Opto switches consist of a transmitter and receiver

Posted on Feb 6, 2014

The game as originally envisaged placed the three balls as they were locked in holes on a slowly rotating ring around the Deadworld. When the third ball was locked, they were released by a mechanical arm and dropped onto the playfield. This was how it worked in the original software ROM. The problem arose if the arm - or the magnet it contained - failed to work.

Opto switches consist of a transmitter and receiver
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This would mean there was no way to release the balls, so the software was changed to only lock the third ball on the ring - the first two sailed past the ring entrance and became "virtual" locks instead. In addition, the ring was changed so the holes became slots. That way, if a ball erroneously ends up on the ring, as it turns, the ball will simply fall off. In a home environment though, the potential for the arm to fail is minimised so wouldn`t it be nice to restore the functionality and make the ball lock work as originally intended I had previously looked on the rec. games. pinball newsgroup to see if anyone had been able to restore the Deadworld, but no one could find the original ROM. Then in October of last year I saw that The Shoot `M Again team ” had uploaded the Rom to the Internet Pinball Database. Originally the prototype Judge Dredd had an opto switch near the entrance to the left ramp (switch 32), later this switch was moved up the ramp and changed number to switch 67. The next step was to try to convert switch 67 back to 32 (switch 67 was not used on the production L_1 rom). Opto switches consist of a transmitter and receiver and need a separate opto board on the Judge Dredd pinball. In order to make the switch number change I needed to use a spare opto switch (65). In the modification switch 65 became column 3 and 67 was linked to row 2 to make 67 become 32. The next task was to make the new locking ring...

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