************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2022 STERN PINBALL, INC. * * * ************************************************************************** * * * GUARDIANS OF THE GALAXY * * * ************************************************************************** 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. PRO V1.11 - September 8, 2022 ===================== - Updated to System V3.22.0 and SPIKE OS V2.7.0 - Corrected potential game reset issue. - When entering a WiFi password, the previous characters will be displayed as an asterisk. The WiFi password will be displayed as all asterisk when entering the setup screens or scanning the WiFi setup QR code. - Added Service Menu Tech Alert when weak signal strength is detected. The signal strength and SSID will be displayed. An average signal strength < 40 is considered weak. A weak WiFi signal may contribute to a slower or inconsistent connection which may effect the abilty to login or download software updates. Signal strength can be improved by the use of an inexpensive WiFi extender. A wired Ethernet connection can also be used in cases where WiFi signals are problematic. - Added Standard Adjustment "ENABLE HOME TEAM IN COINPLAY", default value of NO. Setting this to YES will allow Insider Home Team to be available for machines not set to Free Play. Normally "USE INSIDER HOME TEAM" is only available in Free Play mode. Many home players, who choose to use their game in Coin Play, have requested the ability to enjoy Home Team! Setting this this adjustment to YES will default the Home Team Guest Retention to Never. If you wish a different setting you will have update that adjustment after enabling Home Team in CoinPlay. Home Team is not available for machines registered to a Pro account operating in a commercial environment. - Added Standard Adjustment "REMOVE FRACTIONAL CREDITS". Values are: "NEVER" and "AFTER X MINUTES IDLE", where X is between 30 and 240. The default value is "NEVER". If the game is idle (no coin or flipper switch activity in attract mode) for X minutes, any fractional credits will be removed. Whole credits will NOT be removed. - Added Standard Audit "FRACTIONAL CREDITS REMOVED", which will track the number of fractional credits that have been removed when the game was idle. - Changed the default value for Insider Connected Software Update to "Install updates automatically". PRO V1.10 - 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 competition 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. PRO V1.09 - December 15, 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 70 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. - Fixed a bug where the game didn't award a Super Skill Shot upon hitting the Orb Target. - Fixed a bug where the Game Over music didn't start at the end of game play. - Now the balls are released immediately out of Groot's mouth at game over when the match adjustment is set to OFF. - Fixed a problem in Quills Quest 2 where the Quills Bounty/Treasure Connectivity Awards were not being chalked correctly. - Now the Groot Multiball Super Jackpot awards 6,250,000 points. - Added credits/pricing to all attract mode display screens. - Changed the size/position of player scores that are shown at the bottom of the display during game play. - Added a PowerUp/Boot screen Display Effect. - Updated to nodeboard firmware/protocol v0.81.0 - 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). PRO V1.08 - July 27, 2021 ===================== * NOTE: The current production of Guardians of the Galaxy (GOTG) uses core nodes (address 8 and 9) with a new electronics component. These core nodes require firmware version 0.51.0 or later. The GOTG software has been updated to V1.08 with this support. The previous version V1.07 (from 6/28/19) does NOT support the new node board. If someone DOWNGRADES their new game from 1.08 to 1.07 these newer node boards will no longer work. - Corrected the text for the "Sixth" coin slot. - Updated to nodeboard firmware v0.74.0 - 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. PRO V1.07 - June 28, 2019 ===================== - Added attract mode tutorial videos for inserting coins, pressing start button, using ball plunger, and flipper buttons. - Optimized the amount of game data being saved to the SD card. - Updated to nodeboard firmware v0.49.0 - 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. PRO V1.06 - December 11, 2018 ===================== - Added the virtual locks adjustment to the "Install Competition" menu. - Reduced Save Xandar scoring. - Added a Virtual Locks adjustment to virtually lock balls in Groot. Default = NO. Now tournament directors can add this adjustment change to make their tournament games more deterministic. - Modified logic that determines how quickly new balls are kicked into play once a ball is locked in Groot's head. - 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". PRO V1.04 - Sept. 6, 2018 ===================== - 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. PRO V1.03 - July 23, 2018 ===================== - 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 a problem where the outline was missing on the "Tournament Ends In" attract mode display text. - 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 Immolation Initiative or Save Xandar 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 25 second ball saver. Now, the Mystery add-a-ball criteria has been changed to make add-a-ball available later in the multiball. - added Slam Tilt functionality to the game, i.e. for games that have a Slam Tilt switch installed. - Enhanced center channel clarity. - Added bass frequency filter selection options: 125Hz, 250Hz, and disabled. - Added treble frequency filter selection options: 4kHz, 8kHz, and disabled. PRO V1.02 - June 20, 2018 ===================== - Fixed a problem with Groot Multiball speech where Groot did not say, "I Am Groot", if the Groot Motor was disabled. - Changed the default volume to approx. 75db - Fixed a problem where Groot's mouth did not honor the "Disable Motor" adjustment and tried to move during synced speech when the motor was disabled. - Fixed a problem when a ball was kicked out of Groot's mouth and exited the game via the right outlane while the right outlane "Save" feature was lit. Under this circumstance, the system "Ball Save" takes precedence and tries to immediately serve another ball into play, if possible. Otherwise, the game waits for the ball to travel to the trough at which time a new ball will be kicked back into play. The problem that occurred was that under these circumstances the Ball Saver timed out between the time the ball exited the right outlane and entered the trough. - Fixed an issue with the bonus rule where the player 4 bonuses weren't being initialized correctly. - Added adjustments for backbox and cabinet speaker types to the service menu UTIL->VOL. Supported speaker types are "STANDARD 8 OHM" and "HIGH PERFORMANCE 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. PRO V1.01 - May 24, 2018 ===================== - Fixed bonus carry over issue during multiplayer games PRO V1.00 - May 22, 2018 ===================== - Increased Immolation Initiative scoring. - Increased potential Antiquities Shop 2 switch scores. - Increased potential Yaka Arrow 2 pop bumper scores. - fixed Yaka Arrow 2 pop bumper award animations. - Added logic to allow the ticket dispenser to appear in coil test. - Fixed a mission timer bug that, upon draining, reset the mission timer back to it's original starting value and resumed the mission at the start of the next ball. This occurred when the ball drained with only fractional seconds remaining in a mission. Now, when draining under this same scenario, the player is presented mission select at the start of the next ball. - Fixed a bug where the skill shot was available after Cherry Bomb Multiball. - Fixed a bug where a ball saver was available after Cherry Bomb Multiball. - Added logic to Save Xandar shot light strings to represent how many more shots are needed to complete a shot and add-a-ball into play. The logic is: 3 to go = Lamp Blinking 2 to go = Lamp Solid 1 to go = Shot lamp string strobing ON,ON,ON,OFF,OFF,OFF - Fixed a bug in Save Xandar that would not award a left orbit shot if a ball was simultaneously being auto launched from the shooter lane. - fixed Save Xandar Super Jackpot Ready lightshow. - fixed mystery award lightshows that occur during multiball events. - Fixed a bug in Immolation Initiative where balls were not being added back into play after crossing a switch/score threshold. - Increased the ball saver time during Immolation Initiative when balls are added back into play. - fixed display text in Save Xandar - added an add-a-ball and ball saver for completing each shot during Save Xandar, i.e. Save Xandar now has 9 add-a-balls. - fixed a Save Xandar award lightshow. - Now missions contribute to the end ball bonus. Completing a mission will add 50% of the total mission score to the Bonus. Example: score 10M total points during Sanctuary. Upon draining the Ronan value in the bonus sequence is worth 5M. This value holds over from ball to ball and can be raised by finishing Save Xandar and finishing the mission a 2nd time. - Changed the shot based portion of bonus scoring. - A 2nd Extra Ball can be collected for finishing "X" missions/MBs, default = 6. - Added a 2nd Extra Ball adjustment that allows/disables an Extra Ball to be lit/collected at the right scoop. - fixed a problem where, on occasion, the score frame, player scores, player up, and ball in play would not be displayed until a full screen display effect occurred. - added Yondu lane sound effect, light effect. - Optimized Groot Multiball Ready lightshow. - Fixed Groot Multiball Super, Double Super Jackpot lightshows. - Fixed Save Xandar Super Jackpot Lightshow. - Added speech to Save Xandar Start. - Synced Save Xandar start display/speech/shaker/lightshows. - Fixed a bug where the background score display effect was not properly waiting to start. - Removed a glitch that could occur with shooter groove mode display effects. - optimized Groot Multiball start sequence dots/music. - Increased Groot Multiball Super, Double Super Jackpot scores. - Added logic to sync the Groot Multiball Background display sequence to the Groot Multiball start display effect the first time the player starts Groot Multiball. The game remembers subsequent music/display starting points when starting Groot Multiball anew. - Fixed custom messages. - Added variations of Groot saying "I Am Groot" to Groot Multiball Start. These are also synced to the movement of Groot's mouth. - Groot's mouth is now synced to the speech during the Groot Multiball Start sequence. - Added speech to Groot Multiball start. - Choreographed Groot Multiball start lightshow(s). - Added 2 blow off sequences to the Groot Multiball Display Effect. Now you can fast forward/blow off to the "I Am Groot" sequence of the display effect, and additionally, blow that off to get the balls to kick out quickly. - Fixed a blow off display bug in Mystery that would sometimes kill the display effect instead of fast forwarding/blowing off to the actual award that was suppose to be displayed. - added new Groot Lock kick out lightshows. - improved Sanctuary 2 award lightshows. - Added a bigger Sanctuary 2 award lightshow. - Optimized how/when alternate Secondary mode display effects occur. - Added shaker code to alternate Secondary modes. - Increased Groot Super, Double Super Jackpot values. - Extended TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds - Corrected minimum firing time for flipper coil when an EOS switch is inconsistent or poorly gapped PRO V0.95 - April 26, 2018 ===================== - Fixed an issue where mystery would award Orb lit when it was already lit. - optimized Trinket award display effects that are used during the Antiquities Shop mode. - added new pop bumper display f/x to Yaka Arrow 2. - fixed a bug where mode select was not showing the correct amount of time for a mode. - now the top lane skill shot lamp will be aligned with a top lane Escape Kyln lamp (if Escape Kyln is Active) making it easier to collect both awards at once. - optimized mode display effect artwork load times. - fixed a scoring bug in Antiquities Shop. - The first session of Quill's Quest is a 2 ball multiball. If both balls drain before the mode is completed the next ball will make mode select available instead of putting the game back into Quill's Quest. - Modified score positions for alternate mode 2 award display effects that appear and co-exist with primary mode/multiball award display effects. - now the Sibling Rivalry 2 start display effect is aborted if the Sibling Rivalry 2 award is collected before the Sibling Rivalry 2 start display effect has had an opportunity to run. This also holds true for Yaka Arrow 2 and Quill's Quest 2 start display effects. - increased Groot Multiball base jackpot scores. - decreased Orb Multiball base HurryUp scores. - fixed a bug where mode start display effects could cause the game, over time, to reset. - fixed an animation bug with the Knowhere 2 artwork. - added rules to Groot to compensate for a disabled Groot Motor, i.e. hit Groot to simulate a Groot ball lock event. - Fixed an issue where the Yaka Arrow 2 pops were not showing the correct display effect while other modes were running. - Fixed a bug on Yaka Arrow 2 pops where the first pop hit was not showing any display information. - optimized Pod Chase 2 display effects. - Added layered display effects for Yaka Arrow 2 and Sibling Rivalry 2. - Fixed an issue where the pop bumpers rule wouldn't display any information on 1 pop hit. - now mode select is available following the Cherry Bomb Multiball completion/ball draining sequence. - fixed a bug where mode select was started prematurely upon shooting the right scoop to collect the last shot of a mode award. - fixed Quill's Quest 2 display effect criteria of which award should be shown. - added a Quill's Quest 2 award lightshow. - fixed a bug where collecting the final Quill's Quest award at the right scoop would start/collect/finish Quill's Quest 2. - added a Hadron Enforcer Limit adjustment, default= 3. This limits the number of Hadron Enforcer 'shots' you can have in reserve. - added new artwork/sound fx to Quill's Quest 2. - fixed a bug where, upon locking a ball in Groot's mouth, the new ball auto launched into play could start a super skill shot event. - Added a layered display effect award to Quill's Quest 2. - added flipper blowoff to Yaka Arrow 2 mode start display effect. - added new artwork for Knowhere 2 display effect awards. - added enhancements to the Sanctuary 2 award display effect. - added sound f/x to Knowhere, Knowhere 2 & Pod Chase 2. - Modified mode 2 award display effects and logic to co-exist with primary/secondary/multiball award display effects. - Optimized Save Xandar to use less display processes. - Modified mode 2 alternate awards to be positioned lower on the display. - the Hadron Enforcer is no longer available to collect the final shot during Immolation Initiative. - fixed a bug where the Hadron Enforcer was allowed to collect the Super Jackpot during Save Xandar. - fixed a bug that could crash the game during Save Xandar. - added sound fx/speech to Save Xandar. - optimized Cherry Bomb Multiball display effect processes as they were contributing to balls being held in the right scoop during Cherry Bomb Multiball. - Yaka Arrow 2, Pod Chase 2, Escape Kyln 2, Knowhere 2 & Sanctuary 2 award display effects were being cut short/off by the their associated total screen upon mode completion. This has been fixed. - fixed a bug where the Hadron Enforcer was allowed to collect the first jackpot during Orb Multiball. - added speech (last ball) and sound effects to outlanes. - Added stacking to secondary mode award display effects. - the Sibling Rivalry 2 background display effect was displaying the wrong score award total, this has been fixed. - optimized the Sibling Rivalry 2 award display effect. - Quill's Quest 2 was starting to count down too soon, this has been fixed. - added logic for Quill's Quest Hurryup starting value's last digit to be zero. - Added rules for Quill's Quest 2, a HurryUp centric rule. Shot the right scoop to collect a HurryUp award that starts at 10% of your score. - optimized Pod Chase 2 background lamp effect. - added functionality to allow layered "mode 2" awards to finish displaying before showing their associated total screen. - changed rules for Yaka Arrow 2, i.e. a super pop bumper centric rule. There are 50 Yaka Arrow Pop Awards. Collect 1 at a time for each pop bumper hit, or, collect all of them at once by shooting the Yondu Lane/Target. - Added rules for Sibling Rivalry 2, a Gamora right ramp centric rule. Shot the right ramp to collect all of the points earned during Sibling Rivalry. - now Secondary modes, i.e. Yaka Arrow 2, Sanctuary 2, etc.. persist until the end of the ball or until all of their associated points have been collected. Starting a new mode at the right scoop no longer stops Secondary modes. - fixed a bug where the Drax shot during upgraded Knowhere was not scoring correctly. - fixed a bug where the Yondu shot during upgraded Yaka Arrow was not scoring correctly. - added "flash lamp" style lamp effects to mode awards. - added topper effects to mode awards. - fixed a bug where the Broker shot during upgraded Antiquities Shop was not scoring correctly. - added a new guardians target bank "letter collected" topper effect. - added a topper lightshow for completing Guardian targets. - added a topper switch hit effect. - added topper light effects. - added a main play background topper light effect (which illuminates the topper based upon the mode/multiball that is active). - added topper effects that occur during playfield "flasher" events. - Optimized how layered display effects are killed prior to being replaced with a new layered display effect. - Increased the size of the current player's score to make it easier to read. - Fixed an issue where queued up mode awards would cause award light shows to play improperly. This also occasionally allowed stacked awards to show on top of one another. - Improved LED refresh rate and blink consistency. - Improved reporting of shorted General Illumination bulbs and sockets. PRO V0.90 - March 29, 2018 ===================== - added flipper blow off to awards at the Orb Lane. - added logic to allow captured balls to exit the Orb Lane faster. - now it takes 7 shots to complete Antiquities Shop. - changed logic for the orbit control gates during Antiquities Shop (LE/Premium = Open, PRO = Closed). - Added new award displays to quill's quest. - Added optimized award displays for quill's quest. - changed rules for Yaka Arrow, i.e. a pop bumper centric rule. Every pop bumper session gives an award and lights a shot to be collected at the orbit/ramp/etc. - now it takes 8 shots to complete Yaka Arrow. - optimized Gamora Award1 art files. - added logic to the timer to display 7 bars to represent completion (Escape Kyln, Antiquities Shop). - Updated Timer artwork with revised 7-piece timer. - changed rules for Antiquities Shop, i.e. a switch centric rule. Every 20 switch hits gives an award in addition to awards collected at lit shots. - added the status of switch hits remaining to the Antiquities Shop background display effect. - changed rules for Yaka Arrow, i.e. a pop bumper centric rule. Every 10 pop bumper hits gives an award and lights a shot making it easier to complete the mode before time expires. - orbit combos are not available during Yaka Arrow as orbits always divert the ball into the pops during this mode. - added pop bumpers lamps to the mode select background lamp effect. - added the status of pop bumper sessions remaining to the Yaka Arrow background display effect. - Fixed an issue where, upon draining during a mode, the timer temporarily shows "0" tics remaining. - Added display functionality to remove Yaka Arrow "pops left" when there are 0 pops remaining. - added a grace period to Quills Quest shots. - Added pops sessions left for Yaka Arrow mode. - Fixed the formatting of the hurry up score in Quill's Quest. - now it takes 12 shots to complete Quills Quest. - changed the drop target logic during Quills Quest to catch and release balls shot into a lit drop target/Orb lane. - now Quills Quest HurryUp Awards reset and bump up in value after each award. - advancing towards Orb Multiball is no longer available when Quills Quest is a multiball. - advancing towards Groot Multiball is no longer available when Quills Quest is a multiball. - added Quills Quest multiball stop functionality. - added HurryUp Score to Quills Quest background display effect. - First session of Quills Quest is a 2 ball multiball. - changed rules for Quills Quest, i.e. a HurryUp centric mode. Use the upgrade feature to make shots worth more points, Quill is always lit to collect an award. - Modified primary and secondary mode light shows to not interfere with available lit shots. - now shots to the Yondu lane are scored by both target and lane switch. - optimized Yaka Arrow upgrade lit logic. - fixed a bug where Groot's mouth would not open during Cherry Bomb Multiball Super Jackpot. - Fixed high score game over screens to show the awards the player received. - Modified game over champion screens to be representative of the modes in question, i.e. Cherry Bomb Multiball Champion uses a "red" animated background. - reworked Yaka Arrow lamp infrastructure to accommodate upgraded pop bumper lamps. - optimized Escape Kyln lane change lamp logic for top/bottom lanes. - fixed a bug where the speech in Yaka Arrow 2 and Sanctuary 2 were transposed. - now the upgrade shot is available as a combo, i.e. the upgrade lamp will blink faster to indicate a combo is available. - added Cherry Bomb Jackpot, Double jackpot, Super Jackpot sounds. - optimized lamp logic in hadron enforcer. - Escape Kyln 2 is now a lanes centric rule. - Antiquities Shop 2 is now a switch centric rule. - changed rules for Escape Kyln, i.e. a lane centric mode. Play/Complete Escape Kyln to light a shot multiplier and advance Rocket Rampage Double Scoring. - now it takes 7 shots to complete Escape Kyln. - optimized background skill shot lamp effects. - the Hadron Enforcer is not allowed to collect the final shot (Rocket) during Escape Kyln. - changed the orbit control gate logic to accommodate diverting into the top lanes during Escape Kyln. - Top/Bottom lanes Nova Corps rule is not available during Escape Kyln. - Fixed an issue where the score frame Guardians target display continued to show when the bonus multipliers award came up. - Added colorized background videos for cherry bomb and save xandar - Added instant info for Cherry Bomb Champ and Save Xandar Champ. - Fixed an issue where the guardian's target bank, upon completion, would still show the previous award if hit quickly. - Modified mystery award presentation to be segmented for flipper blowoff, i.e. you can blowoff/fast forward to the award. - Fixed mode 2 totals to include the '2' in the text. - restructured Mystery Award Display Effect artwork to allow instant access to future frames in case the animation is blown off. - changed rules for Sibling Rivalry, i.e. a combo/flow centric mode. Use the upgrade feature to light shots that, when made, will light additional shots that are in line with the next flipped ball. This allows you to combo/finish the mode quickly. - now it takes 8 shots to complete Sibling Rivalry. - added 5-slot timer to Sanctuary - changed rules for Knowhere, i.e. an orbit centric rule. Use the upgrade feature to light all the shots during Knowhere making it easier to complete the mode before time expires. - Added 5-slot timer Artwork. - changed the rules for Pod Chase, i.e. a ramp centric mode. Use the upgrade feature to light all shots during Pod Chase making it easier to complete the mode before time runs out. - now it takes 10 shots to complete Pod Chase. - changed Sanctuary 2 score awards. - changed the rules for Sanctuary 2 which is now a roving super target mode. Hit the blinking Hadron Enforcer target to collect a roving super target award. - Added jackpot #2 display effect awards to all shots in Save Xandar. - Fixed an issue where switch hit display effects were not updating properly. - Modified switch hit display effect to stop playing new switch hit effects if the max number of older effects exist. - changed the default ball save settings on China games. - changed the adjustable default number of shots required to Upgrade a mode, default = 0, i.e. Upgrade is lit at the start of a mode. - changed the rules for Sanctuary which is now a target based mode. Complete the Hadron Enforcer targets before time runs out, shooting a left orbit (Ronan) shot will spot/collect a Hadron Enforcer target. - the Hadron Enforcer is no longer available during the Sanctuary mode. - Added a new final shot background for super jackpot during cherry bomb multiball. - Fixed an issue where jackpots for cherry bomb would occasionally not show. - Modified cherry bomb switch awards to not re-use recent positions. - Added super jackpot award for Save Xandar. - Added Cherry Bomb final shot artwork. - Updated Save Xandar character completion awards. - Added new cherry bomb awards to Cherry Bomb Multiball. - fixed a misspelled word in the Yaka Arrow shooter groove background display effect. - fixed a misspelled word in the Yaka Arrow 2 Start display effect. - added logic that allows qualification of the Hadron Enforcer outside of modes/multiballs, i.e. now you can add shots to the Hadron Enforcer when modes/multiballs are not running. - added "Hadron Enforcer Qualified" as a mystery award. - added "Hadron Enforcer is Qualified" display effect. - Corrected Yaka Arrow titles. - added logic to skip Cherry Bomb music as the background main play music if Chery Bomb Multiball wizard mode is ready to start. - changed GUARDIANS spell out light logic. The "GUARDIANS of the Galaxy" light now strobes on/off when GUARDIANS is one letter/shot away from giving an award (Bonus X, Mystery Lit). - changed RAMPAGE spell out light logic. The "Rampage" light now strobes on/off when RAMPAGE is one letter/shot away from starting Rocket's Rampage Double Scoring. - added Save Xandar High Score Champion. - added adjustments to support Save Xandar High Score Champion (default score threshold, type of award to give, # of awards to give. - added Save Xandar Champion to the attract mode. - added Save Xandar Ready lightshow. - added Immolation Initiative Ready lightshow. - Fixed an issue where some choreo blowoffs occurred outside of ball held devices. - fixed broken audit (PRO only). - reorganized mystery awards. - Modified several choreos to have flipper blowoff enabled. - added 2X Jackpot Lit display effect to Orb Multiball. - added Cherry Bomb Multiball audits. - added Increase Pop Bumper Value as a Mystery Award. - Spinners and Pops are no longer available as mystery awards once they have reached their Max value. - removed unused mystery awards. - removed unused audits. - Lowered the brightness of Hex videos - Fixed letter spacing on "Hadron Enforcer Is Qualified". - Changed layout of "Increase Pop Bumper Value" text. - Cherry Bomb Multiball Super Jackpot is now collected by shooting into Groot's moving mouth. - tweaking timing of auto launched balls being ignored by the orbit switches. - the Hadron Enforcer is not available to collect a Cherry Bomb Multiball Super Jackpot. - added a Cherry Bomb Multiball Super Jackpot Ready lightshow. - Added abort animation adjustment to the mode and effect choreos. - Added flipper blowoff to all choreo staged shots, specifically for layered mode awards. - now the Hadron Enforcer can collect Save Xandar awards. - raised the volume of the countdown speech during Cherry Bomb Multiball. - added fixed Jackpot Scores to the Groot/Orb shots during Cherry Bomb Multiball. - now all 9 shots remain lit for a jackpot award during Cherry Bomb Multiball. - disabled target rule lightshows did not adhere to the rules color, this has been fixed. - optimized mode background light availability functionality. - optimized mode select background light availability functionality. - Mystery awards are no longer available during Cherry Bomb Multiball. - Groot target awards are no longer available during Cherry Bomb Multiball. - Right Outlane Save is no longer available during Cherry Bomb Multiball. - changed the Cherry Bomb Multiball ball save timer settings. Default = 60 seconds. - changed the default initials for Cherry Bomb Multiball Champion to MXV. - added a Cherry Bomb Multiball Completed display effect. (which shows total points collected during Cherry Bomb Multiball). - now balls auto launched via the shooter lane in Cherry Bomb Multiball will activate the orbit diverter, i.e. the balls will travel around the orbit to the left flipper instead of entering the pop bumpers. - now Cherry Bomb Multiball has 3 award levels to collect/complete. - added the Hadron Enforcer to Cherry Bomb Multiball wizard mode. - Cherry Bomb Multiball Wizard mode is now a timed based multiball. At the end while the balls are draining you are shown the total points collected before returning you back to 1 ball play. - added Cherry Bomb Multiball wizard mode. - added Cherry Bomb Multiball High Score Champion. - added adjustments to support Cherry Bomb Multiball High Score Champion (default score threshold, type of award to give, # of awards to give. - added Cherry Bomb Multiball Champion to the attract mode. - optimized mode select display/music logic. - added a Cassette deck as the main play background video when modes/multiballs are not playing. - changed the criteria for qualifying Cherry Bomb Multiball. Now you need to complete any 4 modes (multiballs do not contribute to the count) to enable this feature. - now Immolation Initiative is not available to start if Cherry Bomb Multiball is ready to start. - Added cherries and cherry bomb background animations. - Added final shot plasma awards for each character and mode Final Shot for Save Xandar. - Moved "Sequencing" text on the background score frame. - Added flashers to all mystery awards. - Fixed an issue where shot multiplier mystery award was showing lights inconsistently. - added logic to play new/longer mode shooter groove videos. - added an Orb Multiball add-a-ball limit adjustment, Default = 1. This is the number of times you can add-a-ball into play by earning a Super Jackpot during Orb Multiball. - Added extended mode start animations for Antiquities Shop, Escape Kyln, Pod Chase, Quill's Quest, Sanctuary, Sibling Rivalry, and Yaka Arrow. - changed Orb Multiball scoring, now super jackpot values reset at the beginning of each Orb Multiball (and after a super jackpot has been collected). - fixed a bug where the Hadron Enforcer was scoring a Orb Multiball Super Jackpot. - limit the number of add-a-balls you can earn during Orb Multiball. - Modified the timing of several mystery award light shows. - fixed Orb Multiball background "advance shot multiplier" lightshow, i.e it was still flashing when all shot multipliers had been upgraded. - Orb Multiball is now easier to complete. After collecting the Orb HurryUp Jackpot all shots are lit for a Jackpot. Jackpots can be doubled by hitting the Orb target. After collecting all jackpots the Orb is lit for a double jackpot. Collect the Double Jackpot at the Orb to start a captive ball Super Jackpot HurryUp. - you can no longer use the Hadron Enforcer to collect an Orb Multiball Super Jackpot, i.e. you have to shoot the Orb shot. - added strobing lights to Orb "x" Collected lightshow. - added Orb Multiball Orb target lightshow and sound effect. - now balls auto launched via the shooter lane in Orb Multiball will activate the orbit diverter, i.e. the balls will travel around the orbit to the left flipper instead of entering the pop bumpers. This allows you time to hit the drop target captive ball in the Orb Lane before any Orb Multiball HurryUp Award points count down. - changed the default setting for the shot multiplier adjustment that required all multipliers to be collected before they could be collected again. Now, upon draining, previous multiplier shots can be collected. - changed the lamp logic on the lockdown bar button that indicates when a game can be started or not. - Modified mode select lights to not show until mystery is concluded. - Modified light show for multiplier lit awards via mystery. - Modified mode shot lights to not show while mystery is being presented. - Reverted lockdown bar button functionality to start games during match display. - Removed light color (green) from lockdown bar button when the game has no credits. - Updated mystery award "Hadron Enforcer Is Qualified" display effect with corrected word spacing. - optimized pop sound effect sequence. - Modified Groot multiball awards to cycle through awards, killing older ones if necessary. - Modified the double scoring icon timer display to not be stale for half a second, i.e. this gives it time to present itself if the system is busy. - Modified mode award display effects to stop playing over each other. - Fixed Drax art. - Fixed Drax display awards during save xandar. - Fixed an issue where mystery awarded shot multipliers lit when shot multipliers were already lit. PRO V0.87 - February 13, 2018 ===================== - added slingshot power adjustment. - changed default slingshot power. - added an adjustment for auto ball launch power. - changed default auto ball launch power. - fixed Drax display effects that appear in Save Xandar. - added a lightshow to Save Xandar Jackpots. - changed mystery "ball save lit" weighted criteria. - changed mystery "shot multiplier lit" weighted criteria. - modified antiquities shop awards to stop displaying on top of each other. - rampage spell out difficulty no longer gets harder after the 2nd+ spell out event, i.e. it remains at the same difficulty throughout the entire game. - added sound effects to mission awards for Antiquities Shop, Escape Kyln, Quills Quest and Yaka Arrow. - Modified mode select lights to only show when the mode select Display Effect is running. - added Ball Save Advance/Score display/sound FX. - added a HurryUp award to the first stage of Orb Multiball. - Orb Multiball jackpot values can be upgraded by hitting the Orb drop target, i.e. hitting the drop target during Orb Multiball raises the shot jackpot value by 2X. - Orb Multiball HurryUp score starts at 3M. - fixed a bug where Orb MB HurryUp was starting to countdown too early. - added start game functionality to action button on the lock down bar. - added green light to lockdown button when it can start a game. - modified action button so that it doesn't start a game during match sequence. - disallow mode select lamps from showing while waiting for the mystery presentation to end. - added Immolation Initiative Jackpot, Double Jackpot, Super Jackpot sound effects. - modified mystery to flash during multiballs when giving an award. - mystery award presentation runs faster during a multiball. - added a Display Effect for ball save score (for when you try to relight an already lit ball save) - disabled mystery light shows from running during multiballs, i.e. normally the mystery lightshows are showing you what you won by masking out all of the other lamps. - Added new light show to shot multiplier mystery award. - disabled Sibling Rivalry 2 spinner rule (PRO only). - removed spinner from mystery award (PRO only). - fixed Immolation Initiative Jackpot display effect. - Fixed incorrect lamp usage in mystery. - updated mystery award videos (text changes). - added light show for ball save mystery. - fixed issues with double scoring mystery presentations. - fixed issue with rampage spell out. - Added new mystery award for ball save lit. - fixed a bug where the previous/current tournament winners names were not being displayed in the attract mode. - fixed immolation initiative advance synced sound/display FX. - added outlines to all Tournament attract mode text effects. - added an adjustment/rule to limit the number of times a ball can be locked during Groot Multiball, default = 3. - Groot Multiball shots are now worth 5X if the shot's associated character/mission is completed. - added rectangular shot inserts to the Groot Multiball rule and changed the shot arrow insert logic in Groot Multiball to reflect the new 5X mode completion rule. If a mission is completed the Groot Multiball shot inserts will strobe indicating the shot is worth 5X. These completed mission inserts will also temporarily flash quickly when available for a 10X combo. - optimized lamp logic in modes/multiball to reduce node bus traffic. - added Immolation Initiative advance sound F/X. - added Save Xandar Advance sound F/X - added Save Xandar Intro sound F/X. - modified Mystery awards to disallow showing award display effects twice, i.e. the Mystery "Ball Save Is Lit" display effect is not followed by the normal "Ball Save is Lit" display effect. - added new videos for mystery awards. - added new double scoring music. - added new mystery awards, Orb Lit, Orb "X" Completed - added mystery light shows for each award. - changed the upgrade is lit and upgrade award text so it matches the color of the associated mode. - modified Escape Kyln display effects to stop older awards before starting a new effect. - Added 2 new mystery awards. - added timers to the mode select screen. - fixed broken mode select background lamp F/X. - added shaker F/X to Groot multiball advance/light lock. - fixed a bug where a mode shot award display/sound/lamp effect was not being shown if it completed a mode. - added 2 new mystery awards, Rampage Letter Added, Shot Multipliers Lit. - raised volume of Pod Chase award. - now the Movie Lines Adjustment has 3 options: OFF/Original Only/Original & Alternates. - fixed a display problem where Tournament winners/scores were not being shown in the Attract mode. - fixed a Sibling Rivalry score bug. - removed top lane lights from the Groot lock lightshow so you can see and change top lane lights (if necessary) as the new locked ball is kicked into play and travels towards the top lanes. - added Save Xandar award display effects. - raised volume of Groot Multiball sound FX - Groot Multiball now has 3 jackpot levels that are followed by a super/double super jackpot. Now the Double Super Jackpot is scored by getting the ball past Groot's moving mouth. - added/fixed Groot advance/light/lock lightshows. - changed Groot Multiball Ready lightshow. - fixed Groot Multiball Start lightshow. - restructured when mode start display effects appear. - changed/lowered Groot Multiball scoring. - added Trinket awards to Antiquities shop. - added shooter groove background screens. - added Save Xandar is lit Display Effect. - Rampage spell out rule is now available during all multiballs. - fixed an issue where changing to a foreground effect would cause the double scoring icon to disappear. - added Save Xandar Wizard Mode. - added Save Xander Advance Display Effect. - added double scoring icon to the score screen. - changed background RAMPAGE lamp strobe timing. - points accumulated during Groot Multiball for lock lit/awards were not being added to the total tally, this has been corrected. - added extended looping Knowhere start display effect and artwork (designed to be played/looped while the ball is sitting in the shooter lane at ball start). - added speech to double scoring start/restart. - added double scoring start/restart lightshow. - added a lightshow to RAMPAGE spell out. - changed difficulty of starting Rocket's Rampage Double Scoring, Default = 4 letters spotted. - now mystery can add time to Escape Kyln 2. - fixed a bug where collecting 2 RAMPAGE letters quickly could cause the game to reset. - added lamp logic to the RAMPAGE light, i.e. in double scoring the light will blink faster as time is about to expire. - added new Rampage spell out module/logic. - added shot multiplier lit sound FX - added shot multiplier lit/awarded speech. - raised the volume on shot multiplier award(s). - added mission shooter groove tunes, this will pause the timers at the start of a ball. - added Shot Multiplier(s) Lit display effects. - added LCD display effects for Tournament high score to date enter initials and no Tournament Qualifiers. - removed duplicate player up score on the background score screen. - added skull graphics to the default background score screen that appears when a mode/multiball is not active. - add LCD display effects for Tournament Credits, Tournament Game Start. - added ball save advance display effects - fixed a problem where, if 3 balls were locked in Groot and any other Multiball has 3 balls in play, 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. PRO V0.85 - January 9, 2018 ===================== - optimized switch hit graphics during Escape Kyln 2 as each FX was slowing down the display. - changed Immolation Initiative music to match Intro with Ronan. - optimized switch hit graphics during Immolation Initiative. - updated the display effect that appears while pressing both flipper buttons in the attract mode to show the score(s) of the last game played. - updated the Competition Mode display effect that appears in the attract mode while holding in the left flipper button. - added a level 2 jackpot lightshow to Immolation Initiative. - Added score frame to Immolation Initiative progress display screen - added award display f/x to Immolation Initiative. - fixed a problem where mode select was still active after the player plunged the ball and inadvertently switched the selected mission as they used the flippers to move the lit skill shot. - added an Immolation Initiative Champion to instant info - added an adjustment to allow Mode Select at Ball Start, default is "Yes". - added skill shot speech. - added Hadron Enforcer speech. - added skill shot, super skill shot sound FX. - now every other Immolation Initiative level 2 jackpot adds a ball back into play. - added Immolation Initiative light logic to the bottom grid of lamps. - added Save Xandar light logic to the bottom grid of lamps. - changed logic for the orbit control gates to remain down during Immolation Initiative. - Groot Multiball ball save progress has been optimized. - added a Hadron Enforcer Awards adjustment, i.e. # of Hadron Enforcers shots to award upon completing the Hadron Enforcer targets. - increased the MAX number of Hadron Enforcer shots accumulated to 9. - raised the volume of the Sibling Rivalry, Pod Chase & Sanctuary Awards as they were hard to hear over the background FX. - added Immolation Initiative awards to the Hadron Enforcer, i.e. the Hadron Enforcer can collect Immolation Initiative awards. - fixed a bug where the Hadron Enforcer would give awards when they were not available. - added a level 1 jackpot lightshow to Immolation Initiative. - added Immolation Initiative progress display screen. - fixed Immolation Initiative speech. - added Hadron Enforcer Lit sound F/X. - now only single rampage letters show up if the display is busy showing other awards. - the Hadron Enforcer action button, after game over, was still flashing in the attract mode. This has been fixed. - Immolation Initiative can now be restarted if a level 2 Jackpot (which adds a ball) is collected during the grace period. - fixed a bug where the right outlane ball save was awarded if you drained during the start of Multiball. Now the game gives the ball back without turning off the right outlane ball save lamp. - added Immolation Initiative High Score Champion. - added adjustments to support Immolation High Score Champion (default score threshold, type of award to give, # of awards to give. - added Immolation Initiative Champion to the attract mode. - Fixed a problem where high score 3 was showing phantom letters. - fixed Immolation Initiative speech that was being cut off. - Immolation Level 1 and 2 Jackpot awards can now be collected via switch hit thresholds. - fixed a bug where locked balls were not being added into play during Immolation Initiative. - added Immolation Initiative Wizard Mode. - restructured Orb Magnet timeout to be more efficient. - added mode start display effects for all movie modes, i.e. Sanctuary, Sanctuary 2. - now the top magnet pulses during Orb Multiball - now cycling magnet(s) will timeout if balls are being held on the flipper. - added lights to Orb Multiball to indicate orb/super jackpot levels. - Added Hadron Enforcer lit display FX. - high score initials music was running during the match f/x, this has been fixed. - added End of Ball Bonus Multiplier sound FX 1X-10X. PRO V0.81 - December 21, 2017 ===================== - fixed a bug where the pops were still cycling shots during Sanctuary final shot. - added sounds for Rampage Spell out, Spell out Complete to start Rampage Double Scoring. - added sounds for Guardians Spell out, Spell out Complete to advance Bonus X. - added sounds for Shot Multiplier Collected. - added award sounds for Sibling Rivalry. - added award sounds for Pod Chase. - added award sounds for Sanctuary. - "I Want You Back" music intro is now shorter. - found an instance where Groot Multiball did not save progress properly, this has been fixed. - optimized Bonus X Award to appear on the screen faster. - added Guardian spell out sprite to the top of the background score display. - balls didn't kick out of Groot if a ball was locked at game over during a tournament, i.e. the match effect did not run. This has been fixed. - removed ducking from Orb Multiball Jackpot sound F/X. - Antiquities Shop lightshow awards were not being shown, this has been fixed. - lowered overall speech volume. - speech no longer ducts Groot Multiball Jackpot sounds. - changed game over music to "I Want You Back" - added tune "Aint No Mountain High Enough" to post mode/multiball playlist. - added tune "I Want You Back" to post mode/multiball playlist. - added new Groot Jackpot, Groot Super Jackpot, Groot Double Jackpot, Groot Double Super Jackpot sound f/x. - added Guardians Spell out Complete animation. - changed Shot Multiplier Collected artwork images. - fixed a problem where the Bonus X display effect was not ending which delayed other display effects from running and delayed ejects from kicking. - Changed Groot entrance opto to "set valid playfield" instead of "add to valid playfield" - fixed bonus lightshows to sync with bonus character awards. PRO V0.80 - December 15, 2017 ===================== - fixed guardians letter award issue with multiple letters showing at the same time. - added/fixed missing lights in attract mode lightshows. - found a few instances where, upon draining, the last movie line would still be repeated at the start of the next ball. This has been fixed. - Groot Multiball now saves progress and continues from the previous session. - changed Groot Multiball difficulty, i.e. lowered the number of hits to Groot's Jaw to light lock (Hard = 1 hit, Extra Hard = 2 hits). - changed criteria for starting Immolation Initiative (now modes must be half completed to qualify instead of starting a mode). Orb/Groot Multiball criteria remains the same. - fixed Antiquities Shop speech timing. - Added spell out to instant info - fixed antiquities shop speech timing. - added a delay to the knocker to sync better with the match speech. - fixed several broken speech calls. - fixed a problem where Groot Multiball was not displaying the correct Jackpot scores. - changed Orb Multiball scoring. - removed unused/combined speech - added more Drax speech. - added mother speech. - added spell guardians display F/X. - added/fixed additional Korath/Quill/Collector/Carina speech. - added Rampage Spell out and Rampage Start Display effects to game - added Groot Multiball Jackpot sounds. - fixed the AD_MULTIPLIER_SET_REQUIRED_BEFORE_RECOLLECT adjustment, i.e. once a shot multiplier has been collected, it is not available to be re-lit until all of the other shot multipliers have been collected. - added display animations to Sibling Rivalry, Pod Chase. - added Super Skill Shot display effect. - added Star Lord speech to Quills Quest, Pod Chase, Antiquities Shop - changed the difficulty of advancing towards Orb Multiball. - Orb Multiball now saves progress and continues from the previous session. - added Shot Multipliers display F/X. - optimized jackpot explosion animations - optimized Rampage Start animation. - changed default speech/music attenuation on French games. - fixed a problem where mode timers, upon restarting after a drained ball, did not restart where they left off. - added speech to Groot Multiball. - fixed a problem with the ticket(s) redemption display effect, i.e. it was running too long for each ticket awarded and delaying other display effects that were waiting to run. PRO V0.73 - December 5, 2017 ===================== - added Extra Ball is lit display effect. - added Bonus Multiplier award display effect (via Guardians target). - added Groot Multiball jackpot display effects. - added additional Ronan speech. - added additional Rocket Speech. - added additional "movie extras" Speech. - added Yaka Arrow II Speech. - added Ronan Speech to Sanctuary II. - added Drax Speech. - added music to sound test. - added Orb Multiball Jackpot, Double Jackpot, Super Jackpot sound FX. - added mode timing out, timed out sound FX. - added Extra Ball lit sound FX. - added Shoot Again sound FX. - added Ball Save Lit/Awarded sound FX. - added Star Lord speech to modes/multiballs. - added Orb lock lightshow. - added an adjustment to turn off alternate movie lines. - fixed a problem where, upon draining, the last movie line would be repeated at the start of the next ball. - added new bonus multiplier awards. - added background video to end of ball bonus. - fixed an issue where flipper cancel on bonus didn't show the end bonus total. - modified groot jackpots display awards to avoid overlapping mode/other awards. - mode timers are now based upon the length of the mode music. - fixed flipper blowoff display timing. - fixed a problem where mode timing was incorrect when played during a multiball event. - fixed a problem where groot/orb multiball, when over, restarted the mode music if a mode was active. - added extra ball speech. PRO V0.72 - November 28, 2017 ===================== - Initial release.