Quoted from Endprodukt:
Can you guys share some more information about the ball popper and how it works with the software? I mean how it's integrated. I don't have a radical but my buddy has one. We would like to try it out - but with any prototype software we want to be sure it's worth it.
Production: Snake Run has spot target blocking the gobble hole. When the ball hits that target, it bounces back into play while the Snake Run award is being selected/awarded in the backbox.
Prototype: The spot target switch is replaced by a "fork" switch on an under playfield ball popper. A shot into the Snake Run drops into the gobble hole and follows an under playfield ramp to the ball popper fork switch and sits there, activating the award sequence as above, but the ball is out of play. Once the Snake Run award is determined/awarded (on the boxbox), then the ball is popped back into play through a wireform to the X-ramp. Sometimes it remains on the ramp, making its way to the whirlpool. Usually it falls into the jet bumpers. The ball popper can also act as a ball lock when the Snake Run award is "Skate or Die". What happens then depends on whether you already have a ball locked in the main lockup.
The prototype also adds the 3rd sling kicker which sees a lot more action than the ball popper.
I also moved the flasher from under the Snake Run gobble hole to behind the backboard, where there is a hole routed behind the "explosion" plastic. I don't know if that was the design, but the harness reached and it lights the plastic from behind with a nice effect as it flashes.
Some examples are easier to convert than others. See clues in my earlier post.
[Special thanks to (NJ) Skeets for assistance with the conversion]