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System 9 games have the software revision identified with an “L” to signify the Level of software release.

To see what version your game is running, set your test switch to AUTO/UP and press ADVANCE while in Game Over mode. You will see “2GGG” in the player 1 display, where GGG is the game number. The player 2 display will show the number of the installed game revision.

Official revision history was never released for this item or not available at the time of listing.

Sorcerer (System 9) Game Information: Software Checksums
Game Number Game Name Software Revision Game ROM (CPU Board) Sound ROM (CPU Board) Speech ROMs (Sound Board)*
532 Sorcerer L-1 U19: DF99
U20: DA19
U49: 648B U4: F3C9
U5: E724
U6: E1BB
U7: E67F

 

Revision History For L-3 Tournament Edition (Unofficial Rom Readme Pasted here):

┌──────────────────────────────────────────┐
│ WILLIAMS SORCERER TOURNAMENT EDITION L-3 │
└──────────────────────────────────────────┘
This modification adds the ability to modify the multiball start behavior on the
Williams’ pinball game ‘SORCERER’.
Burn the file ending with 732 onto a 2732 eprom and install in socket U19.
Burn the file ending with 764 onto a 2764 eprom and install in socket U20.
When entering the audit/adjustments, the game # will now be shown as ‘532’ and the
revision/subrevision of the software will be shown next to it (currently 3.7, for
level 3, subrev 7).  The original software showed the game # with a leading zero
this has been changed to allow the revision/subrevision to show.
Note that currently the software is considered BETA.  While it has been tested,
there may be unresolved issues.  Additionally, the rom checksum corrections have
not been applied, so the on-board self-test will fail.
──────────────────────────────────────────────────────────────────────────────────
The setting that controls the attract mode sound, #37 (erroneously listed in the
manual as setting #36 – it is setting #37) will now intead control options to light
ball locks/release settings.  (The attract mode sound is permanently off.)
──────────────────────────────────────────────────────────────────────────────────
The lower digit of the setting will control the maximum level of drop banks
needed to be completed in single ball play to light locks/releases.  The upper
digit of the setting will control the minimum level of drop banks needed to be
completed in single ball play to light locks/releases.  Note that a ‘level’ does
>NOT< correspond to # of times the drop bank needs to be completed; rather, it
refers to the # of multiballs achieved by the player.
SETTING
  36
  ABA = Minimum level
B = Maximum level
──────────────────────────────────────────────────────────────────────────────────
The levels are as follows:
0=Locks/releases always lit, as stock
1=One drop bank completion lights lock and release
2=One drop bank completion lights lock
One additional drop bank completion lights release
3=Two drop bank completions lights lock
One additional drop bank completion lights release
4=Two drop bank completions lights lock
Two additional drop bank completions lights release
──────────────────────────────────────────────────────────────────────────────────
Example settings:
Set adjustment #37 to 04 [minimum level 0, maximum level 4]:
Player’s first multiball will have both lock and release lit without
requiring drop bank completions.  Second multiball will be level 1; one
drop bank lights lock and release.  Third multiball will be level 2; one
drop bank completion lights lock, and the next completion lights release.
Set adjustment #37 to 22 [minimum level 2, maximum level 2]
All multiballs will require one completion of drop bank to light lock,
and one completion to light release.
Set adjustment #37 to 00 [minimum level 0, maximum level 0]
No completions required.  Mimics stock software!
Note that if you set the minimum level greater than the maximum, the
game will auto-adjust this in gameplay to merely set the minimum level
to the maximum level.
──────────────────────────────────────────────────────────────────────────────────
Balls shot to an unlit lock saucer will score 1000 and eject.  Balls already
present in the saucer will simply eject.
Drop bank completions whilst in multiball will not count towards the next multi-
ball.
══════════════════════════════════════════════════════════════════════════════════
Release history
031 initial release
032 corrected filenames, readme for file types
033 corrected assembly error for tilt situation with ball locked
034 corrected unresolved situation if lock lit solid, release not lit
035 corrected lock ball during multiball while other ball draining
    added animated lock/release lamps during multiball instead of simple blinking
036 tweaked lock ball/other ball draining situation
037 reverted to v35, revamped ball handling at multiball end in case ball in
    saucer when trough processing
══════════════════════════════════════════════════════════════════════════════════

 

Weight .25 lbs
System 9 Roms

CPU Rom Set vL1 [U19, U20, U49], CPU Rom Set vL3 Tournament [U19, U20], 2732 Speech Rom Set vL1 [U4,U5,U6,U7], 2532 Speech Rom Set vL1 [U4,U5,U6,U7]

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