Quoted from TractorDoc:I'm trying to remember if those "activation wires" are doubled up under the playfield. (I know the "common" wire to all three lamps is). Each of those three wires are soldered to a small metal tab screwed to the playfield and then a resistor completes the path to the lamp socket. If they are just one part of the matrix I'll definitely have to make the switch at the lamp sockets.
<disclaimer>I have not personally worked on Earthshaker. I am looking at the manual for the wiring information. I have worked on plenty of System 11 and WPC machines that are wired in an identical manner.</disclaimer>
There should be four categories of wires connected to each pop bumper. The solenoid trigger is only present in machines that use the special solenoid trigger. The solenoid lamp is only present in Pat Lawlor games.
- Solenoid power (RED-WHT) and drive (BLU-BRN/BLU-ORG/BLU-GRN).
- Solenoid trigger power (ORG-BRN/ORG-BLK/ORG-GRN) and ground (WHT).
- Solenoid switch (column=GRN-VIO and row=WHT-YEL/WHT-GRN/WHT-BLU).
- Solenoid lamp (column=YEL-BLU and row=RED-BRN/RED-BLK/RED-ORG).
As far as the software is concerned it doesn't know where the physical location of the pop bumper is. It only knows the above corresponding wire colors and how to control them. As long as the wire colors correlate to where the physical location is it will look correct.
If this were my game and I did not want to relocate the pop bumper bodies I would just switch the wires at the pop bumper itself. As mentioned you cannot switch the wires at the interconnect board because the software will trigger the wrong things based on its assumption of what the wire colors are and where they should be connected at the interconnect board.