
PRO V1.10 - DECEMBER 25, 2021
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FIXED:
- (PRO) - When BOOST GRANDPA was awarded from MYSTERY, it wasn't boosting
ENLARGING RAY scores properly.
- (PRE/LE) - When BOOST GRANDPA was awarded from MYSTERY, it wasn't boosting
THE MACHINE scores properly.
- MYSTERY's state was not resetting across multiple players.
- PRO - Advancing to start ENLARGING RAY was not being maintained across
players correctly.
- (PREM/LE) - Advancing to start GRANDPA's LABORATORY was not being maintained
across players correctly
NEW:
- Added boot logo
- MARILYN now awards SUPER SPINNER and SUPER LOOPS in addition to SUPER POPS.
- Each SUPER feature is timed and increases scoring while active.
- SUPER SPINNER - SPINNER is lit for an additional 20K/spin for 30 seconds.
- SUPER LOOPS - EDDIE LOOPS are lit for 100K for 40 seconds.
- Added speech to many many places all throughout the game.
- Added flasher effect for hitting LILY BANK.
- Added sound effects while lighting GRANDPA.
- Added lamp effect to EDDIE LOOPS when EDDIE inlanes are shot.
- Added lamp effect to MARILYN RAMP when MARILYN inlanes are shot.
- Added EDDIE CHAMPION.
- Added MARILYN CHAMPION.
GAME PLAY MENU
- Added a game play menu.
- To use the menu, between games, hold in both flipper buttons.
- There are 4 items to choose from the menu:
- STANDARD - NORMAL PLAY
- COMPETITION - ALL RANDOMNESS REMOVED
- DJ MIXER - PLAY TUNES FROM THE GAME
- CHALLENGE - COUCH POTATO CHALLENGE MODE
- Added DJ Mixer with several Playlist
- Added COUCH POTATO CHALLENGE MODE
COUCH POTATO CHALLENGE MODE
- Added a Challenge mode to the game play menu.
- Starts as a two ball multiball but it is also a timed mode.
- It ends if the time runs out or if you drain down to zero balls.
- Mode has two STAGES and starts in STAGE ONE
- STAGE ONE
- All shots are lit on the main playfield. On the PREM/LE the lower
playfield is not used.
- After 3 shots the game will play a clip from the show and add a
ball into play.
- You have 10 seconds to make the shot.
- Shoot any shot to move to STAGE TWO.
- STAGE TWO
- Only the targets are lit.
- Hitting any target returns the player to STAGE ONE and puts 10
seconds on the clock.
- Completing 20 shots completes and ends the mode.
- Kitty is always available to advance playfield multiplier
- Added COUCH POTATO CHAMPION
- Added Chattering Teeth Feature. Each time the player hits a target or goes
into the Grandpa Scoop the player will receive one or more Chattering
Teeth. At thresholds of Chattering Teeth the player will receive awards:
- Award End of ball bonus Multipliers
- Advance Playfield multipliers
- Light Enlargement Ray
- Light CHATTERING TEETH SUPER JACKPOT. There are now 11 ways to
stack SUPER JACKPOTS
- Light EXTRA BAll
- Changed how Enlarging Ray is started. Its no longer tied to completing the
four fang targets on the PRO. On both the PRO and PREMIUM now its part of
Chattering Teeth.
- Changed how Secret Mania will start. It no longer has an easter egg code.
Now it starts randomly from Mystery.
TWEAKED:
- Shooter lane speech plays less frequently.
- Spinner flasher effects pulse in time with spins better.
- ZAP JACKPOT display effect now shows how many more for SUPER JACKPOT.
- Speech callout for 5X DRAGULA timing tweaked.
- Lowered minimum TROUGH EJECT POWER adjustment to 64.
- Reduced the SUPER JACKPOT score multiplier curve for stacked supers. also
Reduced the starting score base for Supers.
- ATTRACT SHOW INTRO SOUND removed from Directors Cut.
- (PRE/LE) - The VUK on the lower playfield was sometimes playing sound
effects during game over.
- KITTY now shows the new playfield multiplier.
- Tweaked the EQ of many of the speech calls.
- Improved many of the sounds
- If you are holding the Action button when the super jackpot display begins
it will be canceled. You no longer have to press and hold the button after
the display begins.
MOVED TO SYSTEM 3.01:
Updated to nodeboard firmware v0.81.0
Added Standard Adjustment "LCD DISPLAY BRIGHTNESS" to allow dimming of LCD
display.
Added Standard Audit "Total Power Ons" which will display the number of
time the machine has been power cycled (Spike2 only). This audit was
added in system 2.45 and is not included for display.
When starting a game ramp the backbox GI from "ATTRACT MODE B.BOX
BRIGHTNESS" to "GAME PLAY B.BOX BRIGHTNESS".
When ending a game ramp the backbox GI from "GAME PLAY B.BOX BRIGHTNESS" to
"ATTRACT MODE B.BOX BRIGHTNESS".
New Standard Adjustment "START BUTTON ATTRACT MODE ILLUM."
This adjustment, which is only available and active when the game is in
FREE PLAY mode, controls the behavior of the Start Button Light.
Values are:
"ALWAYS OFF" - Start Button Light is always off when in attract mode.
"BLINKING" - Start Button Light will blink when in attract mode. This
is the DEFAULT and previous behavior.
"ALWAYS ON" - Start Button Light is always on when in attract mode.
Update TARGET_GAME_TIME adjustment to ensure a minimal ball saver even after
the target game time is met.
Do not display LOCATING NODE BOARD at boot when coin door interlock switch
has disabled node board power.
Improve backbox and cabinet audio synchronization.
Update the HSTD reset counter when the Standard Adjustment is changed.
Added TARGET_GAME_TIME adjustment, accessible when the BALL_SAVE_TIME
adjustment is enabled.
TARGET_GAME_TIME enables a multi-use ball saver, whose duration is
dynamically calculated for each ball to help ensure the player has
a guaranteed amount of play time per game.
TARGET_GAME_TIME has a range of 1m 30s to 3m 00s and defaults to
NO_TARGET_TIME (disabled).
When disabled a traditional single-use BALL_SAVE_TIME ball saver will be
used for each ball in play.
When enabled the first ball of play will have a multi-use ball saver of
BALL_SAVE_TIME sec. The second ball will have a multi-use ball saver
which is 25% of (TARGET_GAME_TIME - player_game_time).
The third and beyond will have a multi-use ball saver which is 50% of
(TARGET_GAME_TIME - player_game_time).
Strangely, no mention of insider connected ( unless I'm blind! ).
New additions sound interesting, I've been playing mine quite a bit lately so this update is very welcome.