(Topic ID: 285720)

Fathom lagoon and cave trap star rollover switches not registering

By solarvalue

3 years ago


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#7 3 years ago

Those two switches are daisy chained together & then to the 6 blue/green targets on the left side.

The white wire with a yellow band connects from MPU-J2 pin 4 to the lagoon saucer, cave saucer & then to the targets.

First I would check for a physical break in the white/yellow cave wiring near the playfield edge - these wires get caught & damaged on the edge of the playfield when you raise/lower the playfield. Follow the two white/yellow wires from the lug till it clears & goes into the loom. On my game these exact white/yellow wires have had the insulation scraped through from this.

Assuming the 6 drop targets are registering individually (not just the bank resetting) then it's not a MPU-J2 pin 4 connection problem, check continuity between the white/yellow common wire on the targets to the lagoon/cave white/yellow connection & also continuity between both lagoon & cave trap to MPU-J2 pin 4.

Check their are two white/yellow wires connected to one lug on both the cave & lagoon switch.

#10 3 years ago
Quoted from MrArt2u:

I don’t believe they are meant to award points or make a sound. I believe they are there to tell the mpu when the ball has cleared the saucer so the drop targets can reset.

That’s not their purpose at least according to my game, if I bypass the rollover & lock a ball, the targets reset as normal.

Those two rollovers have a very specific function that is not always known about.

They come into play when you have a two or three multiball occurring & one of the balls lands in either the cave or lagoon saucer. At that point the targets for that saucer do not reset (they do not reset during mulitball) now this rollover target is ready to be actioned - when you roll the ball over the rollover towards the locked ball you get a speech call “help me” in essence the locked ball (the mermaid) is asking for help to be released.

This is my favourite speech call in the game - I always go for the locked ball in multiball to get the rollover & speech call.

#12 3 years ago
Quoted from solarvalue:

Ah, ok, this is my problem. I thought that they were active all the time. Just tested in multiball and they function as they should. Easy fix! Thanks for your help.

I just realised you may not have know about how they work so they appear to not work, when they actually do - I should of thought of this first. I think a lot of people must think they relate to the the ball locking in & out the saucer as MrArt2u suggested. I probably did as well when I first got mine years ago & may have discovered it by accident with a shot to a locked ball.

Glad it's sorted. That's a nice Fathom you have, assuming it's the same one you had for sale - probably one of the best originals I have seen for sale in OZ & was a reasonable asking price too.

#14 3 years ago
Quoted from DNO:

Rollovers also score 50k, when “activated”.
2x in MB is 100k a shot, not bad, but no lit spinner.

I never noticed the 50k score going with the speech call - That is well worth going for to get 100k.

With the 50k indicated next to the rollover & not scoring it with the rollover in general play probably added to people thinking the switch is not working or thought it was related to the saucer.

4 months later
#17 2 years ago
Quoted from Dakine747:

I SCOURED the internet looking for different game scenarios, rules, and gameplay, or situations where the inline drop targets don't reset when a ball is captured, and came up with nothing......until I read this thread! It all makes TOTAL sense now! WHEW!! These nuances are one of the reasons why this game is so great, IMO!

Glad you found this! yep, for sure, the nuances definitely add to making this game so great. The same thing drove me nuts in the 90s (pre-internet) when I first got mine until the penny dropped on day - I assumed it was a fault as I didn't have any reference.

Also worth noting is the home ROM version upgrade is a must as this utilizes the speech that is stored in the original ROM code but remains unused. The extra speech phrases added to this ROM fit perfectly just like they should have been there.

1 week later
#19 2 years ago
Quoted from Dakine747:

“The trap is SET!”, “Air supply gone!”, and “Mermaid’s revenge!” among them, and I going nuts wondering under what conditions these call outs occur. Some time back I was reading about this home ROM modification, and assumed that these call outs were already in my game’s arsenal, but since I’ve only had my game a couple of months, I was trying to figure out what (other than the ROM modification) I had to do to hear them! Seems weird to me knowing that these sounds are included in the original ROM code, but go unused. Anyway, I’d be MORE than eager to take advantage of this upgrade to the ROM,

You need to upgrade the MPU U2 & U6 ROMS (only) to the HOME ROM V4 version found on this page below under ROMS in order to enable these extra call outs that are already stored in the Squawk & Talk board's original speech ROM.

https://www.ipdb.org/machine.cgi?id=829

Those extra call outs are only executed when using the Home ROMS. Their is also a skill shot feature added as well. The "Revenge" call out already exists in the regular ROMS - you get this call out when high score to date is beaten.

2 years later
#22 77 days ago
Quoted from PinballMikeD:

Looks like the diode on the green drop target is toast, which is why the switch will not register. The diode is connected to the cave and lagoon rollover switches via the white/yellow wire. Could installing the caps on the 2 rollover switches have fried the diode? Not sure how, but usually the problem is related to the last thing you touched - in my case, adding the caps at the rollovers

What may have happened is when you have fitted the cap to the cave trap switch, you would have needed to move the wiring out of the way for this switch to some degree to solder the cap in, the wiring for the rollover switch & the power wire to the memory coils are bundled together. That bunch of wires are so close to the edge they usually get squashed or the insulation sheared from the edge of the side rail. Mine have at least 3 wires squashed & insulation sheared.

You may have caused a short from an exposed bare wire(s), check all of the wiring carefully in that area for this & also the lugs on the coil that has the burned diode.

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