
|<b><center>34</center></b> || &nbsp;Initial Bolt Speed (How Fast Bolts Attack, 00 = Hard, 40 = Easy) || <center>28</center> || <center>12</center>
 
|-
 
|-
|<b><center>35</center></b>           || Bolt Feed Rate (How many bolts attack at once, 00=Easy, 09=Hard)|| <center>00</center> || <center>05</center>
+
|<b><center>35</center></b> || &nbsp;Bolt Feed Rate (How many bolts attack at once, 00 = Easy, 09 = Hard)|| <center>00</center> || <center>05</center>
 
|-
 
|-
|<b><center>36</center></b>       || Flashing Bolt Initial Difficulty (How Often the Flashing Bolts "The Baiter" Appears, 00=Easy, 09=Hard)|| <center>00</center> || <center>05</center>
+
|<b><center>36</center></b> || &nbsp;Flashing Bolt Initial Difficulty (How Often the Flashing Bolts "The Baiter" Appears, 00=Easy, 09=Hard)|| <center>00</center> || <center>05</center>
 
|}
 
|}
  
Note: the Hyperball documentation incorrectly states the setting values for functions 32 and 35. Easy and Hard are reversed in the documentation. Also, functions 37 through 41 are not used.
+
'''Note:''' the Hyperball documentation incorrectly states the setting values for functions 32 and 35. Easy and Hard are reversed in the documentation. Also, functions 37 through 41 are not used.
  
 
+
== Hyperball Shop Guide ==
'''Hyperball Shop Guide'''
 
  
 
Ed Cheung has an excellent Hyperball "improvement guide" located [http://www.edcheung.com/album/album07/Pinball/hyperball.htm here].
 
Ed Cheung has an excellent Hyperball "improvement guide" located [http://www.edcheung.com/album/album07/Pinball/hyperball.htm here].
  
== System 3-7 Specific Issues ==
+
== Ball Collection System Images ==
 
+
<center>
See [[Williams_System_3_-_7#Problems_and_Fixes]]
+
<gallery widths=300px heights=400px perrow=2 caption="Various images of a <b>complete</b> Hyperball">
 +
File:Hyperball1.jpg|<center><b>Auger assembly</b></center>
 +
File:Hyperball2.jpg
 +
File:Hyperball3.jpg
 +
File:Hyperball4.jpg
 +
</gallery>
 +
</center>
 +
<br clear=all>
  
== Game-Specific Issues ==
+
== Hypercannon and Ball Auger Power Board ==
 +
[[File:Hyperball50VPowerBoard.jpg|400px|thumb|left|The Hypercannon Shooter power supply and Auger Motor control board.]]<br>
 +
The board pictured at left rectifies AC power to produce the 120VDC that drives the Hypercannon coil via a beefy MJ10000 darlington transistor. An MJ10001 can be substituted and works perfectly fine.
  
Click on the links to learn about the more complex problems that this era of games faces.
+
Also on the board, a simple opto-isolator circuit controls power to the ball lift auger motor.
 +
<br clear=all>
  
<BR><BR>
+
== Miscellaneous Notes and Improvements ==
 +
[[File:Hyperball5.jpg|300px|thumb|left|The Hyperball shooter coil, normally 11 ohms of resistance.]]<br>
 +
The image at left shows the proper configuration for the shooter coil. Note that a washer has been added to the top "post" on the shooter coil. This helps raise the actuation arm up slightly to prevent binding on the screw heads.
 +
<br clear=all>
 +
[[File:Hyperball6.jpg|300px|thumb|left|Shimming either/both sides of the ball collection tray helps return balls to the auger.]]<br>
 +
Over time, the ball collection tray wears into the cabinet supports. Shimming them with the material of your choice can encourage the balls to return to the auger better.
 +
<br clear=all>
 +
[[File:Hyperball7.jpg|300px|thumb|left|The ball collection board must be BEHIND the black fascia board.]]<br>
 +
Playfield reinsertion is nearly impossible unless the ball collection tray is positioned properly. As shown at left, it must be behind the fascia board.
 +
<br clear=all>
 
----
 
----
 
Return to [[Williams_System_3_-_7#Games | Williams System 3 - 7 Games]] page.
 
Return to [[Williams_System_3_-_7#Games | Williams System 3 - 7 Games]] page.

Latest revision as of 15:02, 5 January 2018

Manufacturer System Year Model Produced
Williams System 7 Dec 1981 509 4,500

IPDB.org page for Hyperball

Notable Features: Sound (Type 2) / Fires up to 4 balls per second, and uses 3/4" 'pinballs' (uses 55 total) / No Flippers / Playfield is made of Acrylic Plastic. Some playfields are flat. Later production playfields are bowed so that balls that miss roll back at the edges of the playfields, allowing more clear shots from the hyper cannon.

  • Designer is Steve Ritchie
  • Normal System 7 MPU Board with special jumper settings
  • Custom Driver Board which is not compatible with other games

1 Hyperball Playing Tips and Rule Sheet

Playing Hyperball on factory settings can be a very quick game and really, not much fun. But, change the game to these improved settings, originally suggested by Mark Schneider and the game is much, much more fun.

For convenience, the "improved settings" table has been replicated below.

Function Description Recommended Factory
29
 Number of Plum Bob Tilts
06
03
30
 Energy Center (standard play)
03
02
31
 Additional Energy centers (extended play)
05
03
32
 Reflex Wave Difficulty (00 = Easy, 09 = Hard)
00
05
33
 Extra Energy Center Award Level (02 = 200,000 etc)
03
04
34
 Initial Bolt Speed (How Fast Bolts Attack, 00 = Hard, 40 = Easy)
28
12
35
 Bolt Feed Rate (How many bolts attack at once, 00 = Easy, 09 = Hard)
00
05
36
 Flashing Bolt Initial Difficulty (How Often the Flashing Bolts "The Baiter" Appears, 00=Easy, 09=Hard)
00
05

Note: the Hyperball documentation incorrectly states the setting values for functions 32 and 35. Easy and Hard are reversed in the documentation. Also, functions 37 through 41 are not used.

1.1 Hyperball Shop Guide

Ed Cheung has an excellent Hyperball "improvement guide" located here.

1.2 Ball Collection System Images


1.3 Hypercannon and Ball Auger Power Board

The Hypercannon Shooter power supply and Auger Motor control board.


The board pictured at left rectifies AC power to produce the 120VDC that drives the Hypercannon coil via a beefy MJ10000 darlington transistor. An MJ10001 can be substituted and works perfectly fine.

Also on the board, a simple opto-isolator circuit controls power to the ball lift auger motor.

1.4 Miscellaneous Notes and Improvements

The Hyperball shooter coil, normally 11 ohms of resistance.


The image at left shows the proper configuration for the shooter coil. Note that a washer has been added to the top "post" on the shooter coil. This helps raise the actuation arm up slightly to prevent binding on the screw heads.

Shimming either/both sides of the ball collection tray helps return balls to the auger.


Over time, the ball collection tray wears into the cabinet supports. Shimming them with the material of your choice can encourage the balls to return to the auger better.

The ball collection board must be BEHIND the black fascia board.


Playfield reinsertion is nearly impossible unless the ball collection tray is positioned properly. As shown at left, it must be behind the fascia board.


Return to Williams System 3 - 7 Games page.