Roller Games

Williams, 1990 — shot-by-shot rules and strategy guide.

Open Roller Games in the Pinball Genie app →

Roller Games has several things to chase and none pays a fortune, so a big score comes from repeating a handful of shots rather than reaching one big round. Almost everything funnels through two features: the Pit, where awards are collected, and the Wall, where they are cashed. Learn how those relate and the rest falls into place.

The Pit feeds the Wall

The Wall is a very steep ramp reachable only from the upper right flipper, and clean chances at that flipper are rare. The Pit is the fix: an enclosed saucer behind a one-way gate — hit it as hard as you like and the ball stays in — that kicks onto a habitrail delivering the ball straight to that flipper.

Better still, shoot the Pit with its Magnet lamp lit and the machine holds the ball still at the flipper tip. The mistake is universal: do not flip early. The countdown runs while the ball travels the rail, and flipping before it settles switches the magnet off. Wait for the call, then shoot. It is one shot only, and the Magnet is relit each ball, at the start of multiball, by Instant Lock, and by completing S-K-A-T-E.

Three arrows at the Wall

Red for Jackpot, green for Lock, orange for Million — check them before you shoot, because the same shot pays very differently depending on what is lit. There is also a useful quirk: the switch registering a Wall shot sits on the upslope, below the flat top. A ball hit just hard enough to trip it, stall and roll back over it earns two awards from one shot.

Jetways and teams

The two Jetways are the halves of the orbit, each with a spinner and a lamp. They work independently and both can be lit at once. Each inlane lights the Jetway opposite, and a full orbit lights an unlit one. You only need to trip the spinner to collect — so with both lit, one orbit takes both.

Every collection spots one of the six team lamps in the playfield centre, and all six lights an extra ball at the Center Lane. Two are lit free at game start, but only the first time through, and teams do not carry between balls — so this is a six-in-one-ball job. Once all six are lit, the Jetways settle at 250K each.

That Center Lane is dead straight up, threading between the drop targets and the ramp entrance and then between the standups and the bumpers. No angle works. The consolation is that extra balls stack there and stay lit.

Roller Motion and the Scoring Cycle

With Roller Motion lit, the Pit hands out a near-random award: nothing at all, Jetter Bonus, Bonus Held, a WILLIAMS letter, Spot Team, Bonus X, Extra Ball or Lite Special. Instant Lock is the one to hope for — a lock and a relit Magnet at once. It is lit at game start but not each ball; the 1-2-3 standups bring it back, and since those are nearly unshootable, the bumpers do that job.

The WILLIAMS letters carry over between balls, players and games. Complete the word and a hurry-up starts at four million and falls to one, collected at the Pit. A short pause before the countdown makes the full four million possible — the trick is finishing your last letter off the S-K-A-T-E bank at the spot where the rebound drops in. Collect it and WILLIAMS resets; miss it and you lose four letters.

Multiball and Sudden Death

The W-A-R drop targets award locks in single-ball play, and three locked balls starts multiball. Expect all of them down the right inlane at once. The Magnet is armed automatically, giving one free crack at the jackpot — take it, because it is worth one and a half to four million and every collection resets it to 1.5M. After that the target completions are better money: S-K-A-T-E pays 100K, 150K, 200K up to a 500K cap, and W-A-R runs the same ladder.

Sudden Death starts on its own once or twice a game: fifteen seconds, every Wall shot worth a million and resetting the clock. Completing both S-K-A-T-E and W-A-R ends it with two million — but if the Wall is falling, repeats beat closing it out.

Housekeeping

Goals in Roller Games

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.