- Changed the rules/scoring for Love Gun Multiball. Complete all of the
Jackpot/Double Jackpot shots to light the right ramp for a Triple Jackpot.
Complete the right ramp to light a Super Jackpot HurryUp at the Starchild shot.
The ball is carried over to and dropped off behind the Starchild drop target.
Hit the drop target to release the ball and score a Super Jackpot. Previously
the Super Jackpot was collected at the Starchild Eject.
- Added logic/graphics/scoring to the Starchild target/sling/eject switches during
Love Gun Multiball.
- Fixed a bug where the word "INVALID" would momentarily appear on the
background screen in place of the name of the current mode/tune.
- Fixed a bug found in several modes where the game state was not being saved
properly for multi player games, i.e. upon draining the next player's mode may
not operate properly.
- Changed the Detroit Rock City mode rules to always pickup where the mode
ended upon draining. Previously the mode could restart with all the shots lit.
- Fixed a bug in Detroit Rock City where the game could set the Right Orbit as the
2X blinking arrow shot.
- Fixed a mode/tune selection bug where, upon selecting a mode, the
corresponding lit arrows that appear in the mode selection presentation change
to something else. This was most noticeable when a mode was partially finished
where, upon draining, at the start of the next ball the player is allowed to pick
another mode/tune.
- Changed the rules for Black Diamond, i.e. previously an alternating Right Orbit/
Pop Bumper shot moving centric mode. Now one shot stays lit upon completion
and only moves to a new position via a pop bumper hit. Scoring is based upon
shot difficulty. Make 8 shots to complete the Mode.
- Changed the Hotter than Hell mode rules to always pickup where the mode
ended upon draining. Previously the mode could restart with the KISS targets
lit as the next shot.
- Changed the rules for Love it Loud, i.e. an Outside/Inside shot centric mode.
Now complete the 2 (Outside) orbit shots to light the 4 (Inside) shots.
Completing a lit Inside shot relights the remaining 3 Inside shots. The mode will
always pickup where it ended upon draining. Previously the mode would restart
with the 2 (Outside) orbit shots lit.
- Changed rules for Rock and Roll All Night, i.e. a combo/flow centric mode.
Shooting a lit shot will, upon completion, light additional shots that are in line
with the next flipped ball. This allows you to combo/finish the mode quickly.
Additionally, the mode picks up where it ended upon draining.
- Changed the Shout it Out Loud multi level mode rules to always pickup where
the mode/level ended upon draining. Previously the mode could be reset back
to the first level.
- Colorized the auto launch full playfield lightshow that is seen at the end of
mode select, i.e. RGB lamps in the sequence now match the selected mode
color.
- Changed the criteria for when Heaven's on Fire wizard mode is available,
i.e. now Heaven's on Fire is not available to start if KISS ARMY or ROCK CITY
wizard modes are lit/ready to start.
- Fixed a bug where mode select was available during the grace period of
Demon Multiball where a player could shoot the left scoop for a Back
Stage Pass add-a-ball award to restart the multiball.
- Decreased the amount of time the left/right orbit switches are inhibited
from scoring when a ball is auto-launched from the shooter lane. This
allows the player to override the functionality of the auto plunged event
and shoot/collect lit left/right orbit awards.
- Left justified one of the display animations that appears during a
Deuce Award to solve the appearance of being cropped off.
- Now the Kiss HurryUp (started by completing the KISS targets) is available
for 20 seconds .
- Now the Army HurryUp (started by completing the ARMY targets) is available
for 10 seconds.
- Added Kiss HurryUp award lightshow, shaker effects.
- Added Army HurryUp lightshow, shaker effects.
- Now shot multipliers are available/lit by collecting a set of HurryUps (KISS and
ARMY). Previously they were lit by completing a mode.
- Changed the default settings for the # of song completions that are required to
advance the playfield multiplier. Default = 1.
- Changed MAX playfield multiplier, i.e. Colossal Bonus is now worth 5X.
- Fixed a problem where the game would reset the playfield multiplier at the
start of a ball even if the adjustment was set to retain earned multipliers.
- Added new kick out sounds to the Starchild eject.
- Added Rock City Start crowd cheer sound effects.
- Removed Instrument lights (PowerOn, Starchild, Spaceman, Demon, Catman)
from Instrument shot award lightshows to make it easier to see the next available
Instrument to collect/shot.
- Added a Rock City mode completed/total display effect.
- Added a Rock City mode completed "Keep Flipping" display effect.
- Added Rock City Multiball post final shot speech while the balls are draining.
- Added a more dynamic background lightshow to the Rock City Pop Bumper Stage.
- Added a more dynamic background lightshow to the Rock City Starchild Stage.
- Fixed a bug with the Continents stage of Rock City where the right orbit shot
was not being initialized correctly.
- Fixed a bug where the Final Shot display effect in Rock City was not being
shown as the balls drained.
- Fixed a bug where mode select would start prematurely when shooting the
left scoop to collect the Final Shot in Rock City.
- Added a twinkle effect to the pop bumper lamps during the Pop Bumper
Stage of Rock City.
- Fixed a problem in the DEMON stage of Rock City where multiple shots into the
Demon were not being scored properly.
- Increased Rock City Ball savers that occur between stages/levels.
- Now there is no Ball Saver as you enter the final stage of Rock City as there is
only 1 final shot to make.
- Now the Instrument stage of Rock City requires 4 instruments. The right ramp
POWER_ON_INSTRUMENT will spot a lit instrument.
- Added Balls Draining artwork (used by the Rock City Completed display effect
when multiple balls are/were in play).
- Now Rock City, i.e. the final wizard mode, ends differently. If multiple balls are
still in play after making the final shot the flippers are momentarily
turned off. While the remaining balls are draining you are shown the total
points collected before returning you back to 1 ball play.
- Changed the default settings to Save Love Gun Multiball Progress, default = YES.
- Added/Changed Rock City audits for each level/stage of completion.
- Added "Rock City Completed", "Rock City Completed-Keep Shooting"
display effects, lamp effects.
- Added logic to raise the left 4 bank drop targets at the start of the Rock City
Kiss Army stage.
- Now each stage of Rock City has it's own background display effect along
with information indicating requirements needed to complete the stage.
- Now Rock City multiball continues to play when there is only 1 ball in play.
- Changed the rules for Rock City, i.e. the final Wizard Mode. Previously
you were required to make each shot 4 times before lighting a super jackpot
at the left scoop. Now Rock City is a 3 ball Multiball with 7 levels/stages
to play/advance through:
Stage 1 = collect lit instruments, each scores 1M:
Stage 2 = collect lit "KISS ARMY" targets, each scores 2M
Stage 3 = collect lit pop bumpers, each scores 300K.
Stage 4 = spell "DEMON" via the Demon shot, each scores 4M.
Stage 5 = collect lit Starchild shots, each target/sling/eject scores 500K.
Stage 6 = collect lit spinners, each scores 600K.
Stage 7 = collect lit arrows, each scores 7M.
Stage 8 = Final Shot lit for 100M, collected at the Left Scoop.
Note: the 6 shots (Left Orbit, Starchild, Left Ramp, Demon, Right Ramp, Right Orbit)
can be multiplied via combos and the multiplier rule.
Completing a stage will add-a-ball back into play if 3 or less balls are
already in play.
- Fixed a bug where the KISS target rule/scoring logic was different between Pro/LE/Premium
models. This was most apparent during Grid Multiball (Heaven's On Fire).
- Reorganized the order in which features are awarded via the KISS targets, i.e. all models
(Pro/LE/Premium) now collect awards in the same order.
- The components that advance the Bonus score are no longer available during Rock City.
- Fixed a bug where sometimes no music would play at the start of a ball if Rock City was lit.
- Changed the Kiss Army ball save timer default/min/max settings. Default = 40 seconds.
- Changed the Rock City ball save timer default/min/max settings. Default = 40 seconds.
- Changed Mode Select criteria, i.e. Mode select is no longer available if Rock City is lit.
- Added Rock City award sound effects.
- Added Rock City award display effects.
- Fixed a problem with the KISS targets completed lamp effect.
- Revised standup target lightshows (KISS, STAR, Demon, ARMY).
- Fixed a problem where a shot into the Demon was being scored twice, i.e. once
by the entrance switch and once by the eject.
- Changed the min/max/default adjustment settings for Heaven's On Fire to have
a longer ball save, default = 40 seconds.
- Added speech to the Kiss Army wizard mode start sequence.
- Added speech to the Rock City wizard mode start sequence.
- Elongated the blink rate sequence when showing multiple awards on a blinking
arrow, i.e. the arrow will now show/blink each color longer before switching
to the next color/award.
- Added logic to kick a new ball into play quicker when locking a ball in the
Demon lock.
- Colorized the full playfield lightshow that is seen when awarding a Demon
lock, i.e. RGB lamps in the sequence are now green.
- Improved and colorized the full playfield lightshow seen when starting Demon
Multiball, i.e. RGB lamps in the sequence are now red.
- Colorized the Demon Multiball full playfield lightshows (Jackpot, Demon Jackpot,
Super Jackpot, Double Jackpot, Super Double Jackpot), i.e. RGB lamps in the
sequence are now red.
- Colorized the Instrument full playfield lightshows (Power On, Instrument Collected),
i.e. RGB lamps in the sequence are now orange.
- Colorized the Love Gun Multiball full playfield lightshows (Jackpot, Double Jackpot,
Super Jackpot), i.e. RGB lamps in the sequence are now magenta.
- Added a lightshow for balls being kicked out of the Demon Mouth.
- Cleaned up code in Kiss Army Multiball that was needlessly saving the game state
from ball-2-ball.
- Colorized the Kiss Army Multiball full playfield lightshows (Jackpot, Double Jackpot,
Super Jackpot), i.e. RGB lamps in the sequence are now lime green.
- Colorized mode full playfield lightshows (awards, 2X awards, 2X+ awards),
i.e. RGB lamps in the sequence are now the same color as the mode arrows.
- Reworked mode award lightshow presentations to be faster.
- Added more dynamic mode award lightshows for the right/left ramps, left/right orbits,
Star Child shot, Demon shot (when shot lamp arrows score 1X, 2X, 2x+).
- Tweaked rgb palette lamp colors and added functionality to allow colorization
of lightshows.
- added Kiss Army award sound effects.
- removed the Extra Ball insert light from alternating lamp lightshows.
- Added logic to award Demon multiplier, mode awards, instrument and "Spell Demon"
to both the Demon Entrance & Eject switches in cases where the Demon Entrance
opto was broken and/or working intermittently. The remaining awards require
a shot into the Demon Eject. This fixes the problem where a song multiplier
and instrument were both lit at the Demon but only the multiplier was being awarded.
- Fixed a bug where combo shots were not being awarded/multiplied correctly at
the Demon shot.
- Fixed a bug where multiplied awards were not being multiplied at the Demon shot
when the award was given at the Demon entrance instead of the Demon Eject.
(This happened when the ball was restricted from entering the Demon Eject).
- Fixed a problem when there are no balls in the trough to instantly serve the
right outlane ball save. If this happens the game will now wait for the ball
to arrive at the trough and serve it back into play.
- Fixed a problem when a ball was kicked out of the Demon's mouth and exited the
game via the left outlane while the "Front Row" ball save feature was lit.
Under this circumstance, the system "Ball Save" takes precedence and tries to
immediately serve another ball into play, if possible. Otherwise, the game waits
for the ball to travel to the trough at which time a new ball will be kicked
back into play. The problem that occurred was that under these circumstances
the Ball Saver timed out between the time the ball exited the left outlane and
entered the trough.
- Changed the Demon ball saver criteria to better handle cases when existing
ball savers (or multiballs that are maintaining ball counts) were set to expire.
- Added a BackStage Pass Add-a-Ball Ball Save Timer Adjustment.
- Added translated text to the Demon Ball Save Timer Adjustment.
- Added translated text to the Grid Multiball Ball Save Timer Adjustment.
- Added a "Demon Ball Save During Multiball" adjustment, Default = NO.
- Removed unused adjustment and associated logic.
- Renamed the Rock City Multiball Ball Save timer adjustment.
- Renamed and added languages to the Grid Multiball Ball Save timer adjustment.
- Fixed text in the Love Gun Multiball Ball Save timer adjustment.
- Fixed a problem where balls were not kicked out of the Demon Lock at game over
if the Match adjustment was set to OFF.
- Changed the default volume to approx. 75db
- Changed the default ball save settings on China games.
- Changed the criteria when speech & sound FX are heard while pressing the
flipper/start buttons during the attract mode.
- fixed several lamp attributes that were mislabeled.
- Fixed a problem with the roving shot award during Deuce. Once a roving
shot has moved the original shot/position is still available for a short
grace period. The game was incorrectly making a grace period shot/positon
available during portions of the mode when the shot was not roving.
- Fixed a lamp function that was not turning on the correct number of lamps.
This would occur during whole playfield lightshows.
- Fixed a problem where mode select was still active after the player plunged
the ball and inadvertently switched the selected song upon pressing a flipper
button.
- Update to nodeboard firmware v0.28.0
- Added LIFETIME count to Standard Audit #16 "Total Plays".
- Added JAPAN_3 Coinage 1/YEN 200.
- Added UTIL->VOL adjustments for minimum and maximum master volume level and
minimum and maximum headphones volume level. This will limit the selectable
volume range from the service menu Plus and Minus keys and the headphones
rotary dial.
- Added support for 6th coin switch.
- When entering UTIL->VOL, the first sub-menu adjustment is selected, previous
behavior would select the last displayed sub-menu adjustment.
- Added Standard Adjustment "START GAME ON CREDIT". Settings are:
"OFF" - Do not automatically start a game or add a player when inserted money registers a credit
"FIRST ONLY" - Automatically start a game when inserted money registers a credit
"ALL CREDITS" - Automatically start a game or add a player when inserted money registers a credit
Adding multiple credits simultaneously, via a bill acceptor, will only start
a one player game or add a single player.
Default setting is "OFF"
- Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL PULSE POWER",
"BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL".
- Added USA_13 Coinage 1/$1.00, 7/$5.00
- Added adjustment to scale
GI, Insert, and Flasher LED brightness, range
is 25% to 100%.
- Added adjustment to limit
GI, Insert, and Flasher LED Max brightness, range
is 64 to 255.
- Enhanced center channel clarity.
- Added bass frequency filter selection options: 125Hz, 250Hz, and disabled.
- Added treble frequency filter selection options: 4kHz, 8kHz, and disabled.
- Added adjustments for backbox and cabinet speaker types to the service menu
UTIL->VOL. Supported speaker types are "8 OHM" and "4 OHM".
The amplifier power curve is appropriately adjusted for the selected speaker type.
- Updated AD_TILT_DEBOUNCE minimum value to 750ms to avoid overly conservative configurations.
- DIAG->NODE->COMM test would occasionally falsely report address collisions,
this has been corrected.
- Extend TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds
- Correct minimum firing time for flipper coil when an EOS switch is inconsistent
or poorly gapped
- Improved LED refresh rate and blink consistency.
- Improved reporting of shorted General Illumination bulbs and sockets.
- Added AD_TILT_DEBOUNCE adjustment in ms for tilt bob debounce
- Changed debounce logic/timing to prevent double start button detects.
- Added USA_12 Coinage 1/$0.25, 5/$1.00
- Added audit for total number of one, two, three, and four players games
that have been played.
- Improved sound processing
- Interactively update the backbox brightness while changing Attract Mode,
Game Play, and Service Mode adjustments in the service menu
- Reworked boot time displays for node board firmware update and locating node
boards.
- Added boot time display for overcurrent detected (shorted coil or LED) on
node boards.
- Added support for dynamic detection and isolation of overcurrent coils or
LEDs. Previous behavior would disable all coils and LEDs for 1/2 second each
time a short was detected. New behavior will determine the short coil and/or
LED and disable only the offender.
- Added tech alert for overcurrent coils and LEDs on node boards. New
diagnostic test to retest node board and report with coils/LEDs are drawing
too much current. Excessive current draw could be the result of a shorted
coil, an incorrect replacement LED/incandescent bulb, shorted light socket,
et cetera.
- Every 15 minutes during attract mode overcurrent coils/led will be rechecked
and returned to service if operating correctly.
- Added adjustment for "GAME PLAY B.BOX BRIGHTNESS"
- Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS"
- The deprecated BILL VALIDATOR adjustment has been removed.
- Updated Norway coin door to 1/5/10/20 Kr for left/center/right/4th
slot.
- Updated Sweden coin door to 1/5/10/2 Kr for left/center/right/4th
slot.
- Added Sweden 3 credit pricing 1 credit for 10 Kr.
- Updated Sweden dip switch setting (0x0B) default to Sweden 3 pricing.
- Replaced hardware version number with OS version number on diagnostic
screen.
- Added a message LOCATING NODE BOARDS. This will display if a required
node board is not discovered, previously it would incorrectly state
UPDATING NODE BOARD and UPDATE FAILED. The node board number(s) of
missing boards will be displayed and updated as boards are found.