(Topic ID: 97751)

Jackbot: How come I never see them for sale?

By Squeakman

9 years ago


Topic Heartbeat

Topic Stats

  • 63 posts
  • 32 Pinsiders participating
  • Latest reply 9 years ago by MXV
  • No one calls this topic a favorite

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There are 63 posts in this topic. You are on page 2 of 2.
#51 9 years ago

white inserts w colored leds underneath. Best of both worlds

#52 9 years ago
Quoted from boagman:

The arrows refer to the arrows directly in front of the visor and above the grid of 25 lights. In earlier versions, the arrow colors match the grid columns, but later on they were changed to solid white. I'm ambivalent about the change (might actually prefer the white, actually), but others care a great deal.

Wow this seems irrelevant with LEDs. Mine are white. That means I have an earlier revision game? I have no bounce outs on lock. I can color match with LEDs though.

#53 9 years ago

I just got back from crushing one on location near me. Lost count of how many extra balls I got. Got to mega visor and got the GC score. 12B+. Some kid started watching me halfway thru the game. He asked a lot of questions, including 'How long have you been playing?' and 'Can you play this game forever?'. d:^)

I earned 4 credits from that game alone. With all the EB's and credits handed out by casino run, I can see how the game didn't earn we'll on location. Even Stern's with generous setting usually don't hand out that many credits at a time. Has anyone tried to fix the software for tournament play? It would be a fun tourney game if not for casino run.

Silver Creek sportsplex. It's dirty, but very playable. Gave Curious George the 4 credits.

#54 9 years ago
Quoted from markmon:

What are the flashers and what are they tied into? What flasher number are they in the menus?

Item 16 and 17 in the manual, Left and Right Visor flashers.
There are 3 above the PF: Left, Right, and Center, all Jack-Bots have these.

The samples also have an additional flashers under the PF for the Left and Right Visor that lights up the plastic saucer base, or eject brackets in my case. They are tied to the upper Visor flashers and activate at the same time as their above PF counterparts.

#55 9 years ago
Quoted from markmon:

Wow this seems irrelevant with LEDs. Mine are white. That means I have an earlier revision game? I have no bounce outs on lock. I can color match with LEDs though.

Nope the white inserts are the later actual production run, hence your no bounce outs

The colored keno arrows, and a light blue ramp sign, and the Pinbot style snubbers on the 3 eject saucers are the marks of the sample games, and ROM version 0.4, also you could check your serial number in the cab.

I think there were somewhere around 200 or 250 samples can't remember the number anymore. So if you have sub 250 S/N chances are your game is a sample version.

Sample games seem to come up very often, must have been because the game was an on-route dog apparently.

#56 9 years ago
Quoted from MrBellMan:

I must have a later version of the game because I hardly ever have a ball rejected from any of the saucers. Legit complaint for sure!
Rob Bell
Robsgameroom.com

The earlier version had a different 'lite game saucer' plastic over the ramp.

#57 9 years ago
Quoted from KloggMonkey:

Nope the white inserts are the later actual production run, hence your no bounce outs
The colored keno arrows, and a light blue ramp sign, and the Pinbot style snubbers on the 3 eject saucers are the marks of the sample games, and ROM version 0.4, also you could check your serial number in the cab.
I think there were somewhere around 200 or 250 samples can't remember the number anymore. So if you have sub 250 S/N chances are your game is a sample version.
Sample games seem to come up very often, must have been because the game was an on-route dog apparently.

Thank you for all your help

#58 9 years ago
Quoted from boagman:

. Truth: 70-80% of the shots to the eye saucers were rejected by that machine. Imagine that. Imagine how frustrating it is to dead-nail the shot, have it not stick, and then having to save said ball from draining.

To be fair, the steep angle of my playfield may be helping to alleviate some of the issues with the lock since the ball isn't moving as fast when it gets there. I played a few games on it last night, and it's also hitting the lip of the chest targets, which is bad, but also slowing the ball down significantly. I'm going to try to get it adjusted AGAIN..it never seems to stay adjusted for long. Need to put some thread locker on it or something. =P

#59 9 years ago
Quoted from KloggMonkey:

and ROM version 0.4,

I have this... I need to archive it off the ROM and submit it to IPDB.

You want to talk about a frustrating piece of Jackbot, try playing 0.4a roms. You can't cheat out a freakin' bomb in casino run!

#60 9 years ago
Quoted from Frax:

You want to talk about a frustrating piece of Jackbot, try playing 0.4a roms. You can't cheat out a freakin' bomb in casino run!

I still have my old ROM chips, Ver. 1.0R also introduces the Super Jack-bots when you hit one eye than the other quickly, some animation by-passes when you hit both flipper buttons, as well as a changed Jack-bot animation, and a few other minor things.

Talk to John Wart Jr. of that pinball place and upgrade your ROMs (Sound + Game) they will still work even with the older style locks.

#61 9 years ago
Quoted from KloggMonkey:

I still have my old ROM chips, Ver. 1.0R also introduces the Super Jack-bots when you hit one eye than the other quickly, some animation by-passes when you hit both flipper buttons, as well as a changed Jack-bot animation, and a few other minor things.
Talk to John Wart Jr. of that pinball place and upgrade your ROMs (Sound + Game) they will still work even with the older style locks.

I have access to two people that have burners...that's not the issue. The only reason I haven't upgraded it is because I haven't seen this early revision posted anywhere.. want to make sure it gets archived before I store or re-burn the chips. There's a ton of great reasons to not run the early code, but someone might be interested...

#62 9 years ago

Why not just get a new game rom and keep the old chip in the machine? A lot of those old roms don't reprogram well anyway.

#63 9 years ago
Quoted from Frax:

Well, they're definitely a quirk.... I'm not saying that everyone should appreciate it, but I do personally feel like there is a *lot* of excessive pissing and moaning over something that ultimately is very minor IMO. It certainly wouldn't cause me to sell the game and look for a later production one, or cause me any buyer's remorse, but that's actually what several people have told me...that they got SO FRUSTRATED with it not locking 100% of the time that they had to sell the game, or modify it to use the newer lock style. I'm happy with MY GAME, but yes, most people seem to find the old lock style very irritating. Was an acceptable trade-off *for me*. As MXV said, the colored arrows are way more appealing than the plain white ones, and I also like the earlier production sign on the ramp vs the later one.
I don't get how the saucers are the design defect when they work fine on Space Shuttle and Pinbot. Are they routed too shallow? If they're physically the same....seems to me the issue is with the angle of the playfield and higher powered flippers bouncing the ball too hard off those angled brackets. I would like to try a lower powered flipper coil to see if it resolves the issue, but I'm not spending 30 bucks just on a whim on that. I've got other things to buy for machines that don't work properly. I do know that with the standard coils, making the ramp shot is WAY too easy compared to Pinbot, IMO, and my game is set up pretty steep.
I would love for CPR to run this playfield with the colored arrows and find a way to have the new lock style. From what I understand, there are missing flashers in the "new lock" style that were removed to accommodate the locks.. I would want to find a way to retain those..hopefully that's something that CPR would be able to assist with if they ever run it. I think it would be a load of fun to have two fully pop'ed playfields to swap in and out.

Totally different flippers on those older games vs. the WPC era games (both in hardware and software). The coils are a lot stronger. I remember I used to know someone who tried stepping down to weaker coils but it didn't help the issue enough to make him not wish he had a production version.

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