It's time to revive this thread with some new info. I bought these early and Andrew shipped promptly... but life got fully in the way until now.
I can confirm they work with System9 and System11, as follows.
In all cases I was working within the slack limits of the factory harnesses... which isn't always ideal. In some cases there are wide-open spaces for the SolSaver board... but the game's original solenoid harness will not reach.
If you are stocked on Molex Male-Male adapters you could probably make your own custom extensions to solve this. However, I am not stocked on Molex parts. In fact, I bought the SolSaver kits to save a few bucks and have fun soldering... not realizing I would need a crimp tool to make the harnesses. If you buy the kits, a crimp tool is an absolute MUST! Fortunately there are a few decent ones on Amazon for about 25 bucks and the one I picked worked fantastically.
Anyway, on to the installations:
SolSaver_System9
^ Space Shuttle (System 9) was my first pin and first MPU repair attempt - as my notes attest, it didn't go perfectly. The Solenoid Saver is a MUST for fragile boards like this one! There's plenty of space below the board, but again - the stock harness at 1J19 won't reach.
So I mounted it as shown. It's tight, but the light board *just clears* with no ill effect.
SolSaver_Sys11early (resized).jpg
^ This System11 is an early version from a PinBotsketcase I revived as holidays '16 approached. Again, the board has some weak spots from previous work and probably won't like being poked any more than absolutely necessary. Thankfully, unlike System9, there's a perfect open spot in the backbox for the SolSaver board - right next to connector 1J19! Easy, as if the factory meant it to be there!
But not all System11's are like this....
SolSaver_Sys11late (resized).jpg
^ This System11 is a Space Station, made near the end of Williams' "Switched Solenoid" era. And by then Williams was cramming the backbox chock full of stuff, so there is almost no room to put even this tiny thing. It could maybe fit in a space above the MPU and a foot to the left... or down low along the right side wall. But in either case, you're back to needing an extension cable... which I did not have the capability to make.
So for now, I rigged a "floating riser" of scrap packaging plastic and mounted the SolSaver to it, just to get an idea of placement and test compatible functionality. Yes, this is kind of hacky... but no, it doesn't move and yes, it proves the concept.
I'd love to get an extension cable, though.
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IN ALL CASES....
There are three cautions you need to be aware of:
1) MAKE SURE TO ORIENT THE STOCK SOLENOID HARNESS PROPERLY WHEN YOU CONNECT IT!!! The SolSaver looks like a simple pass-through, right? But there are 8 pins and only 6 fuses. Pins 1 and 2 are pass-through, and pins 3-9 (with the obvious exception of keypin 5) are fused.
If you're like me, you try to orient the board such that its printed text is legible right-side up. On System3-6 games, this is not a problem: I installed one in a Firepower first and everything lined up: Text legible, stock harness plugs in, boom.
But when I did the same on Space Shuttle, the natural orientation of the stock Solenoid harness was such that it's "reversed" in relation to the SolSaver board... so even though it connected just fine at first glance... as it happened, two of the game's solenoids were passing through the unprotected pins 1 and 2, while fused pins 8 and 9 were passing through to the flipper relay!
The game still works like this, but you are without a full third of the protection you expect.
So basically, make sure to orient your installation so that the "split" two-pin connector at 1J19, which is the flipper relay, connects to passthrough pins 1-2 on the SolSaver. Depending on the way your factory harness is oriented, you might have to flip the SolSaver "upside down", or unthread and twist the harness to suit your preference.
If I could make a suggestion to Andrew, I'd maybe label future revs of the board to more readily indicate the unfused passthrough pins...
2) SPEAKING OF LABELING.... the printed labels on the PCB are indicative of Sys3-6, and don't correspond to System 9 or System 11.
So here's how the pinouts map to Sys9 and 11. I plan to make labels for my boards and place them under the fuses:
PIN---STATE---S9Q#---S11Q#
1------pass-----RLY------RLY--
2------pass-----RLY------RLY--
3------fused----Q79-----Q73-
4------fused----Q77-----Q71-
5------KEY---------------------
6------fused----Q81-----Q69-
7------fused----Q75-----Q75-
8------fused----Q83-----Q77-
9------fused----Q85-----Q79-
3) THESE DO WORK so be prepared for some new troubleshooting vectors. I did some other work on Pinbot and unbeknownst to be, mangled a sling switch. During attempted gameplay it would flutter and pulse and almost lock on. I shut the game off before any damage was done, and could see where the fuse browned a bit. YES! Working as designed!
But after correcting my switch, I didn't replace the "browned" fuse. And as it happened, other gameplay bugs popped up that I chased around all over, before I simply replaced the fuse... which promptly solved those problems.
So if some problems can indeed sometimes be "just a fuse", remember you've got 6 more of them now ha ha.
Anyway, these things are GREAT. Thanks Andrew for making these. I hope my rambling is useful for other Sys9 and Sys11 owners....