************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2011 - 2018 STERN PINBALL, INC. * * * ************************************************************************** * * * AC/DC PREMIUM/LE * * * ************************************************************************** HELP US, HELP YOU! If you have any suggestions, questions, need technical advice, find errors or have comments, please contact us through our website: http://www.sternpinball.com/contact.shtml or call 1-800-542-5377. You can also e-mail acdc@sternpinball.com to report any software and/or game-related 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). V1.70.0 - Feb 12, 2018 ====================== - Jam Multiball, Album Multiball, and Tour Multiball were not adding the points scored from super jackpots to the total. These have been corrected. - Improved the lockout of the VIP PASS when a ball is served so there is less chance that the player accidentally uses up a VIP PASS when launching the ball. - Reduced JAM MULTIBALL initial # of shots from 6 to 5. - Reduced JAM MULTIBALL increment # of shots from 2 to 1. - Reduced JAM MULTIBALL super jackpot lit initial # from 6 to 5. - Reduced JAM MULTIBALL super jackpot lit increment # from 2 to 1. - Reduced TOUR MULTIBALL initial # of shots from 8 to 7. - Reduced TOUR MULTIBALL increment # of shots from 2 to 1. - Reduced TOUR MULTIBALL super jackpot lit increment # from 2 to 1. - Reduced ALBUM MULTIBALL increment # of shots from 2 to 1. - Reduced ALBUM MULTIBALL super jackpot lit increment # from 2 to 1. - Changed the rule for the DEVIL HORNS. Instead of lighting all 3 shots at once, they are lit in order: BELL, RIGHT LOOP, LEFT LOOP. Once the LEFT LOOP shot is made to complete the sequence, the Tunes N Stuff lamp is lit to collect "STUFF". - Added STUFF to Tunes N Stuff: - 2X DEVIL HORNS (multiplies the lit DEVIL HORN shots by 2). - HOLD BONUS - 7,500,000 POINTS - AWARD BELL SHOT WITH V.I.P. PASS Using the VIP PASS button also awards all features available at the BELL (which includes advancing the PLAYFIELD MULTIPLIER). (The Premium/LE will swing the bell using the BELL MAGNET.) - OI MANIA (7,500 PER SWITCH. OI!) - 10,000,000 POINTS - EXTRA BALL - Increased DEVIL HORNS value. - Changed the presentation of the lights for Tunes N Stuff: - JUKEBOX horns blinking = JUKEBOX lit to change a song. - Tunes N Stuff light BLINKING = JUKEBOX lit for Tunes N Stuff. (If the JUKEBOX is lit ONLY to change a song, then the Tunes N Stuff light will be SOLID.) - Added a setting to have the target lamps NOT blink when not scored. (This is now the default behavior.) - Removed the LEFT LOOP shot from always being lit for the WAR MACHINE mode. Completing the spinner during WAR MACHINE will re-light the LEFT LOOP WHITE ARROW SHOT for a much lower value. - Game over effects are killed when entering test mode. - Increased FOR THOSE ABOUT TO ROCK mode cannon shot and playfield shot scores. - Increased the scores that can be collected from the cannon for starting multiballs (JAM, ALBUM, TOUR). - Changed the BACK IN BLACK rule so it is more interesting, valuable, and potentially takes less work to get the WHITE ARROW NOTE shots lit: - Added a moving target that cycles through AC/DC from bottom to top. - Hitting the moving target lights all of the WHITE ARROW NOTE shots. - The shot that corresponds to the moving target will be +1X what it was before, or 2X if it was not available before; the previously multiplied shot will revert back to 1X. - (A)C/DC - LEFT LOOP. - A(C)/DC - LEFT RAMP. - AC(/)DC - BELL. - AC/(D)C - RIGHT RAMP. - AC/D(C) - RIGHT LOOP. - Changed the LET THERE BE ROCK rule so it is more interesting, valuable, and potentially takes less work to get the WHITE ARROW NOTE shots lit: - Added a moving target that cycles through ROCK from top to bottom and back again. - Hitting the moving target lights all of the WHITE ARROW NOTE shots. - The shot that corresponds to the moving target will be +1X what it was before, or 2X if it was either 1X or not available before: - (R)OCK - LEFT LOOP. - R(O)CK - LEFT RAMP. - RO(C)K - RIGHT RAMP. - ROC(K) - RIGHT LOOP. - Once ROCK is spelled, the BELL shot will light for the highest multiplier value advanced to on the WHITE ARROW NOTE shots during the spell out. - Changed the update priority of the background lamp effect for the FIRE BUTTON so it will run first and not be excluded by in-game lamp effects that cannot run. - Increased the ROCK N ROLL TRAIN combo score. - Increased T.N.T. scores. - Fixed an issue where fading the music volume would cause the music to cut out entirely. - SLINGSHOT types were not being flagged as such; this has been corrected. - Synced knocker to run with replay/special effects. - Fixed player up effects so they wait for speech and don't end on a blank frame. - Fixed switches from showing up in the tech alert when they are not broken. These include: TOURNAMENT START BUTTON START BUTTON LEFT COIN CENTER COIN RIGHT COIN FOURTH COIN FIFTH COIN DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED) TILT PENDULUM SLAM TILT (OPTIONAL) TICKET NOTCH TEST ESCAPE, MINUS, PLUS, ENTER DIP #1 - #8 - Added speech for HSTD enter initials timeout. - Combos were not clearing a counter properly, which caused incorrect combo values to carry over to other players. This has been corrected. - Corrected the names of the diagnostic buttons (these are translated now). - Shot multiplier for banked targets reworked to allow additional targets at the multiplied value (during a grace period of ~0.25 seconds). - Shot-multiplied spinner values via SUPER LANES during ENCORE, WAR MACHINE, and regular play may have terminated prematurely (typically during multiball) and some spins during a single spinner session may not have been awarded at the multiplied value. This has been corrected. - Fixed a bug with the ramp standup targets that would cause the score for completing the targets to be one increment too high. - Changed "VOLUME" to "ATTENUATION". - Cannon eject switch default is NOT accessible. Accessibility is set when the right ramp diverter is activated. This prevents the cannon eject switch from being marked bad when the ball cannot get there. - Changed the layout of the pop bumper display effect so the pop bumper value is explained better, also to not have two scores next to each other. - Added a lamp effect for completing the pop bumpers. - Any cannon eject switch activity will now release the right ramp diverter, to further prevent two balls from getting stuck in the cannon. V1.68 - Jun. 5, 2014 ==================== - Competition and Director's Cut installs set "SONG LOWER PLFD. ACCESS DIFF." to HARD. - Added a difficulty adjustment for accessing the lower playfield during the songs that utilize it. When set to HARD (the default is EASY), all of the white note arrow shots must be completed before access to the lower playfield for the song is granted. - Changed the lower playfield rule and scoring for Highway to Hell. First, outer loops are made at a low value, then standups are made at a low (but slightly higher) value, then a single roving shot is made for a high value. - Added switch sounds to drop target test. - Increased the timer for the shot multiplier. - Fixed an issue with tilting while the mode select was active where the game would try to request effects and score points during tilt (not allowed). - Fixed a problem with mode average scores that was causing the scores to be averaged incorrectly. - Fixed a problem with the game over music being killed when it should not have been. - Custom message now displayed every pass through the attract mode. - Fixed a problem with instant info for the bell (playfield multiplier) that was causing the playfield multiplier value to be displayed incorrectly. - Added speech for lighting the song jackpot via the bottom lanes. - Reordered instant info table to display the multiball jackpot information in a different order. The number of items (ramps, target banks, loops) to light multiball is displayed first, followed by the jackpot information. V1.65 - Mar. 22, 2013 ===================== - Synced album multiball/song/target banks state to keep awards from being given out of sync (for instance, starting album multiball with the T.N.T. song running with "N" and "T" already scored and hitting "T" which would start the detonator hurry-up). - Fixed a problem with the player controlled cannon. If the player loaded the cannon but did not fire it, then some cleanup work would not be performed, resulting in a stale process. For the PRO, this was innocuous, but has been corrected. For the Premium/LE, however, this would cause the drop target bank(s) to not reset properly until the cannon was loaded again and fired. This has been corrected. - Fixed a sound call in cannon test. The enter button was making the plus button sound. This has been corrected. - Cannon "missed" speech no longer requested when the left loop, the left ramp, or the bell are hit as a result of firing the cannon. - Fixed a problem with the background lamp effect for rock n roll train not showing the correct combo lamps at times. - Rock N Roll Train mode combo shot now marks the white note arrow underneath it solid if it was available at the start of the combo. - Fixed up VIP pass for the songs. Priority is now given to the note arrows for add-a-ball. - Fixed an issue with the song high scores. In a multi-player game, there was the possibility of player #2, #3, and #4 entering their initials with a bogus score that they did not legitimately earn. Additionally (although no one probably ever saw this), if a player scored enough points in their songs to qualify for song high scores at the end of the game and then played Encore and won, as long as there were players to play after that, then the player who played Encore would possibly lose their song high scores for the songs the following players played. This has been corrected. (This bug is in all versions of AC/DC up until now but has somehow managed to go unnoticed until 64-bit scoring was introduced as the 64-bit bogus scores can be much larger and thus much more noticeably wrong). - Added instant info for bottom lanes to light song jackpot. - Fixed a bug with the super modes. Occasionally, a super mode that was already running would be chosen as the next mode to start. If 3 (adjustable) note arrow shots were made before a Thunderstruck target was hit, the mode would be locked on the mode that was already started and the only way to recover from it would be to change to the next song. This has been corrected. - Added an adjustment for "SUPER MODE LOCK/UNLOCK" (default = NO). The super mode lock feature has existed since version 1.0 and allows the player to lock/unlock the currently flashing super mode using the fire button. With the addition of VIP pass in V1.6, this feature is now almost completely useless, since you either a) never use it because you have a VIP pass and don't want to waste the VIP pass to lock in a super mode, or b) inadvertently lock in a mode you don't want when using the VIP pass for add-a-ball. Those who would like to re-enable this feature may do so by setting "SUPER MODE LOCK/UNLOCK" to YES but I would not recommend it. - Bottom lanes lamps cleared out when super lanes is started. - +/- test buttons now raise and lower the master volume when the attract mode radio is on the display instead of bringing up the system "change volume" effect. - Fixed the beginning segment of "Highway To Hell" (too much silence). - Implemented station band changing (AM/FM) for the attract mode radio via the fire button. The FM band plays studio songs, and the AM band plays live songs. May change to FM1/FM2. - Added attract mode radio (adjustment must be set to YES (default is NO) and FREE PLAY set to enable). Hold in the right flipper button during attract mode to bring it up. Left and right flippers change the station, both flippers cancel. Probably for free play/home use only. V1.63 - Jan. 18, 2013 ===================== - Added multiplied shots to "For Those About To Rock". - The bell shot is now part of combos via the left loop and the right ramp. - Fixed an issue that would possibly corrupt the auto extra ball data. - Added lamp effects for T.N.T. awards. - Album multiball and tour multiball jackpot information now displayed outside of multiball. This helps the player if they are trying to change songs to set up a song bonus. - Added art and sounds for double/triple bonus. Bonus intro now plays in the key of the song that was being played. 2x/3x stamp is either fire or lightning (instead of silent screen flip) based on what song was being played. - Added speech for good bonuses. - Added super jackpot speech. Added big lamp effects for cannon target(s) hit. - In an effort to keep two balls from jamming up in the cannon, the control gate that diverts the ball into the cannon will release the gate if a second ball arrives at the right ramp exit switch immediately after the gate was closed to divert the first ball. - Encore "won" and "keep shooting" effects may no longer be aborted. - Some sound test music was being cut off during sound test. This has been corrected. - Fixed an issue with the song intro loop music being trampled when the ball is loaded into the cannon quickly at the start of a new ball. Very noticeable on songs with lengthy intros, like "Back In Black" and "For Those About To Rock". - Added some lamp effects. - All scores (system and game) are now stored as 64-bit. - Fixed up the audits. 3-multiball super jackpot and all encore audits were not being displayed. This has been corrected. - Added audits for the top eject and cannon switches. Triple multiball super jackpot is now always available (but will still reset when collected). - Ramp targets now score like the other targets, where the value that is built up during the ball is reset at the start of a new ball. - If the player does not fire the cannon (timeout), most cannon awards will not remain available. They will have to be requalified. This prevents certain exploits (i.e. firing the ball at the left loop to get +1 advance for Tour Multiball along with (usually) a note arrow during a song). V1.61 - Oct. 30, 2012 ===================== - Lower playfield states for the lower playfield modes are now initialized each time the mini-playfield is activated. - Changed the color of the roving shot for the thunderstruck mode. The roving shot is a lighter blue than the normal shot. - When paging through instant info during JAM MULTIBALL with the JAM MULTIBALL super jackpot lit at the cannon, the info screen would say "TOUR MULTIBALL SUPER JACKPOT LIT". This has been corrected. - Roving shot for thunderstruck mode now awarded first when using VIP pass. - Added jam/album/tour multiball start speech. - Changed the thunderstruck rule. Hitting a roving standup target now lights all of the white arrow shots and starts a roving shot across the white arrow shots from the left loop to the right loop and back again. The value of the roving shot starts at 2x and can be increased by hitting another roving standup. Each new standup hit raises the value of the roving shot by 1x. Once the roving shot is hit, it is turned off, and the player must hit one of the thunderstruck standup targets to light it again. - Super skill shot awards 2 VIP passes. - Combo, lanes, loop, and target bank jackpots are now unregistered if the cannon shot is missed. - Fixed a bug with the specification of the ticket meter for the game. The old specification would only allow the ticket meter to be fired if the "TICKET DISPENSER TYPE" adjustment was set to "DELTRONIC WIDE". This has been corrected. - Implemented music and sound volume. V1.6 - Sep. 7, 2012 =================== - Cleaned up hell mode logic with the lower playfield. The lower playfield is available at the start of each "Hell" song. Once the lower playfield feature has been played, it is made unavailable until all of the white note arrow shots for the song have been completed. - Fixed the user-controlled magnet hit during the "Hells Bells" mode. The bell opto is now ignored for one second when the ball is kicked from the bell eject hole. - Bell magnet cleanup. Hells bells now swings the magnet when the VIP pass is applied (via the FIRE button). - Added general illumination intensity level adjustment. - Added RGB LED test to make it easier to dial in some colors for the multi-colored LEDs. - Fixed a bug with the mechanical band during "You Shook Me All Night Long". The band would not move during the last 10 bars of the song. This has been corrected. - Designed RGB LED and LED GI effect systems & implemented effects. - Added encore mode for playing all songs in the jukebox. - Added new artwork for Back In Black / Encore. "Jukebox Is Lit" speech now only requested if the song can be changed (i.e. not during multiball). - Toned down spinner and pop bumper flasher effects. - Broken targets are now removed from consideration when targets are selected at the start of the cannon firing sequence. Fixed cannon message "HIT TARGET FOR". This will say: "HIT TARGETS FOR" when there is more than one target lit in the sequence (such as a latter stage of FTATR and encore FTATR stage, for example). - Disabled target banks, loops, and ramps during encore. Enabled top lanes and pop bumpers (under certain circumstances). Cleaned up stages to make some of them more challenging. Added lamps in the jukebox for completed stages. Secondary shots add to the song jackpot and give add-a-ball. Draining resets the song jackpot value. Added some reasonable scoring. Cleaned up shaker motor code. Control gate now works as expected during encore rosie and shook me. - Added instant info to the cannon for encore. - Each encore stage, when completed, now scores the song points scored during the game. Added an adjustment for the number of balls for encore. - Fixed an issue with recording mode average scores. These were not taking into account the number of times encore was started. This has been corrected. - Added art and sound for "SPECIAL". - Added art and sound for "Back In Black" start. - Added a lamp effect for multiball start. Added "EXTRA BALL" and "SPECIAL" lamps to most lamp exclude strings. - Changed all of the default song HSTDs from 5M to 7.5M. - Added a lamp effect for extra ball. - Changed the sequencing of the cannon award effects. These run immediately (if possible, they are VERY high priority) and will interrupt almost any other effect. Sped up the display of the cannon shots that are available when the cannon is ready to be fired. - Lane change disabled when picking a song. Fixed up instant info for VIP passes. Removed unused instant info lamp effects. - Added bell hits for playfield multiplier to instant info. - Added VIP pass. - Fixed a bug with double/triple bonus. If triple bonus was earned, double bonus would be given instead of triple bonus. This has been corrected. - Reworked "super mode" jackpots. These are no longer lit from note arrow shots during the songs. Combo jackpot is lit every 20 combos (adjustable). Lanes jackpot is new and lit every 10 bottom lane completions (adjustable) -- top lane completions increase the value. Loop jackpot is lit every 15 loops (adjustable). Target bank jackpot is lit every 10 target bank completions (adjustable). - Target bank extra ball #2, target bank special #2, combo extra ball #1, and combo extra ball #2 could not be adjusted off. This has been corrected. - Added target bank extra ball and target bank special to Instant Info. - Fixed a typo in the adjustment table that had the incorrect value for the MEDIUM settings for the number of bell hits for the playfield multiplier. - Added speech for lighting the jukebox. - Added tilt and drain speech. Due to certain profanity that was added, the default value for the "Family Mode" adjustment is now "ON". - Fixed up the cannon motor movement sounds. The sound was being cut off at the mark switch when it was almost at the home switch. Now, the sound plays for the duration of the movement. This has been corrected. - Changed the bell sound track such that the sound effect should almost always be heard. - Added new rosie jiggle art for white arrow note shot. - Changed the cannon firing sequence. If the player did not fire the cannon (i.e., a timeout), the ball would be fired out of the cannon when the MARK switch made a transition. On some games, the ball would make it up the right ramp for free awards. Now, if the cannon is not fired by the player, the cannon will return to the HOME position with the ball and then start another sequence which will auto-fire the ball out of the cannon somewhere in the direction of the AC/DC targets (with the appropriate speech, which is a little clearer). - Changed starting song jackpot to increase as songs are changed. - "For Those About To Rock" was not keeping the note arrow(s) solid when the shot(s) had been completed. This has been corrected. - Added art for the start of the "Hell Ain't A Bad Place To Be" mode. - Added multiball mini super jackpot. If all three multiballs (Jam, Album, and Tour) are started at the same time, then a mini-super jackpot will light at the bell once at least one each of: ramp jackpot, target jackpot, and loop jackpot have been scored. Once the mini super jackpot is lit, each additional jackpot scored will be added to the mini super jackpot. Once the mini super jackpot is collected (by hitting the bell), the mini super jackpot is reset, and one each of all jackpots will need to be collected again for it to be available again. - Jam, Album, and Tour multiball jackpots from the cannon are now multiplied, based on the number of multiballs started. 1 multiball = 1X jackpot, 2 multiballs = 2X jackpot, and 3 multiballs = 3X jackpot. - Added lit cannon items and their values to instant info (this includes song jackpot). - Added new sounds for tilt warning. These are much louder than the system default sounds. V1.52 - May 30, 2012 ==================== - Added lots of shaker motor effects. - Added sounds for hitting a flipper button during the attract mode. - Removed super combos and super loops information about collecting the jackpot; it was taking too long when the ball was diverted into the cannon. - Increased the cannon motor timeout from 7.5 seconds to 15 seconds. 7.5 seconds was not long enough for some slow-running motors. - Added some functionality that allows the ticket dispenser test to show up when the ticket dispenser has been enabled. - Changed the artwork for the right loop award. - Added lamp effects for ramp target hit and ramp entrance made. - Added broken switch detection for the fire button that kicks in much sooner than before. If the cannon can be fired and is not (no fire button sw. seen during the firing sequence) for 3 sequences in a row, then the next sequence and all of those that follow will allow the cannon to be fired using either of the flipper buttons. The fire button can be "healed" when there are 2 sequences in a row that use the fire button to fire the cannon (instead of a flipper button). - Added the top lane and the bottom lane lamps to the "fire the cannon" lamp effect so the player can use lane-change (in case of multiball). - Added things lit at the cannon (song jackpot, collect bonus, etc.) and their values to instant info. - Added collect bonus every 8 (default, adjustable) pop bumper levels. - Added art and sounds for extra ball lit and special lit. - The back panel flasher was missing from the lamp effects. This has been corrected. - T.N.T. mode was allowing spurious hurry-up awards on the T.N.T. targets. If two T.N.T. targets were hit at the same time where the first target hit was a target that completed the T.N.T. sequence to start the hurry- up and the second target hit was any T.N.T. target other than the first, then the spurious hurry-up award would be given. This has been corrected. V1.5 - April 27, 2012 ===================== - Removed the definitions for the lower playfield end-of-stroke switches, as these have been removed and were never in any of the production games. So now they will no longer be reported in Tech Alert. - The upper playfield flippers were not being turned off during "Hells Bells" and "Highway To Hell" when the ball was held and the lower playfield was being played. This has been corrected. - If the ball leaves a device while the lower playfield is being played, the upper playfield flippers will be turned back on. - More time was added to settle the bell eject after a kick. - Playfield multiplier now paused when the lower playfield is active. - Added backgrounds for "Hells Bells" and "Highway To Hell" lower playfield. - 2X, 3X, and jukebox song title lamp states are now displayed when the lower playfield is active. - Removed lamp effects that manipulated the G.I. relay. - Ball search for the bell magnet was not ignoring the bell opto switch and keeping it from scoring a hit on the bell. This has been corrected. - Fixed a resource conflict with the song select G.I. backgrounds. These now work as intended. - Completing all of the white note arrow shots during a song now adds 2.5M to the song jackpot. This can be done any number of times. - Timers are now paused when the player is choosing a song. (This fixes the issue of the ball saver timing down at the start of a new ball when the player plunges the ball into the jukebox and takes some time picking a new song.) - Added artwork for the start of "Hells Bells". - Added a sound for tilt. - All white note arrow shots completed during a song records 3 units of permanent progress (one time, adjustable), such that completing notes and changing songs will continually lock in higher scores for new songs. - Super loops no longer has any effect on whether the right control gate causes the ball to loop around, so if "Whole Lotta Rosie" or "You Shook Me All Night Long" are running, the ball will go into the pop bumpers. - Added jackpot information to the super loops award display effect. - Added sounds for "Let There Be Rock". - Cannon targets are now displayed in order of increasing score. - Added song jackpot to tour multiball. - Changed the lamp effect for a spinner hit during "War Machine". - Added a sound for the War Machine bay doors opening. - Lowered spinner scores. - Changed bell target hit artwork. The new art includes the AC/DC logo on the bell. - Fixed an issue with transitioning from the shooter groove music to the main play music. The main play music would cut off the very beginning of the shooter groove music if the ball was on the playfield during the first bar of the shooter groove music. - Added the car dip animation to the bumper hits for "You Shook Me All Night Long". This fixes the bad rendering of the girls over the car on frames #3, #4, and #5. - Added a sound for hitting the T.N.T. targets during T.N.T. - Added more information to song collect display effects when the song is selected. - Fixed mode start text (vertical centering, it was off by 1 pixel). - Added T.N.T. start dots. - Cleaned up cannon lamp effects. - Added art to the "Bump 'N' Win" award display effect. - Added an animation for the start of "You Shook Me All Night Long". - Fixed up some mode key sounds. - Lowered the left ramp score during Rock N Roll Train. - Changed bonus. The current formula is: (25K * number of songs lit + 50K * number of songs played, +50K more if all white note shots for the song were completed) * bonus multiplier * (3 if triple bonus, 2 if double bonus). - Added sounds for skill shot, super skill shot, and highway to hell start. - Added art for "Let There Be Rock". V1.4 - March 22, 2012 ===================== - Thunderstruck and hells bells music loop did not loop properly. This has been corrected. - Added instant info for jam multiball. - Added instant info for tour multiball. - Cleaned up tour multiball. Tour names are now displayed, along with a variety of ticket stubs. - Added to instant info for album multiball. - Added display effects for completing tour multiball and jam multiball. - Increased the scores for the T.N.T. mode. - Changed default ramp shots to re-light the jam multiball super jackpot from 4 to 6. - Added highway to hell start art. - Added tour/jam/album multiball super jackpots. - Changed target multiball super jackpot re-light to completing a number of target banks instead of completing all target banks. - Fixed a problem with firing the flasher for the multiball super jackpot(s) on the cannon->bell. - Fixed song bonuses for album multiball and tour multiball. These were not awarding the first 1M as they should have been. - Added bell flasher to multiball super jackpot cannon shot. - Changed mode collect scoring. If the song is NOT changed, the bonus is: (50K * # of songs lit) + an additional (200K) if all 11 songs have been lit. If the song IS changed, the bonus is (500K * # of songs completed) + (50K * # of songs lit) + an additional 200K if all songs that have not been completed have been lit. - Fixed audit names so they fit on the display. - Added loop jackpot, combo jackpot, and target jackpot to the cannon awards. - Changed the priorities of the mode pop bumper award display effects so they would not cut off the top lane display effects. - Lowered train combo score. - Added title messages to skill shot and super skill shot. - Fixed skill shot "items" text error. - Cannon mode was not being marked solid properly. This has been corrected. - Removed the cannon mode lock via the fire button and the randomizing of the cannon modes. The sequence is always: FODDER, VOLLEY, CHAOS. - Super modes are now only randomized on the ramp standup targets. - Added animating people to the cannon sequence display effects. - Added art for red arrow shots. - Fixed a problem with the cannon flasher not flashing when multiball was ready. - Cleaned up cannon artwork. - Added cannon speech. - Fixed problems in "Hell Ain't A Bad Place To Be", "Hells Bells", and "Highway To Hell", where hitting the main shot for the rule would not re-light the white arrow shots. - Added sounds for extra ball and special. - Added song jackpot HSTD. - Added the song jackpot score to the song select background display effect. - Song jackpot now carries over from song to song. - Fixed several issues with the cannon and "For Those About To Rock". - Added artwork and a display effect for replay. - Added artwork for highway to hell, for those about to rock, and extra ball. - Fixed mode setup such that the song for every player in competition mode will not be "Back In Black". - Redesigned cannon handling so all game features that want to use the cannon can co-exist peacefully. - All songs now award add-a-ball when white arrow note shots are completed during multiball. - Added more unique combos. - Changed highway to hell art. - Changed some thunderstruck sounds. - Lowered Rosie lane scores. - Added riffs for multiballs. - Added sounds to bonus count. - Added top eject kick sound and a lamp effect. - Changed the sound for completing the top lanes. - Added sounds for top lanes. - Added a bonus for selecting a song (be it the same song or a new one). - Cleaned up "Let There Be Rock" and "Hell Ain't A Bad Place To Be" modes. - Cleaned up "Highway To Hell" and "Hells Bells" modes. - Fixed an issue with the TNT background showing some dynamite in a bright color when it should have been dim. - Changed project to use "system-vnc1l-grinder-PRO-branch", which restores the use of the beta-brite sign. - Tour multiball balls in play changed from 3 to 2. Jam multiball balls in play changed from 3 to 2. - Changed shook me car art. - Added new T.N.T. art for the background hurry-ups. Cleaned up T.N.T. mode. - Cleaned up ticket stubs (separated the artwork and centered the text). - Put in new gear artwork for combos and super loops. - Corrected the render order of the girls and Angus for You Shook Me. V1.21 - February 2, 2012 ======================== - Initial release. System V1.66 Changes since V1.60: ==================== - Fixed a problem that was causing the audit display "N% OF GAMES" (N) to be displayed incorrectly for some audits. - End-of-game HSTD processing (enter initials, etc.) was not checking to make sure it was OK to collect initials and record high scores (i.e. the ALLOW HIGH SCORES adjustment, when set to NO, was not being honored). This has been corrected. - RTC default time changed to January 1, 2014. - Fixed potential divide by zero exception when computing the number of bars to draw for the progress bar when verifying the flash image at power-up. - Added a vertical offset for the equal sign (=) for the 3x7 and 3x7 outline fonts. These characters are now rendered properly. - First pass of the redemption system. see http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdf for details. - Changed trough test to accommodate switch numbers that are larger than 2 digits. - Sound test now renders the sound name using the 3x7 font instead of the 5x7 font so we can have more characters on the screen. - Added USA 11 pricing. - Fixed Italian text that would not fit on the display. - Fixed a problem with the ball save lamp. There was a chance that the ball save could time down without the player ever seeing the ball save lamp blink down during the timeout. This has been corrected. - Occasionally, when setting or retrieving the attenuation associated with a sound track, the attenuation would be set or retrieved for the wrong track. This has been corrected. - Sped up the start of instant info when the ball is sitting in the shooter lane. - Changed the 5x5 and the 5x5 outline comma character. Fixed the vertical offset for the 5x5 outline font equal character. - Added new Australian coinage/pricing table. - H.S.T.D. "enter initials" display effect was not auto-sizing the line that displayed the name of the high score that was achieved. This has been corrected.