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- **************************************************************************
- * *
- * STERN PINBALL, INC. *
- * (C) COPYRIGHT 2012 - 2016 STERN PINBALL, INC. *
- * *
- **************************************************************************
- * *
- * METALLICA PRO *
- * *
- **************************************************************************
- HELP US, HELP YOU! If you have any suggestions, questions, need technical
- advice, find errors or have comments, contact us through our website:
- http://www.sternpinball.com/contact.shtml
- or call 1-800-542-5377. You can also email software@sternpinball.com to
- report any software problems.
- This text file and all other documents relating to this product, playfield
- components, features, rules, programming and operation are subject to change
- without notice (Service Bulletins, if applicable, available through our
- website).
- V1.7 - June 19, 2016
- ====================
- - Timed modes (Blackened, Coffin Hurry-Up, Fuel, Lady Justice, Seek &
- Destroy) were not being paused when the Crank It Up mode select was
- active. This has been corrected.
- - Changed combo scoring so 3+-way combos increase in value much more
- quickly.
- - Fuel lane now awards 1 blown piston for each lit light, instead of
- 1 blown piston for all three lit lights.
- - Added speech to the "Enter Sandman" and the "For Whom The Bell Tolls"
- modes.
- - Synced knocker to run with replay/special effects.
- - Added speech for chair guy fry ready (electric chair multiball).
- - Added a speech call for snake lock lit.
- - Fixed player up effects so they wait for speech.
- - For whom the bell tolls mode was not displaying the score correctly.
- This has been corrected.
- - Added mystery awards for the "Crank It Up" modes:
- Battery -
- Awards 1 sparky hit.
- Lights all shots at level 2 (blinking).
- Increases the sparky value.
- Increases the shot values.
- Enter Sandman -
- Awards the first blinking shot from left to right.
- Lights 1 additional item.
- Increases the shot values.
- Fade To Black -
- Awards the blinking shot.
- Requires 2 fewer switch hits to achieve the next fade level,
- to a minimum of 5 switch hits per level.
- Increases the shot values.
- For Whom The Bell Tolls -
- Awards the first blinking shot from left to right.
- Lights all shots to complete an entire column (1 time).
- Increases the shot values.
- There is no advantage to increasing the mystery level before collecting
- the award; the award will not improve.
- - Cross/electric chair/coffin/snake super skill shots now award +1
- of the item towards bonus/crank it up/end of the line bonus for each
- regular skill shot made.
- - Fixed a problem with the bonus where stopping the bonus presentation using the
- flipper buttons would leave one of the item flasher effects (cross,
- electric chair, coffin, snake) running.
- - Some switches would be flagged with an error in the tech alert when
- they should not have been. The list of offending switches are:
- TOURNAMENT START BUTTON
- START BUTTON
- TROUGH JAM
- LEFT COIN
- CENTER COIN
- RIGHT COIN
- FOURTH COIN
- FIFTH COIN
- TILT PENDULUM
- SLAM TILT (OPTIONAL)
- TICKET NOTCH
- BACK
- MINUS
- PLUS
- SELECT
- DIP #1 - #8
- - Added bonus for all items collected at the start of "The End Of The
- Line". Added speech and sound effects.
- - Added a lamp effect for coffin hurry-up start.
- - Added alternate speech for fuel mode start.
- - Removed "casket" text from coffin multiball start effect.
- - Fixed an issue where the music was not quiet immediately after the player
- selected a mode for "Crank It Up".
- - Added super jackpot stage to snake multiball. After collecting 3
- (adjustable) snake combo jackpots, all shots are lit for super jackpot
- until the end of the multiball. Playfield shots disappear when
- collected, and reappear when all have been collected or the snake
- eject is scored.
- - Added speech for HSTD enter initials timeout.
- - Fixed a bug that was causing the device driver for the magnets to ignore
- the "disabled" adjustment.
- - Fixed the player up display effect so it does not end with blank text.
- - Fixed stray (bad) pixels in the BATTERY mode intro art.
- - Combos were not clearing a counter properly, which caused incorrect
- combo values to carry over to other players. This has been corrected.
- V1.64 - April 23, 2015
- ======================
- - Seek & Destroy mode has been changed so it now awards 1 cross,
- 1 snake, and 1 electric chair each time one of the main shots (left
- loop, cross lane, left ramp, right ramp, right loop) is made when
- lit. This allows progress towards lighting "Crank It Up" during
- Seek & Destroy. This rule change also solves the problem of not
- being able to light the snake to collect SNAKE letters during
- Seek & Destroy, since only a shot on the playfield would allow this.
- - Boosted Seek & Destroy scores from 750k to 1M (seek shot) and 375k
- to 500k (regular shot).
- - Added lamp status on the sparky lamps for electric chair multiball
- and battery mode that indicate progress toward lighting the super
- jackpot and completing the mode, respectively.
- - Added art to the combo high score to date display effect in the
- attract mode. Changed the font for the combo award and the combo
- jackpot award.
- - Increased lady justice "big value" score.
- - Added design team members to the default (factory reset) HSTD.
- - Increased the display/lamp/sound priorities for the multiball modes
- (Coffin, Cross, Electric Chair, Snake). Previously, these were the
- same as Fuel/Seek & Destroy, which caused interference. The priority
- for Coffin was set to something higher than Cross/Electric Chair/Snake,
- as Coffin is rare to get, and alternates between shots and the captive
- ball (so there will be opportunity to see Cross/Electric Chair/Snake
- effects on the shots when Coffin is available on the captive ball).
- - Changed the names of the diagnostic buttons (these are translated now).
- - Fixed a problem with the mystery sound effect not coming through due
- to higher priority sound effects from previous effects taking too long
- to finish up.
- - Removed track #4 from outlane drain sound so big effects will not get
- cut off.
- - Fixed text running off the display.
- V1.63 - September 2, 2014
- =========================
- - The 2x playfield multiplier is now paused during cross, electric
- chair, coffin, and snake multiball start.
- - Crank it up points selection was not scoring the points. This has
- been corrected.
- - Lady Justice mode start criteria has been changed. Ramp letters and
- mode start are allowed as long as seek & destroy and any crank it up
- mode are not running. (Previously, ramp letters were allowed during
- multiball, but mode starts were not.)
- - Fixed up snake lock so it works better when a ball is being held on
- the cross magnet for super jackpot.
- - Any shot that completes a row or column in the grid during the "For
- Whom The Bell Tolls" mode is awarded at 2x. The last shot is 4x as it
- completes both a row and a column.
- - Fixed a bug with the guitar pick targets that would cause the score
- for completing the targets to be one increment too high.
- - Added combo rules for stage #2 of Crank it Up. Making any shot blinks
- a random shot for 2x. Making additional lit shots increases the
- multiplier on the blinking shot by 1x.
- - Tightened up captive ball extra coffins timer from 2.5 seconds to 1.5
- seconds. There is still a one second grace period.
- - Fixed a bug in cross multiball that would keep the super jackpot
- multiplier from advancing.
- - Added left ramp cross to the up/down effect lamps; it was missing.
- V1.6 - June 5, 2014
- ===================
- - Added "Blackened" (target) mode for collecting all of the band members.
- - Added an adjustment to award extra coffins from the captive ball. The
- default is "+1 W/ RETURN LANE" which will award 1 extra coffin if the
- captive ball is hit within ~2.5 seconds of a return lane switch.
- - Corrected some loop logic.
- - Lowered 2nd+ combo extra balls from 100 combos to 50 combos. Lowered
- the 2nd+ fuel lane extra balls from 40 pistons to 30 pistons.
- - Skill shot and super skill shot lamp effects were (occasionally) not going
- away when their respective awards were no longer available. (This was
- noticeable when the mystery eject was made for super skill shot.)
- - Reworked the guitar pick targets rule. Collected band members carry
- over from ball to ball. Sets of band members reworked to require more
- completions next time around, but not as brutal as before.
- - Added settings for snake eject kick and right eject kick power settings.
- - Changed the increment for the item requirements for qualifying Crank It
- Up from 1-5 to 1-3.
- - Added new right eject ramp-up sound for the right eject kickout.
- - Added adjustments for the cross magnet and the electric chair magnet so
- the user can turn off or lighten the magnet effects.
- - Added an adjustment for the number of shots required during the super
- jackpot stage of cross multiball to bump the super jackpot multiplier.
- The old (hard-coded) default was 4; this has been lowered to 3 to make
- it easier to increase the multiplier. (Adjustment range: 2-4).
- - Fixed a problem with setting the slingshot power during factory reset.
- - The slingshot power was not being updated after the adjustment was
- changed in the game adjustments menu -- it was only ever updated at
- power-up. This has been corrected.
- - Fixed a problem with mystery. The "electric chair" awards were displaying
- the coffin icon, and the "coffin" awards were displaying electric chair
- icons.
- - Increased "Fade To Black" units per level on the PRO from 10 to 15.
- V1.51 - March 17, 2014
- ======================
- - Loop diverter post NOT activated from shooter lane when a ball is being
- held on the cross magnet for super jackpot.
- - Added "Blackened" and "Ride The Lightning" to the list of songs that
- may be selected at the beginning of the game. These were the songs that
- were chosen by Metallica fans.
- See http://www.metallica.com/news/20140219-605356.asp for more details.
- - Implemented an adjustment to vary the music that plays during Electric
- Chair / Sparky multiball. The options are:
- CREEPING DEATH - Always play "Creeping Death".
- RIDE THE LIGHTNING - Always play "Ride The Lightning".
- ALTERNATE C.D./R.T.L. - Play "Creeping Death" for the first
- multiball; play "Ride The Lightning" for
- the second multiball; ...
- (This is the default setting.)
- ALTERNATE R.T.L./C.D. - Play "Ride The Lightning" for the first
- multiball; play "Creeping Death" for the
- second multiball; ...
- RANDOM - Randomly choose either "Creeping Death"
- or "Ride The Lightning". Both songs have
- an equal chance of being chosen.
- - Fixed a problem with the FUEL random award that was allowing fuel to be
- added at the wrong time.
- - Fixed a bug in the algorithm that selects the fake mystery awards to
- display such that it no longer displays the "INVALID" award.
- - Due to the lack of spinners on the PRO (bummer), the number of switch
- hits required to drop to the next level for the "Fade To Black" mode has
- been reduced from 20 to 15.
- - Added speech for Crank It Up mode collect.
- - Added magnet toss to "Battery" mode electric chair hit.
- - Crank It Up modes and The End Of The Line were causing the selected song
- to restart from the beginning. This has been corrected.
- - Added progress bar to Crank It Up collect/continue display effect.
- Formatted the time remaining with a leading (-).
- - Added kickout warnings for the snake eject and the right eject. Fixed a
- bug in the logic that was sending out speech for one player's score being
- much lower than everyone else's.
- - Added 4th sparky fry animation. Tweaked lamp effects.
- - The "For Whom The Bell Tolls" mode was not resetting the song position
- to the beginning when the mode was started. This has been corrected.
- - Added (adjustable, may be turned off) ball saver to the modes. The
- default is 10 seconds.
- - Added kickout warning sounds and lamp effects for the snake eject and
- the right eject.
- - Battery mode was requesting adult content speech with the ADULT CONTENT
- adjustment set to NO. This has been corrected.
- V1.5 - March 6, 2014
- ====================
- - Mode jackpot value is seeded with the value of the points award, had
- the player taken that award. Electric chair lamp effects no longer
- requested if the feature cannot be advanced.
- - Added lamp effects to seek & destroy mode.
- - Added lamp effects for fuel mode.
- - Added lamp effects for snake multiball.
- - Top lane skill shot without the aid of the loop diverter post awards
- 2x value (so a non-post aided right top lane is 4x value).
- - Lowered fuel scores.
- - Added an adjustment (NO/YES) to add the mode completion bonus points
- to the mode jackpot (default NO).
- - Added an adjustment to control the relighting of the mode collect
- select. The default is EASY which keeps the collect/continue lit for
- the remainder of the mode. For those who want a challenge, set the
- adjustment to HARD and this will unlight the collect; the 4 items will
- have to be collected again to light the collect.
- - Some multiballs were allowed to start while a mode was running. This
- has been corrected (no multiball during modes, except "The End Of The
- Line").
- - Boosted up the volume for the "Jack F*ck*n' Pot" speech, which is sent
- out for any super jackpot (cross, electric chair, coffin, snake) scored
- at 4x.
- - Added a short sound for use by the bonus effect (electricity, which was
- too long and ran over into the next player's ball, and then some).
- - Removed grab and toss random from electric chair multiball super jackpot
- award as this is proving to be too much work for the magnet.
- - Fixed a priority issue with "extra ball" and "mystery" that was
- preventing the mystery award sounds from playing.
- - Added more shaker motor effects. Changed some existing effects so they
- are better synced with sounds and effects.
- - Added sparky coil requests to the "Battery" mode.
- - Increased the volume of the hammer hit sound.
- - Added face bash sound for snake jaw hit during snake multiball. (This
- is a PREMIUM/LE feature but the sound is common to PRO and PREMIUM).
- - Mode bonus collect points lowered to 1/4 of the total points scored
- during the mode, as the points can be collected multiple times; the full
- value was WAY too unbalancing.
- - Added mode instructions. These can be turned of by setting the "MODE
- INSTRUCTIONS" adjustment to "NO". Mode instructions are off for the
- "DIRECTOR'S CUT" install.
- - Reorganized the order in which the metallica ramps awards are given.
- These are now higher than combos, which they probably always should have
- been.
- - Modes now keep track of the total number of times "collect" is lit,
- which is reported to the mode bonus when lit when the player finally
- chooses "collect". This determines the points scored for the shots
- made to light the mode bonus at the right eject.
- - Metallica ramps mode, Fuel mode, and Seek & Destroy mode songs pick up
- where they left off (approximate) when the modes are restarted or end
- up at the top of the stack as a result of another mode going away.
- - Reworked the "fuel target hit" display effect to include information
- about the number of blown pistons to light extra ball.
- - Added fuel lane extra ball to instant info. Lowered default number of
- combos required to light the combo extra ball from 25 to 20 (extra easy
- goes from 15 to 10, easy goes from 20 to 15, hard goes from 30 to 25,
- and extra hard goes from 35 to 30).
- - Added an audit for mystery. Cleaned up some audit/adjustment display
- text.
- - Loop post disabled during "Battery", "Enter Sandman", and "For Whom The
- Bell Tolls" mode.
- - Fixed poor distribution of available shots for the "Enter Sandman" mode
- when two or more shots have been completed.
- - Added fuel lane extra ball.
- - Changed the scoring for skill shot. Making the right top lane scores
- double the points vs. making the left top lane. Changed the scoring
- for super skill shot. Making a super skill shot increases the value
- of the top lane skill shot.
- - Added bonuses for collecting the required number of items (grave
- markers, electric chairs, coffins, snakes) to light "Crank It Up".
- - Increased the default high score for "Lady Justice" from 1.5M to 2.5M.
- - Added more speech for combos.
- - Shots used to start the coffin hurry-up are now available for points
- and to reset the hurry-up value while the hurry-up is running.
- - Added a display effect to show the mode selection after both flipper
- buttons are pressed OR the mode select screen times out. This gives
- the player some feedback, letting them know what mode they selected.
- - Added magnet handling for the electric chair hit and multiball awards.
- - Electric chair hit speech was being requested such that certain phrases
- could be repeated. This has been corrected.
- - Cleaned up some flasher entries. The left and right back panel flashers
- have 3 flash lamps tied to the coil drive; this was not being reflected
- in coil/flasher test and has been corrected. Added "L.E.D." text to the
- electric chair spot flashers and the snake flashers, as these are L.E.D.
- flash lamps.
- - Electric chair hit speech only requested when the feature is advanced.
- - Added a new stage to grave marker multiball. When the grave marker
- is lit by making 5 shots (initially), shooting the grave marker awards
- double jackpot and holds the ball 20-30 seconds (adjustable) for super
- jackpot. Hitting the held ball with the other ball(s) in play awards
- the super jackpot. While the timer is timing down, the four grave
- marker shots (other than the grave marker itself) may be made for
- points. These points add to the value of the super jackpot. Completing
- all four shots while the timer is timing down increases the value of
- the super jackpot multiplier by one. The super jackpot must be collected
- to lock in the multiplier. The value of the multiplier is retained
- throughout the course of the game.
- - Consolidated combo display effect and METALLICA ramps display effect.
- The combo display effect now also shows METALLICA letters.
- - Cleaned up METALLICA letters and Lady Justice mode. Completing
- "METALLICA" scores 2M (base). Scores increased for Lady Justice.
- Reworked the start display effect. Added lamp effects. Cleaned up bugs.
- The background display effect was showing the low value at the start of
- the mode when the large value was available on both shots. Added speech.
- Added an audit for the big value. Fixed up a bad frame of art. Score
- font now rendered at the base of the scale instead of always at the
- bottom. Handled error cases. Timer paused when necessary. Changed the
- priority of the sound effects (these were being specified incorrectly).
- Added lamps/sounds for the total display effect.
- - Fixed up LOTS of beeped speech. All questionable speech that could be
- considered "ADULT CONTENT" has been beeped out (including a couple that
- came as a request from customers (crazy b*st*rd, for example).
- - Added new fuel art.
- - Added lamp/flasher blinking to the snake when he talks.
- - Added an adjustment to enable/disable coffin locks during other
- multiballs.
- - Added additional levels to electric chair multiball. Once sparky has
- been fried 7 times, all shots are lit for super jackpot. (See the
- multiball background display for head count status on progress).
- Progress is retained throughout the course of the game.
- - Coffin hurry-up start on the loop shots now causes the ball to loop
- around.
- - Cross magnet ball search now ignores the cross opto switch for a period
- of time.
- - Added an adjustment to control the slingshot power.
- - Added a special sound for draining during coffin multiball.
- - Added instant info for mystery.
- - Added "The End of the Line" (final wizard mode).
- - Added "Crank It Up" modes. These include:
- - "Battery" - (beat up sparky)
- - "Fade To Black" - (shots/switches advance through thresholds that turn
- the playfield darker)
- - "For Whom The Bell Tolls" - (progressive shots)
- - "Enter Sandman" - (shots change/hide, nightmare)
- (need more speech!)
- - Items (grave marker, electric chair, coffin, snake) are now recorded for
- progress towards lighting the "Crank It Up". Once all items have been
- collected (adjustable, currently 15 each), the "Crank It Up" mode select
- is lit at the right scoop.
- - Added Lady Justice (metallica ramps) champion. Added art to HSTD
- displays for the Lady Justice mode and the Seek & Destroy mode.
- - Electric chair multiball shot award now adds different meter units based
- on the shot that was awarded.
- - Fuel bar no longer advanced when a mode is active. Fuel can still be
- spelled to light 2X playfield at the piston target.
- - Shot features no longer lit or awarded when a mode is active.
- - Items no longer awarded when a mode is active.
- - Updates during game over no longer kill the game over music.
- - Lady Justice mode start display effect is killed any time an award is
- given. This keeps the start effect from appearing when it is no longer
- relevant.
- - Fixed a problem that would cause the wrong music to play when the
- coffin hurry-up was started and the song that was selected at the start
- of the game was not the music that was playing.
- - Added items left to light "Crank It Up" (modes) to instant info.
- - Reworked mystery. Completing the top/bottom lanes continues to light
- mystery at the right scoop, but if the lanes are completed with mystery
- already lit, then the mystery awards will improve. The mystery display
- effect will scroll down and show the award at the proper depth on the
- skull pile (depth of 1 for completing the lanes 1 time, depth of 2 for
- completing the lanes 2 times, etc, down to level 4). The mystery awards
- are:
- - Points
- - Add bonus x
- - Hold bonus x
- - Metallica letter
- - Add grave markers
- - Add electric chairs
- - Add coffins
- - Add snakes
- - Light grave markers
- - Light electric chairs
- - Light coffins
- - Light snakes
- - Light coffin lock
- - Award coffin lock
- - Snake letter
- - Light coffin hurry-up
- - Start coffin hurry-up
- - Light 2x playfield
- - Add fuel
- - Light extra ball
- - Added super skill shot. This is available by holding in the left
- flipper button when plunging the ball. The following shots are
- available:
- - Piston target: lights 2x playfield if not already lit/running.
- - Left loop, grave marker lane, left ramp, right ramp, right loop:
- all are lit for points; one is lit to light the coffin hurry-up.
- - Right eject hole: lights mystery if it is not already lit.
- V1.22 - August 13, 2013
- =======================
- - Fixed some issues with instant info. Cross multiball lit and electric
- chair multiball lit screens were not clearing the display before
- rendering their text. This has been corrected. Added a border to the
- snake letter screen for instant info so it can be more easily
- distinguished from the snake letter display effect that is run during
- the game.
- - A right top lane award was calling the award function with the ID of
- the left top lane. This has been corrected.
- - Snake multiball combo multiplier maximum changed from 5x to 3x.
- - Changed the award display effect for super skill shot to display the
- special awards (light playfield multiplier, light coffin hurry-up, light
- mystery, etc.) when they are collected. (The "light hurry-up" awards
- are currently disabled until the skill shot is reworked to be more
- balanced/valuable.)
- - Added more switches that tell the system that the ball is on the
- playfield. Added an adjustment to tell the system that the ball is
- on the playfield for certain known "flaky" switches (drop targets, pop
- bumpers, slingshots).
- V1.2 - July 31, 2013
- ====================
- - Fixed a programming issue with bonus that was causing the last frame of
- the animating icons to not be displayed.
- - Added an adjustment to change the grave marker type. The settings are
- "NORMAL" and "R.I.P. TOMBSTONE". The user override for the "Middle
- East" dip switch settings now specifies a "GRAVE MARKER TYPE" of "R.I.P.
- TOMBSTONE". Bonus, instant info, and grave marker hit / multiball
- display effects have been changed to support the new setting.
- - Changed up the snake multiball rule. Each snake icon shot on the
- playfield starts a snake combo which can be collected at the snake.
- The first shot lights the snake for 2x the value, the second shot lights
- the snake for 3x the value, etc. Once the combo value is collected at
- the snake, the combo is stopped and the next snake shot will start the
- combo multiplier at 3x. The multiplier is capped at 5x.
- - Changed the scoring for the snake during snake multiball. Fixed up
- snake sounds. Some of these were specifying bad priorities.
- - Increased the scores for the "Seek & Destroy" mode.
- - Coffin hurry-up start display effect is now removed if queued to run
- but the hurry-up has already been collected.
- - Added an adjustment to disable locking balls in the snake during
- multiball. Ball(s) were getting stuck on the PRO, which has no snake
- jaw to close after the ball is locked. People who aren't bothered by
- this problem are free to change the adjustment and the old behavior
- will be restored.
- - Changed snake multiball start display effect so it would not take so
- long.
- - Changed fuel scoring. Points scored during the mode no longer add to
- the jackpot; the jackpot starts at 1M and increases each time it is
- collected. The switch score starts at 15K and increases 1K each time
- the fuel targets are hit.
- - Added instant info for the metallica ramps.
- - Added a peak meter for the song select.
- - Added and reworked some instant info items: cross, electric chair,
- coffin, snake.
- - Consolidated the "cross/sparky/coffin/snake" instant info screen into
- one page.
- - Fuel background no longer shows queued up floating points when the
- effect first runs.
- - Fuel mode timer now limited by the value of the adjustment "FUEL MODE
- TIMER". (Adding time previously increased the fuel mode timer above
- this value, up to a maximum of 60 seconds.) Added HSTD for FUEL mode.
- The score for hitting the FUEL standup targets was not being added to
- the total for the mode and was also not being added for high score.
- This has been corrected.
- - Cleaned up fuel mode background lamp effects. Lowered the amount of
- time that is added to the fuel mode timer when the timer is reset.
- Lowered fuel mode scoring.
- - Fixed a problem with mystery. When the level tables were added, the
- mystery level could go out of range (by lighting mystery 5 times before
- collecting it). This would result in mystery not being able to be
- awarded. This has been corrected.
- - Added art for hitting the fuel targets during fuel mode. Added sounds.
- - Fixed up fuel jackpot art. It was missing the last 4 frames due to
- a bad specification for the files in the build.
- - Reworked the fuel mode start display effect. Added sounds and speech.
- - Added a sound for a fuel letter (gas tank filling sound).
- - Added new fuel speech.
- - Cleaned up the fuel letter display effect. This effect was never
- displaying the last letter when FUEL was spelled. (Instead, it showed
- generic text.) This has been corrected.
- - Snake lock display effect turned into choreography with a lower priority.
- - Changed electric chair magnet grab time from 1/2 sec. to 1 sec.
- V1.16 - June 28, 2013
- =====================
- - Added free play check to attract mode radio.
- - Added snake lock feature. This is available during any multiball.
- Completing the guitar pick targets during multiball lights the snake
- for a timed ball lock. Shooting the snake the first time locks the
- ball and awards add-a-ball. While the ball is locked, all playfield
- scores are 2X. Completing the guitar pick targets again while the
- ball is locked in the snake will reset the timer. Once the timer
- expires, the ball is released from the lock and playfield scores go
- back to 1X. The ball can be re-locked for 2X playfield scores by
- completing the guitar pick targets and shooting the snake, but an
- additional ball will not be put into play.
- - Added coffin force field sound. Added art to coffin multiball super
- jackpot display effect. Added coffin speech.
- - Added attract mode flipper button speech.
- - Added speech for coffin hurry-up.
- - Added art for total screens (sparky multiball, fuel, metallica/justice,
- snake, coffin, etc.)
- - Added speech to the shoot again display effect.
- - Added sounds for seek and destroy, ticket (redemption) award, coffin
- hurry-up, cross super jackpot, coffin multiball, extra ball, and special.
- - Added speech to "player up" effect.
- - Lighting items (cross, snake, electric chair) will not light items for
- shots that have already been completed (hurry-up collected). Lighting
- neighboring (unlit) items (the snake is the only one who uses this) has
- been changed to not spread out so much (it no longer skips over items
- that are already lit, rather, it increases the count for those that are
- already lit). Once a shot has been completed (hurry-up collected), the
- number of items that are lit (available) is always 1. No matter how
- high an item count (cross, snake, electric chair) is built up, shooting
- the shot will only ever award one of each lit item (only the points
- awarded and the starting hurry-up value are affected).
- - Added effects for special lit and special.
- - Added electric chair progress lamps. Fixed up electric chair progress
- lamps in the explode/sweep lamp strings (#3 was missing).
- - Added ticket (redemption) animation.
- V1.13 - June 10, 2013
- =====================
- - Snake shot (eject) was awarding a snake letter when the snake was not
- lit to score a letter. This has been corrected.
- - Added a flasher lamp effect for Seek & Destroy (destroy) at the coffin.
- - Fixed a problem with the initialization of the "seek" shots for Seek &
- Destroy (shots were not being lit in the order in which the hurry-ups
- were started/collected.
- - Fixed up issues with holding/releasing balls from the snake.
- - Added new hurry-up art (the background art had problems).
- - Implemented a new set of adjustments for coffin hits to light lock.
- (Instead of 10-10-10, it is 5-10-10 and the increment isn't as brutal.)
- - Added switch sounds to drop target test.
- - Added coffin hurry-up to the list of criteria that leaves the loop
- post down so the ball can loop back to the flippers.
- - Fixed a bug with the music. If the music ended, then it would not
- always be restarted immediately. The song would also sometimes be
- restarted in the middle instead of from the beginning. This has
- been corrected.
- - Right eject was not waiting for extra ball. This has been corrected.
- - Skill shot and super skill shot not allowed if auto-firing after a
- serve.
- - Fixed loop issue with bonus item lamp effect. Reworked the bonus lamp
- effects so they work correctly with persistent G.I.
- - Fixed the wire colors for the magnets (YEL-VIO changed to VIO-YEL).
- - Snakes now awarded for shooting the snake eject (unconditionally).
- - Advancing captive ball hits for coffin lock lit was not awarding
- coffins for advancing towards modes/EOL. This has been corrected.
- - The "lars" guitar pick animation was not being requested when lars
- was collected. This has been corrected.
- - Coffin locks now awarded at the captive ball instead of the guitar
- pick targets.
- - Removed the long delay that was present after the ball was kicked
- from the snake.
- - Fixed some adjustment text that did not fit on the display.
- - Fixed electric chair coil wire color (step-up board).
- - Added an adjustment (default: YES) to carry over the state of the
- guitar pick targets from ball to ball.
- - Fixed a typo in the "explode from cross" lamps that was not specifying
- electric chair lamp #3.
- - Removed long pause at Seek & Destroy start/restart where the timer
- would not count down. Implemented grace/grace. Cleaned up restart.
- - Loop post lowered (to allow looping) during Seek & Destroy mode.
- - Added Seek & Destroy mode total art.
- - Cross multiball total stays up on the display for longer.
- - Advancing the ramp mode not allowed during multiball and/or Seek &
- Destroy mode.
- - Cleaned up lots of issues with Seek & Destroy mode. Added an adjustment
- to reset the timer when a shot is made. Added speech. Added proper
- lamps. Added some sound effects.
- - Coffin hurry-up start display effect was indicating that the hurry-up
- was worth 20,000,000 (or some other large incorrect amount). This has
- been corrected.
- - Seek & Destroy champion added back into the attract mode. More changes
- to the coffin hurry-up scoring. Changed the multiball autofire timer
- values for cross multiball (made longer, from 10 seconds to 15 seconds
- default) and electric chair multiball (made longer, from 15 seconds to
- 20 seconds default).
- - Shot features passed off to Seek & Destroy start, so the shots will be
- presented in the order in which the hurry-ups were started/collected.
- - Added a timer adjustment for Seek & Destroy mode.
- - Added new hammer art and more Seek & Destroy art.
- - Added background display/music for the Seek & Destroy mode.
- - Added new BEEPED speech.
- - Coffin hurry-up start value now takes into account the number of items
- that were lit on the shot that started the hurry-up and increases the
- value in proportion to the number of items that are lit.
- - Added new speech to Seek & Destroy mode start.
- - Added art to the grave marker multiball total display effect.
- - Added more hurry-up art. Added new sounds for combo jackpot award.
- - Added art for combo jackpot.
- - Added more art -- coffin + combos.
- - Implemented combo jackpot. This is collected by hitting the fuel lane
- standup target when a combo sequence is active.
- - Implemented "autofire after lock" adjustment.
- - Reworked ramp mode lamp effect to not turn off lamps that are not being
- used by the mode.
- V1.06 - May 13, 2013
- ====================
- - Reworked the cross code to allow opto hits to register as drop target
- hits at the start of each ball and whenever the inline drop target
- bank is reset.
- - Added special for adding a certain number of band members (adjustable,
- currently 3).
- - Changed coffin multiball from 3 ball to 4 ball.
- - Snake eject releases locked balls at game over.
- - Some work on Seek & Destroy mode (high score). Added combo champion to
- the attract mode.
- - Added hurry-up art. Added '-' character to the hardcore 10-high font.
- - Changed the mystery effect sound to not duck the music so much.
- - Removed "combo jackpot lit every" adjustment. Lowered the coffin
- hurry-up scores.
- - Restricted multiball start to the same criteria as advancing the
- features (cross, electric chair, snake). Shot features are now reset
- when all have been collected.
- - Changed guitar pick target completions to light lock from 3 to 2.
- - Lowered the speech volume. Changed the music volume for music that
- was made louder to something that is closer to the volume of the other
- (unmodified) music. Added logic for completion of the shot features.
- V1.05 - May 6, 2013
- ===================
- - Modified "fanfare" sound scripts to duck the music.
- - Replaced the coffin explosion sounds with better explosion sounds.
- - Fixed a problem with the song select. If the song select was
- interrupted as the needle was moving, then the music would not play
- properly. This has been corrected.
- - Added art and sounds to coffin multiball awards.
- - Added new sounds for coffin captive ball hit, coffin lock lit, coffin
- ball locked, extra ball award, and skill shot (super and top lane).
- - Shortened the extra ball animation.
- - Added a mechanism to lock out the ability to change the song after the
- ball has been plunged.
- V1.04 - May 3, 2013
- ===================
- - Added coffin artwork.
- - Added fuel artwork.
- - Added crowd chant sounds.
- - Added art to fuel lane award.
- - Cleaned up fuel lane speech.
- - Added extra scores for fuel lane target when all 3 awards are lit.
- - Changed the starting points for the songs that can be selected by the
- player at the beginning of the game. This plays "more" of the song.
- The downside is that, depending on the song, it will take longer to
- get into an exciting part of the song.
- V1.03 - May 3, 2013
- ===================
- - Changed captive ball extra ball default from "AUTO" (26) to 15.
- - Changed up coffin locks. They are now lit via the guitar pick targets
- and are independent of collecting the band members.
- V1.02 - May 2, 2013
- ===================
- - Cleaned up cross multiball (super jackpot).
- - Added an adjustment to allow partially lit shots to remain lit (not
- reset) until all are collected. Added a lamp effect for the shot
- features that highlights the lit shots for start hurry-up.
- - Added super jackpot display effect.
- - Added new art (cross destruction).
- - Lowered cross and electric chair multiball autofire time. Default
- cross lowered from 20 seconds to 10 seconds. Default electric chair
- lowered from 20 seconds to 15 seconds.
- V1.02 - April 30, 2013
- ======================
- - Tweaked bonus attenuation sleep timing.
- - Fixed inline drop targets so they reset correctly when there are drop
- target hits left.
- - Fixed blanked-out snake background. Changed cross multiball scoring.
- V1.0 - April 30, 2013
- =====================
- - Initial release.
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