************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2022 STERN PINBALL, INC. * * * ************************************************************************** * * * AEROSMITH LE * * * ************************************************************************** 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 bug.report@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, will be available through our website). Update instructions - Games connected to Stern Insider Connected: - Open the coin door and press the black/enter button to enter Test Mode. - Using the 4 buttons on the coin door, navigate to the Stern Insider Connected Setup menu. - Using the 4 buttons on the coin door, navigate down to the Software Update menu. - If a software update is available, this page will give you the option to download and install it manually. From this menu you can also select to install these updates automatically. Update instructions - All Games: - Download the zip file - Unzip the file, this will create a folder that contains SPK file(s). - Open the folder, copy the file(s) to the root level of a FAT32 formatted USB stick. (Do not copy the folder.) - Power game off - Insert USB stick - Turn on game - After game boots up it will give the option for software update - Volume buttons change options for full or quick update. Enter selects the option and starts the update. - Once update is completed game will prompt user to power game off and remove USB stick. V1.11.0 - July 29, 2022 ===================== - STERN INSIDER CONNECTED Home Team The Home Team features allows Insider Connected players to log in and play without scanning their QR code. When the game is registered to a home location and set to Free Play, Home Team can be enabled via Standard Adjust #51 or from Guided Setup. Up to 8 players can be added to the Home Team from the Stern Insider Connected Setup menu. The Home Team can be shared across all games registered at the game's location by enabling the Home Team Standard Adjustment on each game. Players need only be added once to the Home Team. Players can be later removed from the Home Team, and guests can be temporarily added to the Home Team. Find out more about Home Team at http://insider.sternpinball.com. - Updated to nodeboard firmware/protocol v1.00.0 - Correct the replay score boost when Standard Adjustment REPLAY TYPE is set to DYNAMIC. All REPLAY LEVELS for all players are potentially immediately incremented instead of only replay level 1. - Correct Standard Adjustment FREE PLAY LIMIT. Previously this adjustment would not be honored in all circumstances. FREE PLAY LIMIT sets the maximum number of free games which a player can win during a game. Once the FREE PLAY LIMIT is reached, a player will not receive a free game from: a REPLAY level (if REPLAY AWARD is set to CREDIT) a SPECIAL (if SPECIAL AWARD is set to CREDIT) Grand Champion/High Score (if HIGH SCORE AWARD is set to CREDIT a match (if MATCH AWARD is set to CREDIT) - The default setting for FREE PLAY LIMIT is 5 games (per player per game played). NOTE setting the FREE PLAY LIMIT to a value less than the number of REPLAY LEVELS will decrease the number of REPLAY levels available. - Fixed redundant sound effects when scanning into Insider Connected in some instances. - Added Standard Audit "Total Power On Time". This is a lifetime audit of the hours, minutes, seconds the machine has been powered on. This lifetime audit will start accumulating with this update. - Added the ability to unregister a machine via the Stern Insider Connected menu. A machine must be unregistered from an Insider Connected account prior to being added to a new account. Highlighting and selecting "Yes, unregister this game." will unregister the game from your account. - Stern Insider Connect Setup Screens: IP, network name, and Wi-Fi signal strength displayed in top corners of display. - Added Net->About->Events page This page will display: The current date and time The date and time the game was recently powered on The play count since powered on The coin count since powered on The paid credit count since powered on The service credit count since powered on The coin door open count since powered on The tilt count since powered on The date and time the game was previous powered on The date and time the game was previous powered off The lifetime power on count - Update the factory default value of "ALLOW LEFT+START TO END GAME" to "FREE PLAY ONLY". - Update Install Competition: set "ALLOW LEFT+START TO END GAME" to "NEVER". - Added new Standard Adjustment "COIN ACCEPTOR" whose value can be "MECHANICAL" or "ELECTRONIC", and default value is "MECHANICAL". This adjustment is only available when the Country is set to Italy and Free Play is set to No. The coin door for Italy with a MECHANICAL acceptor is configured: left coin switch: EUR 0.50 center coin switch: EUR 0.10 right coin switch: EUR 0.50 4th coin switch: EUR 0.10 5th coin switch: EUR 0 6th coin switch: EUR 0 The coin door for Italy with a Electronic acceptor is configured: left coin switch: EUR 0.50 center coin switch: EUR 1.00 right coin switch: EUR 2.00 4th coin switch: EUR 0.20 5th coin switch: EUR 0 6th coin switch: EUR 0 - Guided Setup Added "Coin Acceptor" setting, only available when Country is set to Italy and "Free Play" is No. Hide "Game Pricing" when "Free Play" is set to Yes. Add translation strings for some top level selections. - Fixed game reboot issue at power on with coin door interlock switch in the open position. - Insider Connected attract mode screen updated to display the location name and green check mark with Verified Location if the machine is registered to a pro account. - Added a "DJ Mixer" music player to the game play mode menu that appears in the attract mode. - To start, hold in both flipper buttons. When the GAME PLAY MODE MENU appears use the flipper buttons to navigate the DJ MIXER player, use the START BUTTON to enter your selection. - Use buttons to control the player - LEFT BUTTON will restart the current tune. It will go to the previous song if pressed near the start of a song. - RIGHT BUTTON will move to the next song. - The LOCKDOWN BAR BUTTON will exit the DJ MIXER. - The START BUTTON will exit the DJ MIXER. - Both flipper buttons will Pause or un-pause the mode. After some time, while paused, the DJ MIXER will automatically end. - There are three new adjustments in the STANDARD ADJUSTMENTS for this: - PLAYER DJ MIXER MODE - Default = YES - NO - Do not include in the GAME PLAY MENU - YES - Include in the GAME PLAY MENU - DJ MIXER PLAYLIST MODE - Default = ORDERED PLAYBACK - ORDERED PLAYBACK - play songs in order - SHUFFLE PLAYBACK - play songs in a random order - DJ MIXER PLAYLIST REPEAT - Default = YES - NO - Return to the attract mode when the playlist ends. - YES - Restart the playlist when it ends. - The game must be in FREE PLAY to use the DJ MIXER - Removed left flipper tournament mode select (superseded by both flippers for game mode menu) and replaced default game mode menu with a game specific menu. - Added adjustments to change the strength of the flippers. - Fixed a bug where the number of credits were not being updated/displayed immediately in the attract mode. - Changed the debounce timing on coin switches. - The Game Over display effect now appears before the Play Again display effect. - Replaced the default game mode menu with one customized to match the rest of the game's graphics. - Removed left flipper competition mode select (superseded by both flippers for game mode menu) and replaced default game mode menu with a game specific menu. - Fixed the Love in an Elevator Multiball start/super jackpot lightshows to make the playfield blinking lightshows more uniform. - Changed the logic to make the player score boarder graphics to appear more quickly when transitioning from award display effects. - Changed logic to determine when to play the game over music. - Changed logic to determine when to "eject locked balls at game over". - Connectivity icons moved to in front of rats. - Moved the connectivity icons to the center of scores. - Changed the timing on when "Crank it Up" Connectivity awards appear. V1.10.0 - December 16, 2021 ======================= - Moved the position of the "progress text" that is displayed in the Super Ramps/Loops/Spinners/Pops/Lanes Mode Background Display Effects such that it does not overlap the player name icons used in STERN INSIDER CONNECTED games. - Moved the position of the "progress" text that is displayed in the Medley Multiball and Final Tour Multiball Background Display Effects such that it does not overlap the player name icons used in STERN INSIDER CONNECTED games. - Now the balls are released immediately out of the Toy Box at game over when the match adjustment is set to OFF. - Fixed a bug where Same Old Song and Dance was not properly chalking progress towards Medley Multiball. - Added support for a coin door interlock switch. - Now the game over music plays immediately at game over instead of waiting for the "Play Again" display effect to finish (on STERN INSIDER CONNECTED games). - Added pricing text to all attract mode pages. - Changed the "Learn More About Stern Pinball" attract mode display effect, i.e. moved the QR code artwork up 24 pixels as it was interfering with the pricing text. - Added a tutorial video to the attract mode. - Fixed a bug that could sometimes cause a crash on the initial connection to STERN INSIDER CONNECTED games. - Updated to nodeboard firmware/protocol v0.81.0 V1.09.0 - December 1, 2021 ======================= - STERN INSIDER CONNECTED - The game can have a connectivity kit installed and be connected to STERN INSIDER CONNECTED. - Once connected you can log in and start earning Achievements. - To login in hold your QR code over the scanner. When you see you are logged in just push start. By default, the game will automatically start the game for everyone that is logged in with one button press. - Before you press start, while the login screen is up, the current player can use the flipper buttons to move which player position that will be. - After the game, by default, players will have a few seconds to press start and all stay logged in. The game will start all games with one press of the start button. - Added Achievements - - There are 60 achievements you can earn if you are logged in. - Achievements will pop up after you have received them as soon as they can. Also, they are seen at the start of end of ball bonus if you received any that ball. - You can see all the achievements and how they are earned in instant info or on the web site insider.sternpinball.com - Your username will displace PLAYER # in the main score frame. - If you are logged in your high score entry will default to your initials. You will still be able to change them. - Updated to nodeboard firmware/protocol v0.80.0 - Added Standard Adjustment "LCD DISPLAY BRIGHTNESS" to allow dimming of LCD display. - Added adjustments for Login and Play Again display timers: "INSIDER LOGIN TIMER" - Login screen timeout (Default 30 seconds) "INSIDER PLAY AGAIN TIMER" - Play Again screen timeout (Default 20 seconds) - GAME RESTART behavior: Holding the start button on ball 2 or greater will follow the "START BUTTON BEHAVIOR" adjustment. If ("GAME RESTART" == "YES") and ("START BUTTON BEHAVIOR" == "ALL LOGGED IN") holding the start button on ball 2 or greater will restart the game for as many players as is necessary to accommodate the users that are logged in. If there are not enough credits to restart the game for the necessary number of players, the game will not be restarted. - Address Insider Connected game registration corner cases. - Upon entering the Service Menu for the first time after a software update, a screen will display the game and system version numbers. This screen will be displayed for a minimum of 1 second, and is dismissed by the enter button. This replaces the dots display previous shown at power on after an update. - LOGIN behavior: * When a user logs in during a game in progress and the player up slot is occupied, assign the user in the first open slot from lowest player to the highest player. * When a user joins a game in progress, award achievements that were earned up to that point. * When user authorization failure, remove the user from the session. - Added audits for connectivity games and scanner use "CONNECTIVITY USERS SCANNED" - display the number successful user QR code scans "CONNECTIVITY USERS JOINED" - display the number of users that joined a connected game. "1 INSIDER GAMES" - display the number of games played with 1 logged-in users "2 INSIDER GAMES" - display the number of games played with 2 logged-in users "3 INSIDER GAMES" - display the number of games played with 3 logged-in users "4 INSIDER GAMES" - display the number of games played with 4 logged-in users "ACHIEVEMENTS GIVEN" - display the number of achievements awarded - Connectivity support for Spike 2 games. - Adjustment: "START BUTTON BEHAVIOR" "SINGLE CREDIT" - One start button press will start a one player game. "ALL LOGGED IN" - One start button press will start games for enough players to accommodate all logged-in users (Default). - 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. - Turn on cabinet lights, if installed, when in the Service Menu. - Update HSTD RESET COUNT adjustment to increment/decrement by 100s when >= 100 and by 10s when < 100. - 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 ballsaver 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). - Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the neutral center line. - Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume levels of the cabinet (front) and backbox (back) speakers. The term Balance was misleading and implied adjusting the level of the left and right backbox speakers. - Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are: "NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF". "NONE": No filtering will be performed on the audio output. Useful when using the Line Out as input for an external device. "HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output. The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled. The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled. The Gain can be set to -12dB .. +12dB On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers. "10 BAND EQ": A full 10 Band EQ is applied to the audio output. Sliders are used to adjust the Gain of a specific range of frequencies. The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz. The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings. On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers. - Allow the knocker sound effect to play completely when a replay is awarded during the last ball bonus and ensure the normal game volume is restored. - Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4, with a default setting of 4. This can be used to limit the number of players that can be added to a game. - Using LEFT+START to end a game during bonus count could leave game graphics on screen while in attract mode. This has been corrected. - Added Service Menu selection UTIL->ENDGAME. This selection is only available when there is an active game. When selected the operator will be prompted to confirm that they wish to end the current game. Once confirmed and upon exiting the Service Menu, the game will be in attract mode. - Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are: "NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER". During an active game, if the LEFT FLIPPER+START BUTTONs are held for two seconds, the game will be ended. - Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times a game is ended via the Service Menu or FLIPPER+START BUTTONs. - Added Standard Adjustment "CREDIT FORMAT". Values are: "ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION". For a USA coin door when inserting three quarters: "REDUCED FRACTION" would display "1/4", "1/2", "3/4" "ACTUAL FRACTION" would display "1/4", "2/4", "3/4" - Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI" - Coin door interlock switch support for Spike2. - Updated instructions for RESTORE SETTINGS. - Reordered items in UTIL->VOL, moved CABINET SPEAKER TYPE to be after BACKBOX SPEAKER TYPE. - Added UTIL->RESET->VOL which will reset all audio settings to their default values. - Append (MAX) to the credit message if the number of credits equals the CREDIT LIMIT adjustment. - Correct Euro Coin Door/Electronic Coin Mech configuration. Standard Euro Coin Door now configured as: "10 units per pulse, Left 5, Center 10, Right 20, 4th 2, 5th 0, 6th 0" Italian Euro Coin Door now configured as: "10 units per pulse, Left 5, Center 1, Right 5, 4th 1, 5th 0, 6th 0" - Updated Custom Pricing Editor to display Pricing Format description in the title area when it is being edited. - Added Standard Adjustment #57 "PRICING FORMAT". Values are: "STANDARD", "MINIMAL", "STD W/ MONETARY SYMBOL", and "MIN W/ MONETARY SYMBOL". "MINIMAL" will replace consecutive identical coin/credit increments with "..". "MONETARY SYMBOL" will add the leading or trail monetary symbol appropriate for the currency is use. For CUSTOM PRICING this can be TOKEN, COIN, SWIPE, or TAP. - USA 13 (as opposed to the current active GAME PRICING) is used to demonstrate the effects of the different options in the Service Menu as there is a difference between STANDARD and MINIMAL formatting. (and there may not be in the current active pricing). STANDARD - USA 13 would be formatted as: 1/1.00 2/2.00 3/3.00 4/4.00 7/5.00 - USA 7 would be formatted as: 1/0.50 2/1.00 4/1.50 6/2.00 MINIMAL - USA 13 would be formatted as: 1/1.00 .. 7/5.00 - USA 7 would be formatted as: 1/0.50 .. 4/1.50 6/2.00 STD W/ MONETARY SYMBOL- USA 13 would be formatted as: 1/$1.00 2/$2.00 3/$3.00 4/$4.00 7/$5.00 - USA 7 would be formatted as: 1/$0.50 2/$1.00 4/$1.50 6/$2.00 MIN W/ MONETARY SYMBOL- USA 13 would be formatted as: 1/$1.00 .. 7/$5.00 - USA 7 would be formatted as: 1/$0.50 .. 4/$1.50 6/$2.00 - Updated Custom Pricing Editor to display using Pricing Format. Use to select the pricing and EDIT to change the Pricing Format. The Pricing Format adjustment will also be updated upon EXIT. - Updated Tech Alert switch numbering to be consistent with the game manuals. - Updated Custom Pricing Editor - Uses button navigation to select and edit fields. Use to select the "CREDIT" or "AT:" field and EDIT to change their value. RESET has the options of setting the custom price to the FACTORY default or CURRENT pricing as a starting point for creating the custom price. RESET can also CLEAR the custom price to create one from scratch. Use EXIT to save and install the custom price. Added support to specify money format descriptions for: country monetary symbol ("$", "EUR", etc), "TOKEN", "COIN", and "SWIPE". - Updated Custom Coin Door Editor - RESET has the options of setting the custom coin door to the FACTORY default or CURRENT settings as a starting point for creating the custom coin door. RESET can also CLEAR the custom coin door to create one from scratch. Added error message when attempting to EXIT when the custom coin door is not valid (UNITS PER PULSE is zero or all coin switches have zero PULSES set). - Updated Pricing Table: Updated Euro Coin Door from: "10 units per pulse, Left 5, Center 10, Right 20, 4th 2, 5th 0, 6th 0" to: "10 units per pulse, Left 5, Center 10, Right 5, 4th 0, 5th 0, 6th 0" Updated Australia 5 from "1/$2.00, 2/$5.00, 5/$10.00 AU" to "1/$2.00 AU, 2/$3.00 AU" Removed Australia 7 "1/$2.00, 3/$4.00, 4/$5.00 AU" Removed Italy 1 "1/EUR 0.50" Removed Italy 2 "1/EUR 1.00, 3/EUR 2.00" Added New Zealand 3 "1/$2 NZ, 2/$3 NZ" Updated Switzerland 2 from "1/1 SwF, 3/2 SwF, 5/3 SwF, 7/4 SwF, 9/5 SwF" to "1/2 SwF, 2/4 SwF, 3/5 SwF" Removed Switzerland 3 "1/2 SwF, 3/5 SwF" Updated UK 1 from "3/1.00 GBP, 7/2.00 GBP" to "1/2.00 GBP" Updated UK 2 from "4/1.00 GBP" to "1/1.00 GBP" Removed UK 6 "3/2.00 GBP" Removed Portugal "1/EUR 0.50" Removed Germany 1 "1/EUR 0.50" Removed Germany 2 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 5/EUR 2.00" Removed Germany 3 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00" Removed Euro 4 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00" Removed Euro 5 "1/EUR 0.50, 3/EUR 1.00, 4/EUR 1.50, 7/EUR 2.00" Removed Euro 6 "2/EUR 0.50" Renamed Euro 7 to Euro 4 "1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00" Renamed Euro 8 to Euro 5 "1/EUR 1.00, 3/EUR 2.00" Renamed Euro 9 to Euro 6 "1/EUR 1.00, 2/EUR 1.50, 3/EUR 2.00" Renamed Euro 10 to Euro 7 "1/EUR 1.00, 3/EUR 2.00, 7/EUR 3.00" Renamed Euro 11 to Euro 8 "1/EUR 1.00, 4/EUR 2.00" Renamed Euro 12 to Euro 9 "2/EUR 1.00, 4/EUR 2.00, 6/EUR 3.00, 9/EUR 4.00" Removed USA 4 "1/$0.50" "25 units per pulse, Left 1, Center 1, Right 1, 4th 1, 5th 0, 6th 0" Removed USA 6 "1/$0.50" "25 units per pulse, Left 1, Center 6, Right 1, 4th 1, 5th 0, 6th 0" NOTE: USA 3 "1/$0.50" "25 units per pulse, Left 1, Center 4, Right 1, 4th 1, 5th 0, 6th 0" remains unchanged Updated Austria default pricing to Euro 5 Updated Belgium default pricing to Euro 5 Updated Finland default pricing to Euro 5 Updated France default pricing to Euro 7 Updated Germany default pricing to Euro 2 and Euro Coin Door Updated Greece default pricing to Euro 5 Updated Italy default pricing to Euro 5 and Euro Coin Door Updated Netherlands default pricing to Euro 5 Updated Portugal default pricing to Euro 1 and Euro Coin Door Updated Spain default pricing to Euro 5 Updated Switzerland default pricing to Switzerland 1 - Added UTIL->SAVE and UTIL->LOAD which save and restore all game settings to/from a USB thumb drive. When restoring the settings to the SAME MACHINE, you can choose to restore: "RESTORE ALL SETTINGS" "RESTORE ALL ADJUSTMENTS" "RESTORE ONLY STD ADJUSTMENTS" "RESTORE ONLY HIGH SCORES" "RESTORE ONLY AUDITS" When using the saved settings with another machine of the SAME TITLE and MODEL (for example settings file created on a Guardians Pro and restoring to a different Guardians Pro) you can choose to restore: "RESTORE ALL ADJUSTMENTS" "RESTORE ONLY STD ADJUSTMENTS" When using the saved settings with another machine of a DIFFERENT TITLE or MODEL (for example settings file created on a Guardians Pro and restoring to a Aerosmith Pro) you can only choose to restore: "RESTORE ONLY STD ADJUSTMENTS". "RESTORE ALL ADJUSTMENTS" will restore the Standard Adjustments listed below and all Feature Adjustments. "RESTORE ONLY STD ADJUSTMENTS" will restore the following Standard Adjustments: Custom Message Custom Pricing Custom Coin Door "REPLAY TYPE" "REPLAY PERCENTAGE" "REPLAY AWARD" "REPLAY LEVELS" "REPLAY BOOST" "SPECIAL LIMIT" "SPECIAL AWARD" "SPECIAL PERCENTAGE" "FREE GAME LIMIT" "EXTRA BALL LIMIT" "EXTRA BALL PERCENTAGE" "GAME PRICING" "MATCH AWARD" "MATCH PERCENTAGE" "BALLS PER GAME" "TILT WARNINGS" "TILT DEBOUNCE" "CREDIT LIMIT" "FREE PLAY" "KNOCKER VOLUME" "START GAME ON CREDIT" "GAME RESTART" "TIMED PLUNGER" "FLIPPER BALL LAUNCH" "COINDOOR BALL SAVER" "COMPETITION MODE" "CONSOLATION BALL" "PLAYER COMPETITION" "TEAM SCORES" "ALLOW HIGH SCORES" "HIGH SCORE AWARD" "GRAND CHAMPION AWARDS" "HIGH SCORE #1 AWARDS" "HIGH SCORE #2 AWARDS" "HIGH SCORE #3 AWARDS" "HIGH SCORE #4 AWARDS" "HSTD INITIALS" "HSTD RESET COUNT" "COIN INPUT DELAY" "LOST BALL RECOVERY" "COIN DOOR DISABLE TILT" "TIME FORMAT" "PRICING FORMAT" "FAST BOOT" "LANGUAGE" "PLAYER LANGUAGE SELECT" "PLAY ATTRACT TUTORIAL VIDEOS" "ATTRACT MODE B.BOX BRIGHTNESS" "GAME PLAY B.BOX BRIGHTNESS" "SERVICE MENU B.BOX BRIGHTNESS" - Games will now persist ALL SETTINGS after a software update. This functionality will be available in the game release AFTER the release which uses system 2.24. - Correct the delay between multiple Q24 knocker requests. Previously the knocks would happen too rapidly and sound like a single loud knock. Now there will be a 3/4 second delay between knocks. If the sound effect knocker is also enabled, it will be synchronized with the Q24 knocker. - Updated COIN DOOR EDITOR to display the selected settings and whether they are the FACTORY default or CUSTOM configuration. - Added Custom Coin Door Editor. You can specify the UNITS PER PULSE for the base coin and the number of PULSES generated by each coin switch (left, center, right, 4th, 5th, 6th). The UNITS have a range of 1 to 10000 and PULSES have a range of 0 to 100. For example the USA coin door has a UNIT of 25 and the left and right slots generate 1 PULSE and the center slot (the DBV) generates four PULSES. The coin mechanisms accept quarters and the DBV dollars. Therefore, the UNIT is 25 (for 25 cents) and the left and right generate 1 PULSE for a single quarter and the center slot generates 4 PULSES for a dollar bill being four quarters. If Standard Adjustment "Game Pricing" is changed to a selection with different UNITS PER PULSE than the active CUSTOM coin door, the custom coin door will be reset to the factory default for that Game Pricing selection. - Added system adjustment for Spike 2 games when a headphone kit is installed: "MUTE KNOCKER IF HP DETECTED" - will not play replay knocker sound when headphones are in use. Default value is NO (not muted). "DISABLE Q24 KNOCK IF HP DETECTED" - will not fire Q24 knocker coil when headphones are in use. Default value is NO (not disabled). - DIAG->NODE->BRD->Overcurrent Test now displays Drive/Coil and Light/LED description instead of device address. - Added new standard adjustment PLAY ATTRACT TUTORIAL VIDEOS which is default to YES. V1.07.0 - December 11, 2018 ======================= - Added game logic and an adjustment to make Sweet Emotion easier to finish, default = EASY. Now, upon timing out, the mode preserves it's progress. Previously (and now the HARD setting) the mode resets it's progress. - Added the virtual locks adjustment to the "Install Competition" menu. - Changed the behavior of 3 modes, i.e. Back in the Saddle, Rats in the Cellar and Walk this Way. Now these modes will count down and time out if not completed. - Added game logic and an adjustment to change the difficulty of advancing towards Medley Multiball. Previously Medley Multiball was advanced by making 1 shot during each mode/multiball. Now, with the "SHOTS NEEDED TO QUALIFY MEDLEY MULTIBALL" adjustment, the game can be adjusted to require more shots to advance to this wizard mode feature. Default = 1 shot. - Removed an unused Medley Multiball adjustment. - Added a Virtual Locks adjustment to virtually lock balls in the Toy Box. Default = NO. Now tournament directors can add this adjustment change to make their tournament games more deterministic. - Added a Trough Eject Power adjustment. - Update to nodeboard firmware v0.28.0 - Added LIFETIME count to Standard Audit #16 "Total Plays". - Added JAPAN_3 Coinage 1/YEN 200. - Added UTIL->VOL adjustments for minimum and maximum master volume level and minimum and maximum headphones volume level. This will limit the selectable volume range from the service menu Plus and Minus keys and the headphones rotary dial. - Added support for 6th coin switch. - When entering UTIL->VOL, the first sub-menu adjustment is selected, previous behavior would select the last displayed sub-menu adjustment. - Added Standard Adjustment "START GAME ON CREDIT". Settings are: "OFF" - Do not automatically start a game or add a player when inserted money registers a credit "FIRST ONLY" - Automatically start a game when inserted money registers a credit "ALL CREDITS" - Automatically start a game or add a player when inserted money registers a credit Adding multiple credits simultaneously, via a bill acceptor, will only start a one player game or add a single player. Default setting is "OFF" - Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL PULSE POWER", "BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL". V1.06.0 - September 6, 2018 ======================= - Added outlane sounds. - Added speech effects to outlanes. - Changed the criteria for when outlane speech is heard. - Now Medley Multiball Wizard mode ends differently. If multiple balls are still in play after making the final shot the flippers are momentarily turned off. While the remaining balls are draining you are shown the total points collected before returning you back to 1 ball play. - Added Medley Multiball post final shot speech while the balls are draining. - Increased score awards for Super Scoring. - Fixed a bug where Super Lanes score awards were maxed out too early. - The Aerosmith targets/rule is now available during the first (non-Cranked Up) portion of the Same Old Song and Dance mode. Once the mode is Cranked Up, and the Cranked Up targets are used to finish the Same Old Song and Dance mode, the normal Aerosmith targets/rule is no longer available until the mode is over. - Now completing Same Old Song and Dance will also light the shot multipliers. - Fixed the left scoop mode award lightshow (when the shot was lit solid) that inadvertently flashed all the playfield lights for 1 frame. - Added Super Lanes full playfield lightshow awards. - Added Super Lanes completed lightshow. - Fixed a bug where ejects/scoops/vuks would not wait for "Dude Looks like a Lady" award's presentations to finish before kicking the ball back into play. - Added a difficulty rule/adjustment to Medley Multiball, default = Hard. To start Medley Multiball you must collect at least 1 award from every mode/multiball. 3 Modes (Walk this Way, Back in the Saddle & Rats in the Cellar) are marked as completed if you drain the ball while the mode is "Cranked Up". At the start of Medley Multiball the game can decide to give you progress towards these 3 modes that were auto completed. The "Easy" setting allows the mode to be skipped during Medley Multiball, the "Hard" setting requires the player to play this mode during Medley Multiball. - All of the mode award full playfield lightshows have been reworked to remove the "shot arrow" lamps, if necessary, from the award presentation. This was done so that, upon making a shot, the resulting full playfield award lightshow doesn't obstruct the remaining shots that are available. In turn, this allows the player to quickly see what shots to aim for next. - Reworked mode award lightshow presentations to be faster. - Added more dynamic mode award lightshows for the right/left ramps (when shot lamp arrows are Solid, CrankedUp, Super). - Added an Elevator rule adjustment. The adjustment allows the drop target to light an Elevator Lock, default = Yes. - Added Jacky spotlights to the Toys in the Attic Multiball Start lightshow presentation. - Fixed a Last Child scoring bug where a blinking arrow award was scored the same as a solid arrow award. - Fixed a bug where, upon draining out of Elevator Multiball, the drop target is raised too soon. This prevents any shots being awarded at the elevator as Elevator Multiball transitions through its grace period. Now, the drop target stays down and allows shots into the elevator until the grace period has expired. - fixed a Sweet Emotion scoring bug where a blinking arrow award was scored the same as a solid arrow award. - Changed the rules for Sweet Emotion, i.e. an ALL shot centric mode. Make 12 shots to complete the Mode. The 6 "easiest" shots are available at mode start. Once completed 6 more "difficult" shots are added. - Added pluralized text to Hidden/Super skill shot display effects. - Moved text to make it more readable in the display effect that appears after you enter your initials. - Added Elevator Lit as a Mystery award. - Added Elevator 1, 2 Locked as a Mystery award. - Added Mystery award lightshows for Elevator Lit, Elevator Locked. - Added Mystery Audits for Elevator Lit. - Added Mystery Audits for Elevator Floor Locked. - Replaced the "Smart Missiles" mystery award display effect with "Smart Missiles Lit" and "Smart Missiles Qualified" display effects. "Smart Missiles Qualified" indicates that Smart Missiles were awarded but are not yet available to be used, i.e. a mode/multiball is not active. - Added VIP Pass as a Mystery award. - Added Shot Multipliers Lit as a Mystery Award. - Added mystery award lightshows for Special Lit, Extra Ball lit, Increase Spinner Value, Increase Pop Bumper Value, Bonus X, Shot Multipliers Lit, Smart Missiles Lit & VIP Pass lit. These lightshows dim the playfield lights while blinking the lights of the award just given. - Added Mystery Audits for VIP Pass. - Added Mystery Audits for Shot Multipliers Lit. - Improved flipper blowoff on Mystery display effects. Previously the display effect could be killed/blown off by simultaneously pressing both flippers buttons. Under this scenario the player didn't get a chance to see what Mystery award was awarded. Now, instead of completely killing the display effect, the game fast forwards to the portion of the display effect that reveals the mystery award. Additionally, this newly revealed display effect can also be blown off. - Added a Medley Multiball Wizard Mode High Score Champion. - Added adjustments to support Medley Multiball Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give. - Added Medley Multiball Wizard Mode Champion to the attract mode. - Added Medley Multiball Wizard Mode Champion to instant info. - Added artwork for the Medley Multiball Champion Background display effects. - Fixed a bug where Same Old Song and Dance progress towards Medley Multiball wasn't saved properly. This was due to the rule change where a Cranked Up arrow shot could advance 2 shots at once, i.e. one for the arrow/gallery award which spots 1 duck target. - added a Perfect Bonus rule/presentation (+200M) for starting Medley Multiball with all the modes/multiballs already completed. The display effect appears after all the Bonus Level awards have been presented. At the end Final Tour Multiball is ready to start at the left scoop. - Fixed a bug where the "Toys in the Attic" level during Medley Multiball occurred twice and the "Back in the Saddle" level was missing. This occurred because no shots were made while playing the Back in the Saddle mode. Upon draining the mode was marked as completed and nothing was added to the Medley Multiball level sequence. - Added logic to the Same Old Song and Dance level of Medley Multiball to assist with scoring neighboring standup targets that are difficult to hit. - Love in an Elevator scoring has changed. Jackpots start at 500K and increase by 25K. Elevator Jackpots start at 1M and increase by 1M for each floor visited, i.e. 1st Floor Jackpot = 1M, 2nd Floor Jackpot = 2M, etc... Jackpot values reset at the start of each multiball. - Changed the rules for Medley Multiball, i.e. the first Wizard Mode. Previously you would play through the 9 levels/songs in a set order, i.e. level 1 = Same Old Song and Dance, level 2 = Toys in the Attic, Level 3 = Love in an Elevator, etc... Now, the sequence/order through the 9 levels is determined by the order the modes were played throughout the game. For instance, at game start, if you selected/played Walk this Way, then Sweet Emotion, and then Last Child you would be presented those same songs/levels as you progress through Medley Multiball. - Added a Bonus Sequence scoring presentation/rule to the start of Medley Multiball for modes already completed prior to starting Medley Multiball. Completing 1 mode is worth 10M, completing 2 modes is worth 10M+20M, etc... - Now the player is no longer required to play a Medley Multiball level that was already completed prior to starting Medley Multiball. - Now completing a level during Medley Multiball advances the player's progress towards Final Tour. For instance, if the Sweet Emotion level during Medley Multiball is completed the player's Sweet Emotion progress towards Final Tour is also completed. - Medley Multiball levels are now easier to finish, i.e. Last Child = 2 shots required to finish, shots are not extinguished. Walk this Way = 4 shots required to finish, shots are not extinguished until the last shot. Same Old Song and Dance = 9 target shots required to finish, shots are extinguished. Sweet Emotion = 6 shots required to finish, shots are extinguished. Dude Looks Like a Lady = 4 shots (1 scoop, 3 lanes) required to finish, shots are extinguished. Back in the Saddle = 25 pop hits required to finish. Rats in the Cellar = 25 spinner hits required to finish. Toys in the Attic = 6 shots (toy box) required to finish, progress shown on 6 toy box inserts. Love in an Elevator = 3 shots required to finish, shots are not extinguished. - Raised the volume of the Medley Multiball award sound effect. - Added a Bonus/Mode Completion Display Effect to the start of Medley Multiball. - Fixed a bug where Medley Multiball could start prematurely if a mode shot was made to the left scoop that ended that mode. - Fixed a bug where Final Tour could start prematurely if a mode shot (or Medley Multiball Super Jackpot) was made to the left scoop that ended that mode. - changed the Medley Multiball ball save timer settings. Default = 40 seconds. - changed the Final Tour ball save timer settings. Default = 40 seconds. - Added rule progress (Loops Needed, Ramps Needed, etc..) to the Medley Multiball background display effect. - Added speech to the Bonus Sequence presentation at start of Medley Multiball. - Changed the rules/scoring for Final Tour Multiball, i.e. the final Wizard Mode. Now all 8 shots stay lit (until the final 8 shots) as you progress thru 24 cities. The first 8 cities are worth 10M each, the next 8 are worth 20M each, and the last 8 are worth 30M each. Once all 24 cities have been collected the left scoop is lit for a Super Jackpot worth 100M. All of these scores can be increased via combos, shot multipliers and double scoring. - Shot arrows change color during Final Tour to represent the progress/scoring for each "band" of 8. - Removed add-a-ball from Final Tour for completing a shot (shots are no longer extinguished). - Now Final Tour Multiball Wizard mode ends differently. If multiple balls are still in play after making the final (Super Jackpot) shot the flippers are momentarily turned off. While the remaining balls are draining you are shown the total points collected before returning you back to 1 ball play. - Added Final Tour post Super Jackpot speech while the balls are draining. - Added City Progress to the Final Tour background display effect. - Added new artwork to the Final Tour Super Jackpot display effect. - added Medley Multiball Completion Bonus art. - Added time to the default Back in the Saddle timer, i.e. default = 50 seconds. - Added floating score award display F/X to a Cranked Up Back in the Saddle pop bumper hit. - Added floating score awards to Super Pops (up to 9 at once). Each award is associated with a pop bumper hit. Previously only 1 score award appeared in the presence of multiple cows. - Added flipper blowoff to the Rats in the Cellar mode start/award display effects. - Increased the font size and slowed down the animation speed for the large Rat score award to make it easier to read. - changed the logic for large Rat Score awards to appear on the screen fully. Previously, if the rat was near the edge of the screen and died when a shot was made, the score award might appear partially off screen. - Added flipper blowoff to the Back in the Saddle mode start/award display effects. - Added flipper blowoff to the Dude looks like a Lady mode start/award display effects. - Added flipper blowoff to the Last Child mode start/award display effects. - Restructured when duck targets are reset during the start of Super Targets. - Added flipper blowoff to Medley Multiball & Final Tour Multiball advance display effects. - Now the left scoop will retain a ball while the Medley Multiball advance display effect is active. - Fixed a problem with flipper blowoff where sometimes multiple screens would be aborted/blown off due to flipper debounce logic. - Changed the rules for Same Old Song and Dance, i.e. a target centric mode. Now 12 shots are required to complete the mode. Shot arrows collect both gallery awards and spot 1 duck target, i.e. advancing the rule by 2 shots. - Added flipper blowoff to the Same Old Song and Dance mode start/award display effects. - Changed the score value of the Same Old Song and Dance target awards. - Added flipper blowoff to Sweet Emotion mode start/award display effects. - Changed score awards for Solid/Blinking/CrankedUp shots during Walk this Way. - Fixed a problem with Walk this Walk mode start flipper blowoff. - Changed Super Targets award scores, i.e. targets score 1M+ based upon coins collected during Same Old Song and Dance. - Added time to the default Rats in the Cellar timer, i.e. default = 50 seconds. - Added time to the default Sweet Emotion timer, i.e. default = 50 seconds. - Added time to the default Same Old Song and Dance timer, i.e. default = 50 seconds. - Changed the Rats in the Cellar score award display artwork making the text easier to read, i.e. now awards are outlined with a brighter Orange color. - Changed duck target score award coordinates and dynamically scale score award text to insure display text doesn't overlap with neighboring score awards and/or boarders. - Changed how Toys in the Attic qualifies Medley Multiball, i.e. now you must collect 1 award instead of starting multiball. - Changed how Love in an Elevator qualifies Medley Multiball, i.e. now you must collect 1 award instead of starting multiball. - Moved the clown and wheel gallery score awards in Same Old Song and Dance to be unobstructed by the Aerosmith logo. - Now gallery targets in Same Old Song and Dance show score awards in abbreviated format, i.e. 1M instead of 1000000. - Changed gallery score awards font color (now it's Yellow) to match arrow shot colors. - Added outlines to Gallery Target score awards during Same Old Song and Dance. - Changed default Crank it Up settings, i.e. now Crank it Up is available at game start instead of requiring a mode shot to be made. - Added time to the default Walk this Way timer, i.e. default = 50 seconds. - Added time to the default last Child Way timer, i.e. default = 50 seconds. - Crank it Up no longer adds time as the default mode timers have already been increased. Mystery is still available to add time to modes. - Changed how Medley Multiball is qualified, i.e. now you must collect 1 mode/multiball award instead of starting a mode/multiball. - Fixed a bug where a mode shot award display/sound/lamp effect was not being shown if it completed a mode. - Changed the rules for Last Child, i.e. an orbit centric mode. Now 7 shots are available after Cranking Up the mode. The last 2 shots require both orbits to be collected. - Added flipper blowoff to Crank it Up display effects. - Changed the rules for Walk this Way, i.e. a ramp centric mode . Now 7 shots are available after Cranking Up the mode. Make 10 shots to complete the mode. - added flipper blowoff to Walk this Way mode start/award display effects. - Added Final Tour Wizard Mode Champion to Instant Info. - Fixed Tournament Leaders attract mode display effect text, i.e. "Current Winners:" text is replaced with "Tournament Leaders:". - Fixed Tournament Winners/Leaders attract mode display effect initials text that could sometimes exceed the width of the display now that the player can enter up to 20 initials. - Fixed Tournament "Top Scores Win" attract mode display effect text. Previously it would display "Top 5 Scores Win Cash Prizes" regardless of how many prizes were actually being awarded. - Added Tournament Winners attract mode display effect title screen. Added logic to determine if the text should read "Previous Winners" or "Current Winners" based upon a tournament being active or not. - Fixed Final Tour Champion attract mode text/position. - Added the "$" symbol along with several other symbols that were missing from the outline/embossed fonts. - Added a Final Tour Wizard Mode High Score Champion. - Added adjustments to support Final Tour Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give. - Added Final Tour Wizard Mode Champion to the attract mode. - Now the Smart Button can collect Medley Multiball awards. - Changed the criteria for when mode select is available, i.e. now it is no longer available after a Wizard Mode where there are multiple balls on the playfield. - Added new Final Tour award sound F/X - Added new Final Tour Super Jackpot award sound F/X - Added speech to Medley Multiball Start - Added flipper blowoff to Final Tour Multiball Start. - Fixed a bug where the crowd cheering sound f/x was cut short during the Final Tour Super Jackpot. - Fixed/optimized Final Tour Super Jackpot Ready lightshow. - Added speech to Final Tour Multiball start. - Added full playfield Final Tour award lightshows. - Synced Final Tour start display/speech/shaker/lightshows. - Optimized Final Tour Ready lightshow. - Now balls are held in the left scoop during the Final Tour Super Jackpot presentation. - Optimized Medley Multiball Ready lightshow. - Now the Smart Button can collect Final Tour awards. - Changed the criteria when Mystery awards an add-a-ball. Under normal circumstances Mystery will try to award an add-a-ball if a multiball is active. A problem occurs when Mystery and Medley/Final Wizard Mode start are both awarded at the same time. The game would prematurely award a Mystery add-a-ball and then start the "lit" Wizard Mode. In this case the player wouldn't want an add-a-ball award yet since the multiball mode is just beginning with a 40 second ball saver. Now, the Mystery add-a-ball criteria has been changed to make add-a-ball available later in the multiball. - Extended timer's pause time during the hidden skill shot award. - Added logic to pause timers when kicking a ball to the upper playfield. - Added logic to pause timers during the hidden skill shot, i.e. it takes a while for the ball to travel to the right eject via the hidden path and mode timers could have timed down/off during this sequence. - Added time to how long mode timers are paused when hitting Jacky in the Head with a Toy/Ball. - Fixed a delay problem where the game waited too long to kick the right eject when hitting Jacky in the head with a Toy. - Add sounds for hitting Jacky in the Head with a Toy. - Added time to how long mode timers are paused when locking a ball and starting multiball(s). - Added Slam Tilt functionality to the game, i.e. for games that have a Slam Tilt switch installed. - Fixed a power up problem that occurs when the game tries to empty the toy box of any balls. The toy box lid may close prematurely and restrict balls from exiting the toy box. Now the lid is held open longer. - Updated Jacky ball save timer logic to determine if the ball saver should set/augment/ignore any existing ball savers or multiball savers. - Added Jacky Ball Save logic for times when a ball drains upon hitting Jacky in the head. - Added a Jacky Ball Save Timer adjustment. - Added a Hidden Skill shot rule, i.e. at ball start lightly plunge the ball to enter the hidden path at the top right orbit. - Added a Super Skill Shot, i.e. at ball start hold the left flipper in while lightly plunging to light 1 of 3 Super Skill shots. - Now, making a Hidden Skill Shot awards 1 Smart Missile. - Now, making a Super Skill Shot awards 2 Smart Missiles. - Changed Mystery criteria for awarding Smart Missiles. - Added "Smart Missiles Qualified" logic, i.e. now you can collect Smart Missiles during the game when the Smart Missiles are not available to be immediately used, i.e. Modes/Multiball are not active. - added Smart Missile award/limit adjustments. - added logic to disable Smart Missiles during Toys Multiball countdown when the smart button is used to abort multiball and lock more balls. - Fixed a bug that occurs when there are balls missing from the game. Upon locking a ball, if there were no more balls in the trough to serve a ball back into play the game would dump out all of the balls from the toy box. You would see this happen upon locking your 5th ball (in a game with 1 missing ball). Now, the game tests to see if there are missing balls and instead, kicks the ball into Jacky's head. - Fixed a bug where, upon entering your initials, the game didn't inform you of your position/rank. Instead, it just provided player info, # credits won and score. Now it will also tell you if you are a Grand Champion or which High Score position you earned. - Fixed Smart Missiles lit display effect (it had no X/Y text coordinates and the background video did not play). - Fixed a problem when there are no balls in the trough to instantly serve the right outlane ball save. If this happens the game will now wait for the ball to arrive at the trough and serve it back into play. - Fixed a problem when a ball drains while a mode's timer is paused at zero. At the start of the next ball mode select should be available, but instead, the game was restarting the mode with a full timer. - Fixed a problem where several modes, upon draining, were marked as played but were not available to be chosen again during mode select. - Changed default volume to approx. 75db - Fixed audit text that overlapped/exceeded screen boundaries. - Added an audit to track multiple Toys in the Attic Multiball starts per game. - Changed the toy box difficulty rules, default = Easy. To advance to multiball you need to light/lock 3 balls in the toy box. Easy = Light/Collect lock shots in any order. Medium = Light/Collect lock shots in order, i.e. collecting a lock is required before another lock can be lit. Hard = Hit the toy box 2 times to light a lock, collect lock at right eject in any order. Extra Hard = Hit the toy box 2 times to light a lock, collect lock at right eject in order, i.e. collecting a lock is required before another lock can be lit. - Added game logic and an adjustment to save progress during Toys in the Attic Multiball, default is OFF. - Points accumulated during Toys in the Attic Multiball for lock lit/awards were not being added to the total tally, this has been corrected. - Fixed text in the Toys in the Attic Double Jackpot display effect. - Changed the debounce timing of the Right Eject. This was done to fix a problem when the Right Eject switch was improperly adjusted. Balls shot into and past the Right Eject would cause the switch to momentarily close/open. The game would see this switch activity and, upon seeing that no ball was in the right eject, perform a "Courteous" kick. Now, the game recognizes the transient behavior of this switch scenario and waits for a true arrival. - Fixed a bug where the Jacky multiball start countdown speech, i.e. "multiball starting in 3..2..1" continued after multiball start was aborted. - Added slingshot power adjustment. - Changed default slingshot power. - Added an adjustment for auto ball launch power. - Fixed a bug with the credit knocker - it would knock 1 less time than it was supposed to. - Added start game functionality to action button on the lock down bar. - Added green light to lockdown button when it can start a game. - Fixed a problem where mode select was still active after the player plunged the ball and inadvertently switched the selected song upon pressing a flipper button. - Fixed bug report email address in readme. - Fixed a lamp function that was not turning on the correct number of lamps. This would occur during whole playfield lightshows. - Fixed an issue where an X multiplier light would blink incorrectly when an X multiplier was awarded. - Fixed an issue where mode timers would display "zero" momentarily upon ball drain. - Fixed an issue where balls were not ejecting out of the toy box during game over if match was turned off. - Added ticket dispenser to diagnostics menu. - Fixed a problem where balls were not kicked out of the toy box if the Match adjustment was set to OFF. - Added LCD high score initial entry display screen. - Added LCD Tournament display screens to replace default system dots. - Fixed the custom message default text. - Fixed an issue with custom message duplicating text. - Removed old style dot matrix display effects that could appear in the attract mode - Added emboss and outline to several attract mode display text boxes. - Added LCD custom message. - Added LCD screens to report tournament results. - Replaced competition mode purple dots with LCD Aerosmith text and BG graphics. - Added USA_13 Coinage 1/$1.00, 7/$5.00 - Update to nodeboard firmware v0.25.0 - Added adjustment to scale GI, Insert, and Flasher LED brightness, range is 25% to 100%. - Added adjustment to limit GI, Insert, and Flasher LED Max brightness, range is 64 to 255. - Enhanced center channel clarity. - Added bass frequency filter selection options: 125Hz, 250Hz, and disabled. - Added treble frequency filter selection options: 4kHz, 8kHz, and disabled. - Added adjustments for backbox and cabinet speaker types to the service menu UTIL->VOL. Supported speaker types are "8 OHM" and "4 OHM". The amplifier power curve is appropriately adjusted for the selected speaker type. - Added Maintenance Reboot support. The game will automatically reboot if it has been on for more than 48 hours and has been idle for at least 15 minutes. A 15 second notification display will be presented and can be postponed by pressing both flipper buttons, inserting a coin/bill, or starting a game. - Updated AD_TILT_DEBOUNCE minimum value to 750ms to avoid overly conservative configurations. - DIAG->NODE->COMM test would occasionally falsely report address collisions, this has been corrected. - Extend TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds - Correct minimum firing time for flipper coil when an EOS switch is inconsistent or poorly gapped - Improved LED refresh rate and blink consistency. - Improved reporting of shorted General Illumination bulbs and sockets. V1.05.0 - April 2, 2018 ======================= - fixed a time out bug in "Back in the Saddle" where, during the "final shot(s)" sequence, the pop bumpers turned off the lit shot(s). - fixed a problem where the game could reset if the display tried to render too many layered images after a foreground display effect was finished running. - fixed a bug where the flippers where allowed to change the bottom lane lamps during diagnostics. - changed the default speech/music attenuation settings on French games. - changed the default ball save settings on China games. - fixed a problem where combo shots to the left scoop during Love in an Elevator Multiball were not being scored correctly. - removed unused adjustment. - added an upper playfield targets completed audit. - added AD_TILT_DEBOUNCE adjustment in ms for tilt bob debounce - system v1.97, nodebus protocol change and node board firmware update. - At the start of each ball, check if the stgl5000 codec chip has reset due to static discharge and reconfigure register if needed to recover audio playback. - changed debounce logic/timing to prevent double start button detects. - Added USA_12 Coinage 1/$0.25, 5/$1.00 - Added audit for total number of one, two, three, and four players games that have been played. - Improved sound proccessing - Interactively update the backbox brightness while changing Attract Mode, Game Play, and Service Mode adjustments in the service menu - Added adjustments for backbox speaker bass/treble, cabinet speaker bass/treble, and cabinet/backbox speaker balance to service menu UTIL->VOL. Speaker balance allows lowering the volume level of cabinet speaker or backbox speakers vs. the other. - Improved sound issues at power up - Reworked boot time displays for node board firmware update and locating node boards. - Added boot time display for overcurrent detected (shorted coil or LED) on node boards. - Added support for dynamic detection and isolation of overcurrent coils or LEDs. Previous behavior would disable all coils and LEDs for 1/2 second each time a short was detected. New behavior will determine the short coil and/or LED and disable only the offender. - Added tech alert for overcurrent coils and LEDs on node boards. New diagnostic test to retest node board and report with coils/LEDs are drawing too much current. Excessive current draw could be the result of a shorted coil, an incorrect replacement LED/incandescent bulb, shorted light socket, et cetera. - Every 15 minutes during attract mode overcurrent coils/led will be rechecked and returned to service if operating correctly. - Added adjustment for "GAME PLAY B.BOX BRIGHTNESS" - Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS" - The deprecated BILL VALIDATOR adjustment has been removed. - Updated Norway coin door to 1/5/10/20 Kr for left/center/right/4th slot. - Updated Sweden coin door to 1/5/10/2 Kr for left/center/right/4th slot. - Added Sweden 3 credit pricing 1 credit for 10 Kr. - Updated Sweden dip switch setting (0x0B) default to Sweden 3 pricing. - Replaced hardware version number with OS version number on diagnostic screen. - Added a message LOCATING NODE BOARDS. This will display if a required node board is not discovered, previously it would incorrectly state UPDATING NODE BOARD and UPDATE FAILED. The node board number(s) of missing boards will be displayed and updated as boards are found. - Updated UK pricing - Added China dip switch setting - Added support for China currency and pricing. - Added support for eWallet psuedo ticket dispenser device. Only selectable for China dip switch setting. The ticket and redemption systems will ignore this device if selected. - Added support for new headphone jack accessory - Added SWITZERLAND 3 pricing (the new default for games that are DIP-switch set for SWITZERLAND): 2/1 SwF 5/3 SwF. V1.03.0 - March 28, 2017 ======================= - added topper lightshows to main game play. - added Aerosmith complete topper effect. - cleaned up attract mode topper effect. - added an adjustment for Adult Speech, default is YES. - added sound effects for hitting Jacky in the Head. - found a problem where Medley Multiball would start with an incorrect number of balls, this has been fixed. - found a problem where Final Tour would start with an incorrect number of balls, this has been fixed. V1.02.0 - March 14, 2017 ======================= - added speech/sounds to double scoring start. - added an adjustment to save progress during Elevator Multiball, default is ON. - right eject now holds the ball for the Toys in the Attic Multiball double super jackpot award. - added increase pop bumper value to mystery award. - fixed a bug where mystery was awarding super scoring but displaying double scoring as the award. - increase spinner value as a mystery award was not working correctly, this has been fixed. - added audits for mystery awards (spinner, pop bumpers). - fixed/added speech and sound f/x to Toys in the Attic Multiball awards. - added new display effects to Toys in the Attic Multiball. - Super mode background display effects were showing score values without commas, this has been fixed. - Add new VIP advance, lit, award sound f/x. V1.01.0 - March 9, 2017 ======================= - Max Bonus is now 9X. - fixed mode background display/music sync bug. - Crank it Up is now multiplied by shot multiplier. - fixed mystery display effects (bonus hold was showing instead of 2x-9x, smart missiles were not showing at all). - fixed a problem where the wrong super pop bumper total score was being displayed. - In the attract mode you can press both flipper buttons at the same time to display the score(s) from your last game. This display effect has been replaced with a new LCD style display effect. - some toys were not being displayed correctly in Toys in the Attic Multiball/Advance, this has been fixed. - fixed foreign language text that didn't fit on the screen correctly. - Added a "Presents" to the Stern Logo as part of the attract mode display presentation. - fixed a problem where the Grand Champion Initials were not being displayed when the game was set to 10 initials. The initials WWWWWWWWWW would be displayed instead of the actual initials. - added new bonus sounds/timing. - Super Modes, upon completion, now show a total score for each mode. - added new background art to Super Spinners and Super Targets completed display effects. - Fixed an overlap issue where the bonus lane award was trying to be displayed twice in one session. - Modified wings timing and layers. Green wings appear over yellow wings. Yellow wings will not attempt to appear while green wings are out. V1.00.0 - March 1, 2017 ======================= - Initial Production Release.