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Metallica code update - it's huge!

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Premium/LE Code:
http://sternpinball.com/downloads/MTL_LE_english.zip

Pro Code:
http://sternpinball.com/downloads/MTL_PRO_english.zip

V1.5 - March 6, 2014
====================

- Synced the motorized grave marker with the grave marker that rises
out of the ground in the display at the start of grave marker multiball.
- Tightened up the hammer sequence. 1.5 seconds of checking for the
ball has been reduced to 1 second (this speeds up the sequence).
Immediately before the magnet is lowered, the magnet is turned on
solid for a little more than a quarter of a second to stabilize the
ball. The magnet should stay on until the ball can be diverted
into the coffin. The diverter is released when there is switch
activity in the coffin lockup after a minimum amount of time (3/4
of a second).
- Added better handling for the release of balls from coffin lockup.

- 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 li
 
I bet @TYHO has just done a 'little wee'. Make sure you flash the right file though poi ;)
 
And another update in a few weeks!
"Stern Pinball has posted new Metallica code Version 1.5 for all models. This code contains numerous game play enhancements including “Crank It Up” modes and the “End Of The Line” wizard mode.

In addition Metallica held an online contest allowing fans to select 2 new songs which will be incorporated into our game. The contest was completed on Monday. We will start programming these songs into the game immediately and in a few weeks we will release another update that integrates these songs into the game."

From facebook


And now high scores for -
Fuel champion
Battery
Enter Sandman
End of line
Fade to black
When the bells toll
Crank it up
Seek n destroy

Seems like Lyman has delivered:cool:
 
Seems like Lyman has delivered:cool:

He was meant to have fixed the fu**ing magnet issue, mine is worse than ever. It was 7/10 on last code now 4/10 at best. 50 hits to get coffin multiball, utter, utter sh*te. I'm sure once I play up with the adjustments it'll all be brilliant but I hope someone else can enjoy the machine because I can't be doing with it anymore.

Lyman may be a code God, but he takes FAR too long.
 
He was meant to have fixed the fu**ing magnet issue, mine is worse than ever. It was 7/10 on last code now 4/10 at best. 50 hits to get coffin multiball, utter, utter sh*te. I'm sure once I play up with the adjustments it'll all be brilliant but I hope someone else can enjoy the machine because I can't be doing with it anymore.

Lyman may be a code God, but he takes FAR too long.
There's no pleasing some folk.
 
There's no pleasing some folk.

I don't want to be pleased, I want the F**king game to work as it should. If every 3rd time you pressed the button on a drill it didn't work, how would you find that?
 
I would be ****ed but then take it back and swap it for a working one.
 
There is now a huge risk/reward like ACDC. And getting to end of line probably beyond me but maybe one day.

"Has anyone seen what happens in the crank it up modes?

There is now a huge risk/reward strategy to this game, very similar to that in AC/DC! When you are in one of the Crank it Up modes and you hit the shots and hit the ball back into the scoop when lit, you get the choice:

"<----Collect <bonus amount> or-----> Continue

Hitting continue allows you to try and build up the bonus even more, with the risk that if you drain you missed out on the jackpot that you could have collected.

This adds an entirely new dimension to the game, with way more risk/reward and resulting adrenaline!"
 
There is now a huge risk/reward like ACDC. And getting to end of line probably beyond me but maybe one day.

"Has anyone seen what happens in the crank it up modes?

There is now a huge risk/reward strategy to this game, very similar to that in AC/DC! When you are in one of the Crank it Up modes and you hit the shots and hit the ball back into the scoop when lit, you get the choice:

"<----Collect <bonus amount> or-----> Continue

Hitting continue allows you to try and build up the bonus even more, with the risk that if you drain you missed out on the jackpot that you could have collected.

This adds an entirely new dimension to the game, with way more risk/reward and resulting adrenaline!"

I did Fade To Black last night as I wanted to get at least some enjoyment out of the game, that is one COOL mode, I got to 70m and turned down a 60m Jackpot. It's the only CIU mode I've played as I wanted to turn the lights off on the playfield (it sounded cool). Hope I can get the magnet fixed somehow so I can give it a fair go before it's sold.
 
Have you lost power on your magnet ?

I'm not sure what the magnet issue is. I have the pro, so two magnets - one near the electric chair and one near the grave. They both work fine as far as I know. There has been a change to the electric chair magnet in the latest code - it now sort of 'kicks' the ball every time you hit electric chair, in addition to grabbing it then kicking it after activating the electric chair. I wasn't sure whether that was on purpose or a bug tbh.
I think Poi has the better version than mine, so he could confirm about the hammer magnet on that version.
 
I've also played a POPLE (not with the new code) and that magnet/hammer board was working 100% no issues...
 
Its a huuge update.
Especially like the Crank It Up stuff.
The magnets throw the ball around more now.Not quite like iron Man,but summat similar.

There's a bit more animation,and speech,and going forward two new songs.

Tied in with that I hope they magnet the coffin lock sense,be more acurate,and fix the sound immediately stopping when ball drains,sometimes.
So all in all a pretty good update,but rediculous it took this long and their communication still sucks IMO.
And to top it off another drop target broke,so i have had to disable the drops.

Talking of code updates


http://illwillpress.com/PATCHES.html
 
And to top it off another drop target broke,so i have had to disable the drops.

Ah FFS!

Is there still problem in getting Stern targets that don't break each time you hit them or have you just not got round to getting any?


STERN - For F*CK sake - Stop pinching every single penny you can on a god damn £7000 pinball machine. I've got Williams System 6 games with a few hundred thousand on the clock that still have their (apparently) original drop targets in them
 
Stern feel like cheap toys, Bally Wms feel like real arcade machines, hopefully things will change now there are a few new players in town.
 
Stern feel like cheap toys, Bally Wms feel like real arcade machines, hopefully things will change now there are a few new players in town.

I've always felt that Data East were a more "no expense spared" pinball company as there was certainly signs of over-engineering with many of their parts.

Some of this was automatically caried over to Sega as they kept most of the parts the same.

Again with early Stern, they continued using the same parts, and were of a reasonable quality. There is certainly no issue with drop targets on the earlier game.

Fast forward to now, where everything is an optional extra with Stern and have you seen all the photos on pinside of the Stern targets bent / twisted / smashed?

How much does a target cost to make? I'd be surprised if it was more than 10cents a piece in large quantities? So by making them even thinner, how much have they saved? 1-2cents per target? so like less than 10cents per £7000 game?

Is it not worth 10cents for increased reliability and customer satisfaction?
 
I've always felt that Data East were a more "no expense spared" pinball company as there was certainly signs of over-engineering with many of their parts.

Some of this was automatically caried over to Sega as they kept most of the parts the same.

Again with early Stern, they continued using the same parts, and were of a reasonable quality. There is certainly no issue with drop targets on the earlier game.

Fast forward to now, where everything is an optional extra with Stern and have you seen all the photos on pinside of the Stern targets bent / twisted / smashed?

How much does a target cost to make? I'd be surprised if it was more than 10cents a piece in large quantities? So by making them even thinner, how much have they saved? 1-2cents per target? so like less than 10cents per £7000 game?

Is it not worth 10cents for increased reliability and customer satisfaction?




replacements on the way,seeing as its Stern I should be thankful that at least the disable bit works-I.e hitting the opto at the end of that lane is the same as dropping one target,so I still get multipliers etc
i believe the replacements are stronger - maybe they are 11 cents each;)
time will tell I guess
 
Funny really as I bash Stern re QC a lot but whilst there are always issues, you can play 1000's of games as they are fairly reliable. I am thinking the new system may be a backwards step when it arrives as whilst WOZ looks great and has good build quality, it has had way more issues than a new Stern. Hobbit should be better as it's been a steep learning curve.
Do wish Stern would not cut as many corners - t-molding looks cheap ( it is cheap :D ) and things like the pegs on pro's are just annoying:mad:
 
Funny really as I bash Stern re QC a lot but whilst there are always issues, you can play 1000's of games as they are fairly reliable. I am thinking the new system may be a backwards step when it arrives as whilst WOZ looks great and has good build quality, it has had way more issues than a new Stern. Hobbit should be better as it's been a steep learning curve.
Do wish Stern would not cut as many corners - t-molding looks cheap ( it is cheap :D ) and things like the pegs on pro's are just annoying:mad:

Tim Arnold (Pinball of fame & Riviera - Las Vegas ) is about the only person who still operates commercially several hundred pinball machines, says the newer machines are the most unreliable. He says he can literally stand and watch the Stern row falling apart in front of him.

I guess if you have a HUO machine with 1-2 thousand plays on it then yes you should generally expect it to be reliable.
 
Tim Arnold (Pinball of fame & Riviera - Las Vegas ) is about the only person who still operates commercially several hundred pinball machines, says the newer machines are the most unreliable. He says he can literally stand and watch the Stern row falling apart in front of him.

I guess if you have a HUO machine with 1-2 thousand plays on it then yes you should generally expect it to be reliable.
I was there a few years back and ACDC, Tron and others were in very poor condition - but it would help if the games were waxed/cleaned/maintained more than they are. But, Stern's business model works right now so unfortunately they won't do what we want!
 
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