New code!
LE/PRE V1.01 - December 21, 2020
=====================
 -  Added logic to keep the left ramp up post in the raised position a bit longer
    in situations where an award is going to be given at the left ramp exit switch.
 -  Added shaker effects for bashing the Demogorgon.
 -  Added bigger shaker effects for killing a Demogorgon.
 -  Now the pop bumper score award text turns RED to indicate that Dart has fully evolved.
 -  Scoring for Lure Dart has changed and is now based upon which Pop Bumper level
    Dart has evolved to.
 -  Added "Damage Meter" text to the Bust Out background LCD display effect.
 -  Scoring for Follow the Compass, Monster Hunting, Morse Code, Bullies,
    What Mama Says, and Monster Hunting has been updated/enhanced.
 -  Now the Chapter Mode's 10% of mode score points that contribute to the End
    of Ball Bonus are reset at the end of the ball, i.e. these points are no longer
    carried forward from ball to ball.
 -  Changed/Set the Bonus X multiplier maximum to 5X.
 -  Changed the scores awarded during End of Ball Bonus.  End of Ball Bonus Scores are:
    1) Telekinesis Multiball Starts X 3M
    2) Demogorgon Mode/Multiball Starts X 2M
    3) Demodog Mode Starts X 5M
    4) 5-WAY Combo = 10M
    5) Chapter 1-6 Mode Starts X 1M plus 10% of Mode Score.
    6) Chapter 7-12 Mode Starts X 1M plus 10% of Mode Score.
    7) Drawings Collected X 2M
    Points carry over from ball to ball.
 -  Fixed a problem where the wrong amount of points were being awarded in the
    Burn it Back, Telekinesis Advance, and Combo rules.
 -  Fixed a bug where some "Final Showdown Challenge" Champion title screen text
    was displayed off screen.
 -  Added a new bottom lanes completion SFX.  Note:  This is only heard during
    Final Showdown Challenge games.
 -  Added a new bottom lanes completion display effect.  Note:  This is only seen
    during Final Showdown Challenge games.
 -  Fixed a problem where, upon starting Final Showdown Challenge, the drop targets
    were not immediately lowered.
 -  Fixed a problem where the Final Showdown Challenge Total Points earned display
    effect wasn't being shown when Final Showdown Challenge ended.
 -  Changed the "Bottom Lanes" rule to only advance towards lighting Mystery during
    a Final Showdown Challenge game.
 -  Changed the criteria of which Mystery Awards are available during a Final Showdown
    Challenge game.
 -  Added logic to disallow Final Showdown Challenge games from contributing to
    the auto percentaging feature used by the Burn it Back rule to light Extra Ball.
 -  Added logic to Burn it Back to disallow advancing/lighting Extra Ball during
    Final Showdown Challenge games.
 -  Added a Final Showdown Challenge Ball Save Timer adjustment.  Default setting
    time = 45 seconds, min = 5 seconds, max = 60 seconds.
 -  Fixed a problem where the Final Showdown Challenge Start display effect
    couldn't be blown off.
 -  Improved the speech candidate selection used for Ball Save.
 -  Added logic to Final Showdown Challenge games to disallow replay threshold
    awards.
 -  Added logic such that Final Showdown Challenge game scores only contribute to
    the Final Showdown Challenge High Score Champion.
 -  Fixed a problem where the instructional speech was still playing during Final
    Showdown Challenge.
 -  Fixed a problem where the Skill Shot rules were still available during Final
    Showdown Challenge.
 -  Added a new video for the Final Showdown Challenge start display effect.
 -  Fixed a problem where, upon the completion of Final Showdown Challenge, the
    end ball sequence didn't wait for the Final Showdown Completion display effect
    to finish.
 -  Added a Final Showdown Challenge game.  To start this Challenge do the following:
    1) Hold in both flippers while the game is in the attract mode.
    2) When the GAME PLAY MODE MENU appears use the flipper buttons to navigate
       to the Challenge game.
    3) Press the START BUTTON to start the Final Showdown Challenge game.
 -  Final Showdown Challenge is a 3 ball multiball that requires 7 stages to complete.  The stages are:
    Stage 1 = 3 Shots to the left ramp
    Stage 2 = 8 Arrow Shots
    Stage 3 = 8 Drop Targets
    Stage 4 = 7 Demodog Targets
    Stage 5 = 25 Pop Bumper Hits
    Stage 6 = 25 Spinner Hits
    Stage 7 = 1 Shot into the Demogorgon's Mouth to close the gate
    A new ball is added into play when you complete a stage and have less than 3
    balls in play.  Final Showdown Challenge is over when you complete all 7 stages
    or have drained all of the balls, i.e. you can keep playing with only 1 ball
    in play.  When Final Showdown Challenge is over game play advances to the next
    player or to the match/game over sequence. 
 -  Added a "Final Showdown Challenge" High Score Champion.
 -  Added adjustments to support the "Final Showdown Challenge" High Score Champion (default
    score threshold, type of award to give, # of awards to give).
 -  Added a "Final Showdown Challenge" Champion to the attract mode presentation.
 -  Added logic for the lockdown bar button to restart the music playlist during
    DJ Mixer.
 -  Changed the instant info text colors on the Champion pages to match the
    text/arrow colors used during game play.
 -  Added "Drawings Collected" Champion to instant info.
 -  Added a "Drawings Collected" High Score Champion.
 -  Added adjustments to support the "Drawings Collected" High Score Champion (default
    score threshold, type of award to give, # of awards to give).
 -  Added a "Drawings Collected" Champion to the attract mode presentation.
 -  Resized the attract mode Champion Initials to be larger.
 -  Changed the attract mode text colors on the Champion pages to match the
    text/arrow colors used during game play.
 -  Added logic to collect 2 Drawings for completing "Turn up the Heat" by only
    making blinking arrow shots, i.e. the left/right lane shots.
 -  Added logic to collect 1 Drawing by completing "Quarter Hunt", and 2 Drawings
    by Completing "Quarter Hunt" and collecting all 4 guys via switch thresholds,
    i.e.  Lucas, Dustin, Mike, and Will.
 -  Added logic to collect 2 Drawings for completing "Morse Code" by exclusively
    making the right orbit shot 3+ times.
 -  Now the MXV Super Skill Shot awards 1 Drawing.
 -  Added logic to hold the ball at the left eject until the "Drawings Collected"
    display presentation is finished.
 -  Added logic to collect 2 Drawings for completing "Follow the Compass" without
    the aid of using the spinner to move the  available shot.
 -  Added logic to collect 2 Drawings for making a 5-Way Combo to complete Save Will.
 -  Added logic to collect 2 Drawings for completing "Lure Dart" by making the 4
    required shots in an ordered sequence, i.e. Right Lane-> Right Orbit->Left Orbit->Left Lane.
 -  Added logic to collect 2 Drawings for completing "Bullies" by making the 5 required
    shots in an ordered sequence, i.e. Right Ramp-> Left Ramp-> Right Orbit->Left Orbit->Left Lane.
 -  Fixed a problem where the game would inadvertently give instructional speech
    about playing 3 modes to light extra ball.
 -  Added logic to collect 2 Drawings for completing "Get Me Out" by only making
    drop target or center lane standup target shots.
 -  Added a shaker effect to the Telekinesis Multiball start LCD display sequence
    to coincide with the video showing a flipped van crashing to the pavement.
 -  Added logic to collect 2 Drawings for completing "What Mama Says" by making
    all shots in order from left to right, i.e. only shooting blinking arrow shots.
 -  Added logic to collect 2 Drawings for making a 5-Way Combo enroute to completing
    Operation Mirkwood.
 -  Added logic to collect 2 Drawings for "Finding Barb" on the first shot.
 -  Added new text for "Missed" award shots during "Where's Barb?"