************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2007 - 2010 STERN PINBALL, INC. * * * ************************************************************************** * * * Batman: The Dark Knight * * * ************************************************************************** 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). V2.94 - May 6, 2010 (SYS. 1.56) =================================== - Joker drop target test switch box outline was ill-formed. This has been corrected. - Each new batmobile hurry-up restart adds 1 second to the amount of time it takes for the hurry-up score to count down. Previously, it added 2 seconds. - Added an audit for Gotham City super jackpot. - Scarecrow hits were allowed during Gotham City. This has been corrected. - Cleaned up audit and adjustment names. Some of them we too long and didn't fit on the display. - Scarecrow multiball demoted back down to 2 balls instead of 3. - Added scarecrow drain speech. Increased replay, bump 'n' win, and high score defaults. - Changed the number of joker super jackpots (figurine and face) from 2 to 1. This helps keep joker scoring from dominating the game. - Fixed 'more time' issues with the modes and the batman targets. Added a new sound for hitting the batman targets during a mode (this is less annoying). Batman targets were allowed to advance while a mode was running. This has been corrected. Shortened some total pages. Capped mode time to 60 seconds. Removed mode target award display effect so people can see that hitting an unscored batman target adds more time to the mode. Changed mode time adjustments, default (medium) is now 30 seconds. - Changed Gotham City tune. V2.9 - May 5, 2010 (SYS. 1.56) =================================== - Arrow lamps during commissioner gordon now ON instead of BLINKING. Fixed bat signal challenge scoring (there was too much risk for too little reward). - Added game start speech. Added lamp effects for mode start. Added speech for rescue rachel. - Cleaned up mini-playfield display effects. Fixed meter wrapping problem. Added sounds to mini-playfield gadget awards. - Cleaned up right loop display effects. These now show the progress towards batpod multiball. They also animate (the previous version only showed the first frame of the 8 frame animation). - Fixed bad harvey dent pixels. - Added an Alfred award to restart the batmobile hurry-up. - Fixed various issues with the batmobile hurry-up. Center ramp entrance switch now pauses the countdown for a bit as it takes the ball some time to get to the teeter-totter ramp. Ramp control gate logic fixed (it was diverting to the ramp when it was not supposed to). When hurry-up was collected, the "batmobile 1" award was also being given out. This has been corrected. - Each new batmobile hurry-up restart adds 2 seconds to the amount of time it takes for the hurry-up score to count down. - Filled out install tables (EX. EASY - EX. HARD + 3-BALL & 5-BALL). - Fixed up the batmobile hurry-up. The left orbit (if lit) restarts the hurry-up and then doubles it, removing all of the shots except for the batmobile ramp. The right orbit restarts the hurry-up and increases the hurry-up value. The batmobile ramp scores the hurry-up. - Right loop now always loops, except when the 4th right loop award is given out. - Added "more time" award to the Alfred target. - Right bank target (Alfred) award is now disabled during Gotham City. It *IS* allowed during the grace period of Gotham City, so the player can hit the target during the grace period and restart the multiball (once). - Changed all scarecrow multiball battle modes from 2 balls to 3 balls. This is because we have a speech call that says: "No, it's not my toxin, you are seeing three balls at once." - Batpod hurry-up rule has been renamed to batmobile hurry-up. - Scarecrow VUK shot now not allowed during any multiball. This was done to try to eliminate player confusion, as VUK shots are not given if there is a recent pop bumper hit; this can be very aggravating when the VUK is shot from the front and no award is given. If you want your Scarecrow multiball stacked with your Joker or Batpod multiball, then start your Scarecrow attack first. - Added super skill shot. Plunge the ball with the left flipper button held in and shoot Joker, Batmobile, or Scarecrow when lit for 3x that feature until end of ball. If you miss, you get nothing. If you get it and it's the last one, awards triple bonus. - The multiplier standup targets were advancing towards 'light multipliers' when already at 3x, which is wrong because there are no more multipliers after the roving 3x multiplier. This has been corrected. Roving 3x multiplier now starts at the right loop, instead of the left loop. - Center ramp and joker lamps were on/blinking when the features were not allowed to be advanced. This has been corrected. - Removed add-a-ball for batpod multiball super jackpot. Gotham City is now a multiball (instead of just points). Add-a-ball allowed via Alfred only once per group of stacked multiballs (previously, add-a-ball was allowed for each individual multiball, and this was stupidly excessive). - Restarting a game with the joker motor in position #1 (gotham city) would update to the wrong position. This has been corrected. - Cleaned up the crane control process for scarecrow battle mode #1. Often times, the crane ball would sit in a position, never to move, when there were plenty of unscored positions to move to. This has been corrected. - Added artwork to the scarecrow multiball total display effect. Added lamp effects for scarecrow multiball total. - Added artwork and sounds to the start of bat signal challenge. Added artwork for finishing the scarecrow battle modes. - Added start button sounds for game start and adding a player. - Added joker paint can effects for the start of joker multiball. Added lamp effects for the start of joker multiball (#2 & #3). - Added sounds for scarecrow multiball super jackpot. - Added new scarecrow crane movement profile for scarecrow #3. Scarecrow battle mode #3 now cycles the yellow light back and forth while the crane ball moves back and forth. - Modes are now allowed to be lit, but not started, during multiball. - Batman targets completed display effect was always displaying "BAT MISSION IS LIT" instead of checking the data that was passed to the display effect. This has been corrected. - Added a sound for mystery. The right outlane was not making the drain sound when it should have been. This has been corrected. - Added shaker motor shaking to modes, batpod multiball, and bat signal challenge. - Added lamp effect for the skill shot award. This shows which skill shot 2x features are active (the lamp will blink 2 times for 2x and 3 times for 3x). Impostors lamp effect was being killed at end of ball. This has been corrected. Bat signal challenge flasher effect for jackpot lit (during multiball) was NOT being killed at end of ball. This has been corrected. - BATMAN targets now increase the mode scores and add more time when a mode is running. - Center ramp shots (i.e. joker multiball jackpots) were not being given out during joker multiball, even though the arrow lamp was blinking to indicate as such. This has been corrected. - Sped up mystery effect. Clowns are also highlighted in random order. - Added flipper blowoff adjustment and functionality. - Fixed a problem with the skill shot going away prematurely (for instance, if the ball was launched and ended up in the top eject hole). - Shooter lane skill shot now awards joker/batmobile/scarecrow 2X scoring. - Fixed glitching problems in some display effects. - Added batpod multiball (lit by shooting the right loop; started when lit by shooting the center ramp). - Fixup trough to minimize the possibility of 2 balls being kicked into the shooter lane. - Added HSTD (batmobile hurry-up (formerly batpod hurry-up), bat signal challenge, and gotham city). - Added lots of new audits. - "add-a-ball" display effect would not run when the Alfred target was hit for add-a-ball. This has been corrected. - Added instructional messages to the beginning of scarecrow motor test. - Fixed operating system bug that would cause the music volume to spike up to a high level and remain there until the game was power cycled. V2.4 - November 19, 2009 (SYS. 1.53) ==================================== - Fixed a deadlock problem with the batmobile ramp that would manifest itself as either the ball never ending after all balls had drained, or multiball not ending when in multiball and draining down to one ball. V2.3 - October 13, 2008 (SYS. 1.46) =================================== - Added scarecrow motor test adjustment. Since the scarecrow crane cannot be physically adjusted at all, there is now a series of software adjustments that can be made such that the scarecrow crane ball will appear to be "centered" over the yellow circular inserts on the playfield. Select "ADJUST" from the scarecrow motor test to accomplish this. The settings are saved in battery-backed RAM. - Added artwork for the joker multiball background display effects. - Bat signal challenge award display effects were not using outline fonts. This has been corrected. - Scarecrow multiball was not allowed to start during Bat Signal Challenge. This has been corrected. - Fixed shading on some diagnostic icons. - The game name was not being sent over to the Beta-Brite display. This has been corrected. - The joker motor would stop turning after the first joker multiball. This has been corrected. - Added some additional speech calls. V2.2 - August 21, 2008 (SYS. 1.45) ================================== - The Joker Motor device was not checking joker modes #2 and #3. This would make the Joker Motor device always show the "Gotham City" (Position #1) side of the device for joker multi-ball #2 and #3. This has been corrected. V2.1 - August 14, 2008 (SYS. 1.45) ================================== - Added shaker motor code and minor tweaks. V2.0 - August 1, 2008 (SYS. 1.45) ================================= - Added sonar, clown stinger, rachel scream, bat cape, lau fanfare sound f/x., hooked up batman mode awards, collecting all 4 batman modes lights the bruce wayne lamp, bat signal battle resets the batman lamps, added sounds and dots to joker ball lock, changed batman mode scores. - Added Spanish text. - Added bat signal artwork. - Fixed alfred target for bat signal battle. Added final battle (points). Added lamps to invert string for batpod hurry-up start. - Added Harvey spinner rule. - Added sounds for Alfred, Rachel, and clowns. - Added French text. - Added Rachel target rule. Added more sounds for the Gordon targets. - Added sounds/art to the Joker sequences. - Added German text. - Added Gordon rule. - Added sounds for Scarecrow multiball. V1.6 - July 30, 2008 (SYS. 1.44) ================================ - Added italian text and resized most of it so it fits on the display. - Removed old joker multiball start art, added art to joker mb start sequences 2 & 3, added art to joker multiball jackpot sequences 2 & 3. - Added artwork for joker multiball sequences 2 & 3. - Scarecrow VUK was not waiting for extra ball award display effect. This has been corrected. - Moved joker lock lit speech to ball locked. - Fixed a problem with the batpod hurry-up start lamp effects (in particular, the G.I.). - Added horse sounds for the start of scarecrow multiball. - Redid mystery display effect with clown artwork. V1.5 - July 29, 2008 (SYS. 1.44) ================================ - Fixed a bug with the joker motor sounds. - Added more speech. - Cleaned up joker motor movement effects. - Added sounds and lamp effects for the multipliers. - Fixed some issues with the batpod hurry-up start effects. V1.4 - July 28, 2008 (SYS. 1.44) ================================ - The batpod hurry-up total display effect was displaying the wrong total score. This has been corrected. - Added sound effects and light shows for the joker locks/multiball. - Cleaned up messages. - Added flash f/x to spinners, bottom lanes completed, top lanes completed, gadget progress, gadget completed, batpod hurryup award, mystery award. - Added sound effects for match.