************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2007 - 2023 STERN PINBALL, INC. * * * ************************************************************************** * * * JAMES BOND - PREMIUM / 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, available through our website). Update instructions - Games connected to Stern Insider Connected: 1 - Open the coin door and press the black/enter button to enter Test Mode. 2 - Using the 4 buttons on the coin door, navigate to the Stern Insider Connected Setup menu. 3 - Using the 4 buttons on the coin door, navigate down to the Software Update menu. 4 - 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: 1 - Download the zip file 2 - Unzip the file, this will create a folder that contains SPK file(s). 3 - Open the folder, copy the file(s) to the root level of a FAT32 formatted USB stick. (Do not copy the folder.) 4 - Power game off 5 - Insert USB stick 6 - Turn on game 7 - After game boots up it will give the option for software update 8 - Volume buttons change options for full or quick update. Enter selects the option and starts the update. 9 - Once update is completed game will prompt user to power game off and remove USB stick. LE/PRE V0.91.0 - May 11, 2023 ===================== - Added DB5 as an available Q Branch Mode. Shoot the DB5 (Right Eject) to advance/light Q Branch at the DB5 Eject. - Start the Q Branch DB5 Mode at the DB5 Eject when lit. Make 6 lit Left Orbit or DB5 Eject shots to complete the mode. Shoot the Spinner to build the Jackpot award value. Shooting the DB5 Eject relights the Left Orbit shot. Completing DB5 starts DB5 Multiball. - Added DB5 Multiball as a 2 ball Multiball. Make 1 of 6 lit shots for a Jackpot award. Doing this lights the DB5 Eject for a Double Jackpot. Make blinking arrow Jackpot shots in order (from left to right) to upgrade the Jackpot award to a Double Jackpot. Collect all Jackpot/Double Jackpots to light the Side Loop and Side Ramp for Triple Jackpots. Collect the Triple Jackpots to light the DB5 Eject for a Super Jackpot. Shoot the DB5 Eject to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added Power Pack as an available Q Branch Mode. Start Jetpack Multiball to to qualify/light Q Branch at the DB5 Eject. - Start the Q Branch Power Pack Mode at the DB5 Eject when lit. Make 6 lit Left Eject shots to complete the mode. Shoot the remaining White Arrow shots to build the Jackpot Award Value. Completing Power Pack starts Power Pack Multiball. - Added Power Pack Multiball as a 2 ball Multiball. Make 1 of 6 lit shots for a Jackpot (solid lit arrow) or a Double Jackpot (blinking arrow). Collecting a Double Jackpot lights the Left Eject for a Triple Jackpot. Collecting all Jackpot, Double Jackpot, and Triple Jackpot awards will light the Side Loop and Side Ramp for Triple Jackpots. Collect the Triple Jackpots to light the Left Eject for a Super Jackpot. Shoot the Left Eject to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added a DB5 Countdown Rule. Shoot the DB5 shot (Right Eject) to advance towards lighting Q Branch (DB5) or lighting the side loop multiplier. - Fixed a bug where the Attache Case background display effect was incorrectly reporting the next shot score award. - Changed the DB Countdown light show arrow color to match the Goldfinger movie color. - Changed the SPECTRE Weapon mode arrow/SPECTRE lamps to be more dynamic. - Fixed several incorrectly named Audits. - Changed Q Branch Lit/Ready speech to be consistent with what is being shown on the display, i.e. is the award lit/ready. - Added logic to display Q Branch Lit at the start of Jetpack Multiball. - Added a new Super Jackpot Sound FX to Hunted By Helicopter Multiball. - Fixed the Hunted By Helicopter Multiball Super Jackpot light show to be the full duration of the display award. - Added logic to the Top Lane Control Gates to accommodate which shots are diverted into the Pop Bumpers during DB5 Multiball and Power Pack Multiball. - Changed Q Branch Multiball Jackpot Award Text to blink at a different rate emphasizing the ON state. - Fixed a bug in the End-Of-Ball-Bonus sequence where "blowing off" the score might not show the final score long enough. - Added "Next Shot = X,XXX,XXX" text to the Attache Case Background display effect. - Fixed Fonts to make the "commas" more readable. - Added a Bottom Lane Up-Post Power adjustment. - Removed/Reorganized adjustments. - Added logic to keep the Bottom Lane Up-Post raised until the associated video clip finished playing. - Added a light/sound event letting the player know the Bottom Lane Up-Post is about to be lowered. - Added logic to the game to forestall ball search from starting while waiting for multiball to start when playing the last display award for Little Nellie, Attache Case, Power Pack, or DB5. - Advancing towards/starting Bird 1 Multiball or Jetpack Multiball is no longer available while the Power Pack or DB5 Q Branch modes are active. - Fixed a progress bar display bug in Little Nellie and Attache Case. - Added a Tank Target background lamp effect to strobe the Tank Target when the next target hit will give an award. - Now the the DB5 Eject will wait until the Q Branch Lit/Ready display effect has finished playing before kicking the ball back into play. This display effect can also be blown off. - Added a new remixed Hunted By Helicopter Multiball Super Jackpot sound FX. - Added animation blow off to the Hunted By Helicopter Multiball Super Jackpot display effect. - Adjusted the volume of the Little Nellie Multiball Super Jackpot sound FX. - Added logic to make it easier to advance/light the Attache Case Q Branch mode. - Added logic to better determine the next cycled white arrow shot in Hunted By Helicopter Multiball. - Updated to nodeboard firmware/protocol v1.7.0 LE/PRE V0.90.0 - April 20, 2023 ===================== - Added Attache Case as an available Q Branch Mode. Shoot the Right Orbit to advance/light Q Branch at the DB5 Eject. - Start the Q Branch Attache Case Mode at the DB5 Eject when lit. Make 5 lit shots to complete the mode. Award Shots 1 and 3 are at the right orbit, Award shots 2 and 4 are selected at random. Award shots 2 and 4 can be cycled by the pop bumpers. Complete the mode by shooting the final/5th shot at the Right Ramp. Completing Attache Case starts Hunted By Helicopter Multiball. - Added Hunted By Helicopter Multiball as a 2 ball Multiball. Shoot each lit shot 2 times for a Jackpot/Double Jackpot. 1 of the lit shots is a White Arrow shot that scores a Triple Jackpot. Pop Bumper hits cycle the White Arrow shot. Make all of the lit shots to light Super Jackpot at the Side Ramp. Shoot the Side Ramp to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Added Little Nellie as an available Q Branch Mode. Hit the Rocket to advance/light Q Branch at the DB5 Eject. - Start the Q Branch Little Nellie Mode at the DB5 Eject when lit. Make 5 Right Ramp shots, when lit, to collect Score Awards and complete the mode. Shoot the Drop Targets to build the Jackpot award value and Light the Right Ramp. Completing Little Nellie starts Little Nellie Multiball. - Added Little Nellie Multiball as a 2 ball Multiball. Shoot lit Roving Arrow shots 7 times for a Jackpot Award. Next, collect 3 Jackpots at the drop targets and a Double Jackpot at the Rocket. Completing the drop target/Rocket award sequence 3 times to light Super Jackpot at the Side Ramp. Shoot the Side Ramp to score a Super Jackpot and end the Multiball. All of the balls are cycled back into the trough and 1 new ball is kicked into the shooter lane to allow play to continue. - Changed the "Bond...James Bond" Multiball Super Jackpot Ready Lightshow to strobe faster. - Extended the Bottom Lane Up Post default timeout. - Changed Bird 1 award thresholds. - Fixed a Bond...James Bond Multiball bug where the wrong flash lamp was being activated. - Fixed a Bond...James Bond Multiball Super JP lamp rendering bug. - Added logic to allow the Orbit Control Gate to be activated during Hunted by Helicopter Multiball and Little Nellie Multiball. - Advancing towards/starting Bird 1 Multiball or Jetpack Multiball is no longer available while the Little Nellie or Attache Case Q Branch modes are active. - Added Tutorial Videos to the Attract Mode. - Right Orbit shots during the Q Branch Attache Case mode do not activate the Top Lanes Control Gate. - Now any right orbit shot during a Q Branch mode will open the Top Lanes Control Gate. - Fixed a Commander Bond Skill Shot bug where a Spinner and/or Back Ramp opto switch closure turned off the Left Orbit arrow and did not award the Skill Shot. - Fixed a Commander Bond Skill Shot bug where the Skill Shot could only be awarded if the other Super Skill Shots were available. - Added Commander Bond Skill Shot. - Now the Right Orbit can advance/light/enable Q Branch to start the Attache Case mode. - Fixed a bug where Q Branch modes could reset the SPECTRE targets. - Updated to nodeboard firmware/protocol v1.5.0 - Conagent 1.0.9 - Update selectable upper bound for Grand Champion, and HSTD 1-4 Awards. GC may be set up to 5, HSTD #1 to 4, HSTD #2 to 3, HSTD #3 to 2, and HSTD #4 to 1. The default value for these has not changed, just the ability to select a higher value. - Adjust timing to address phantom broken trough switch tech alerts. - Added game version number to lower left of attract mode Insider Connected screens. - Updated Service Menu landing screen to graphics. - Added Connectivity Icon (Ethernet or WiFi Signal Bars) to attract mode Insider Connected screens. The Icon will be displayed in the upper right corner with the number of credits/free play. - Blink selected icon in Service Menu Dot Matrix menus - Updated "Target Game Time" to guarantee the entire time for a single ball game. LE/PRE V0.89.0 - April 3, 2023 ===================== - Added 4 new Skill Shots. Hold in the left flipper and plunge the ball to activate: "Licensed to Kill" Skill Shot at the Left/Scuba Eject. "Undercover" Skill Shot at the Right Ramp. "Double "0"" Skill Shot at the Side Ramp. "Top Secret" Skill Shot, (You'll have to find it, it's a secret). - Added 20 Sequence Combos. Shot the following shot sequence for a Combo Award. Dr. No Combo: left orbit -> right ramp From Russia With Love Combo: left orbit -> right orbit Goldfinger Combo: left orbit -> right orbit -> side ramp You Only Live Twice Combo: left orbit -> right ramp -> center lane Diamonds Ae Forever Combo: left orbit -> right orbit -> right ramp Thunderball Combo: left orbit -> right orbit -> side loop -> side ramp Professor Dent Combo: right ramp -> left orbit Rosa Klebb Combo: right orbit -> side loop Mr. Osato Combo: right orbit -> side ramp Oddjob Combo: right orbit -> right ramp Largo Combo: right orbit -> side loop -> side ramp Blofeld Combo: right ramp -> center lane -> side ramp Red Grant Combo: right ramp -> left orbit -> right orbit -> side ramp Fiona Volpe Combo: right ramp -> left orbit -> right orbit -> side loop -> side ramp Mr. Wint & Mr. Kidd Combo: center lane -> side ramp Honey Ryder Combo: center lane -> side loop Kissy Combo: center lane -> right ramp Domino Combo: center lane -> side loop -> side ramp Tiffany Combo: case center lane -> side ramp -> left orbit -> right ramp Q Branch Combo: center lane -> side loop -> side ramp -> left orbit -> right ramp - DJ Mixer now has 11 tunes to play and/or cycle thru. - Fixed a Bug where, upon completing a 2nd Jetpack Multiball Super Jackpot during the grace period of draining back to 1 ball play, the game didn't restart Jetpack Multiball when it added 1 ball back into play. - Fixed a bug where the "Bond...James Bond" timer would continue to be displayed after the Mode/Multiball was over. - Added arrow lights to indicate where/when Skill Shots are available. - Now the "Bond...James Bond" Multiball has a "Nixie Tube" style timer. - Now "Bond...James Bond" switch score awards are displayed using abbreviated text. - Fixed a bug where the display would stop drawing floating diamond awards. - Fixed DJ Mixer Text. - Fixed a bug where a lit Skill Shot was not awarded upon shooting the lit shot. - Fixed a bug where ball save could be awarded during the grace period of draining down to 1 ball play during Jetpack Multiball. - Added Sound FX to the new Skill Shot awards. - Now instructional speech doesn't occur during Skill shot awards. - Added reload display effect to Jetpack Multiball. - Removed reload speech from Jetpack Multiball. - Added logic to the game to allow/disallow right orbit shots to activate the Orbit Control Gate. When a Mode/Multiball is not active a shot to the Right Orbit will either activate the Orbit Control Gate or divert the ball into the Pop Bumpers. The right Back Panel Flasher indicates which action will be taken, i.e. Flasher ON = Activate Orbit Control Game, Flasher OFF = Divert balls into the Pop Bumpers. Shots to the Tank Target toggle the state of the Back Panel Flasher. - Added logic to allow combos to help determine if the Orbit Control Gate should be opened based upon Rules/Modes/Multiballs that are active. - Added a new Combo Award background video. - Added a new Sequence Combo Sound FX. - Added logic to give priority to the "Trouble in Jamaica" rule/mode when deciding if the Orbit Control Gate should be opened during multiball events. - Now the "Bond...James Bond" Nixie Timer can be displayed during Combo award display effects. - Added more "Bond" text positions to the "Bond...James Bond" background display effect. - Fixed the alignment and justification of the Bond High Scores displayed in the Attract Mode. - Now Turquoise "Bond" text appears upon each switch closure during "Bond...James Bond" Multiball along with White floating score awards. - Now X-WAY Floating Combo awards are drawn in front of the connectivity icons. - Now Super Spinners displays Large Floating Diamonds as the display award. - Now X-WAY combos are displayed on the right side of the display. - Now X-WAY combos are drawn in front of the Villains/Henchmen that appear on the right side of the display during Villain/Henchmen mode start. LE/PRE V0.88.0 - March 21, 2023 ===================== - Added a "Bond...James Bond" 2 ball Mini Wizard mode. This is started at the either the left eject or right ramp upon playing a Villain mode, a Henchmen mode, Bird 1 Multiball, and Jetpack Multiball. Default time = 0070 seconds. Balls that drain are immediately cycled back into play. Make 10 lit shots to build/light a Super Jackpot at the side ramp. The multiball ends upon making a Super Jackpot shot or when time has expired. When the multiball ends all of the balls are cycled back into the trough at which time 1 new ball is kicked into the shooter lane to allow play to continue. Lit side loop shots spot an award for 2X value. - Added a new Moby tune which is heard during "Bond...James Bond" Multiball. - Now the Progress bar displays mode completion progress for "Bond...James Bond" - Fixed adjustment text. - Added a Back Ramp Up Post Duty-Cycle Power adjustment. (LE/ONLY) - Fixed a bug where Super Spinner was awarding the wrong score value. - Now the drop targets stay in the up position during "Bond...James Bond" Multiball. - Now "Bond...James Bond" spotted shot awards score double. - Modified Jetpack MB stage 2 lights to be sweeping instead of all blinking. - Modified Jetpack Multiball Super Jackpot tank lights to blink faster. - Fixed a bug where the back ramp up post was being raised prematurely. (LE/ONLY) - Changed the value for a Super Spinner score award and changed the number of spinner "spins" that are available during Super Spinner. - Changed spinner award threshold order and threshold limits. - Now the game plays the original Bond Theme upon finishing the "Bond...James Bond" mode. - Added switch/target lamp effects for rules that are disabled while "Bond...James Bond" is active. - All Villain, Henchmen, SPECTRE Weapon, and Q Branch modes are disallowed from starting if "Bond...James Bond" is available to start. - Disabled the Drop Target lamps while "Bond...James Bond" is active. - Disabled the Top Lanes rule while "Bond...James Bond" is active. - Disabled the Bottom Lanes rule while "Bond...James Bond" is active. - Disabled the mystery rule while "Bond...James Bond" is active or ready to start. - Now the orbit control gate is opened while launching balls from the shooter lane during "Bond...James Bond" Multiball. - Changed the Jetpack Multiball background Super Jackpot Ready light presentation. - Added logic to qualify/disqualify when the bottom lane up post should be activated. - Added the backpanel flasher to the Jetpack MB stage 2 presentation. - Added a new Jetpack MB Super Jackpot load/reload background lamp effect. - Jetpack MB reload score award = 250K. - Fixed a bug where "black screen" video clips were momentarily causing the game to bog. - Modified Double Jackpot to not award again on a missed Super Jackpot during Jetpack Multiball. Instead will award a reload value. - Fixed a Jetpack Multiball start bug caused by "Bond...James Bond" Multiball draining all of it's balls upon multiball end. - Now the Jetpack Multiball Hurry Score award starts at 7 Million. - Now the pop bumper, rocket, spinner & tank target rules are turned off during "Bond...James Bond" Multiball. - Added 4 new main play tunes that alternate playing after modes/multiballs are finished. - Added logic to alternate main play music every ball. - Added logic so instructional speech does not occur/play during SPECTRE Weapon and Q Branch Gadget modes. - Added graphics/score awards to show the player has made a combo shot. - Changed the difficulty towards starting Jetpack Multiball. Now, only 1 shot into the left eject followed by a left orbit shot will start Jetpack Multiball. Subsequent Jetpack Multiball starts require multiple left eject, left orbit shots. - Fixed an issue where Jetpack MB shot lights were not being presented correctly. - Added logic to extend the back ramp up post time upon making a Double Jackpot during Jetpack Multiball. - Added new rules to Jetpack Multiball. Upon starting Jetpack Multiball shoot the lit Center Lane to release the ball, collect a Jackpot, and light all of the arrow shots for a Jackpot. Collect 5 Jackpots to light the left orbit for a Double Jackpot. Upon collecting a Double Jackpot the Jetpack picks up the ball and moves it back and forth across the playfield. Shoot the playfield tank target to release the ball. If the released ball hits the tank hood target a Super Jackpot award is given along with lighting all of the arrow shots for a Jackpot. If the released ball fails to hit the tank hood target the left orbit shot is re-lit for a "Reload" award. Shoot the left orbit to "reload" the Jetpack and take another try at collecting a Super Jackpot. Once a Super Jackpot has been collected shoot the left orbit for a Double Jackpot. Upon collecting a Double Jackpot the Jetpack picks up the ball and is allowed to be be moved under play control, i.e press the left/right flipper buttons to move the Jetpack left/right. Try to position the ball over the tank hood target. As before, hit the playfield tank target to release the ball and collect a Super Jackpot at the tank hood target. - Removed the "Special" award adjustments from the Adjustment Menu options as there is no "Special" lamp on this game. - Fixed a bug where, upon exiting Jetpack Multiball, sometimes the back ramp up post would raise/actuate upon shooting the left orbit. - Added a ball save to Jetpack Multiball when the Hurry-Up is successfully completed. - Fixed a bug where Jetpack Multiball, upon ending, could start again by just shooting the left orbit. - Modified Jetpack motor speed (and the ability to use speed). - Added logic to make the Super Skill Shot lamp more responsive to left flipper state change actuations. - Added logic to qualify the Super Skill Shot rule (and associated lamp) by pressing/releasing the left flipper button prior to plunging the ball. Previously the lamp would only illuminate upon exiting the right->left orbit path. - Fixed Orient Express complete Insider Connected achievement. - Added logic to allow stacked mode award display icons to persist while transitioning from background/foreground display effects. - Added logic to make sure the Progress Bar lights up fully upon completing a mode. - Fixed a problem with the spinner display effect where it was drawing the wrong satellite dish frame. - Changed the Q's Ring intro video to match the other gadget intros. - Moved the score position in all gadget awards 2 pixels lower for vertical centering. - Vertically centered the score in Mode Total display effects. - Fixed a bug where Q's Ring could crash if the progress bar was not initialized properly. - Fixed drop-shadow clipping on updated stacked mode icon art. - Fixed BathOSub Award and Total display effects. - Modified Q Branch intros - Updated to nodeboard firmware/protocol v1.4.0 LE/PRE V0.87.0 - February 10, 2023 ===================== - Fixed a bug in the Professor Dent Henchmen Mode that could cause the game to crash if all of the shot awards were "locked in" while progressing thru the mode. - Fixed a Mr. Osato Henchmen mode display bug where, instead of displaying a score of "3,000,000", the game displayed ",000,000" LE/PRE V0.86.0 - February 9, 2023 ===================== - Added a "Villain" Trouble in Jamaica mode. Default = 10 shots to complete. Shoot the lit right orbit, pop bumper lane, or tank target to collect an award. Pop bumpers contribute to the next tank target award. - Now mode award lightshows that occur during multiball blink at a faster rate. - Added a Villain Mode Start difficulty adjustment, default = 3 shots to start a Villain mode. - Added a Henchmen Mode Start difficulty adjustment, default = Medium. The following table indicates how many shots are need to start a Henchmen mode. For example, on Medium settings the first Henchmen mode takes 1 side ramp shot to start. The next Henchmen mode requires 2 shots to start, and the 3rd Henchmen mode requires 2 shots to start, etc... Extra Easy - 1,1,1,1,1,1 Easy - 1,1,2,2,3,3 Medium - 1,2,2,3,3,3 Hard - 1,2,3,3,3,3 Ex Hard - 3,3,3,3,3,3 - Added a mode award lamp effect that plays during stacked mode/multiballs. - Added Q's Ring and Radio Reconnaissance mode total display effects to be used during multiball. - Added logic to stacked mode award display effects to insure choreographed display effects waiting to run actually get to run. - Added logic so Trouble in Jamaica tank target awards can be seen during multiball events. - Added logic for mode awards given during multiball to end if full screen display effects are running. - Added 3 Dr. No Insider Connected achievements (Trouble in Jamaica, No Means No, NOsy Neighbor). - Added alternate Q's Ring and Radio Reconnaissance display awards that are shown during multiball events. - Fixed a problem where 2 mode awards could be given at once. - Now Villain and Henchman Total display effects have a vertically centered core. - Added tick marks to the Mode Timer progress bar. - Fixed a problem with Mode Total SFX playing at the wrong time. - Added new mode award SFX (that are heard during multiball events). - Added logic so the progress bar located under the Villain and Henchman Mode Timer only appears when multiball is active. - Added logic to display the large/mode progress bar during Q's Ring. - Changed text in the game to read 'RED GRANT' instead of 'GRANT' - Changed the spacing of the mode total text to improve readability. - Added a progress bar to the Mode Timer. - Now all Henchman icons and banners are gold. Score moves along with the banner immediately. - Updated text to Mr. Wint & Mr. Kidd to match the playfield. - Set the default time to complete Trouble in Jamaica, i.e. default = 70 Seconds. - Added logic to the top lane control gate to divert balls into the pop bumpers while the right orbit is lit during Trouble in Jamaica. - Fixed "He Blew a Fuse" and " Mr. Wint & Mr. Kidd" artwork. - Added logic to make sure alternate mode award sound FX only play the fanfare portion of the sound FX. - Fixed a display bug where 1 frame of "Gray" could be displayed at the end of a display effect. - Added Q's Ring and Radio Reconnaissance videos. - Now active/present Villain, Henchmen, and Q Branch modes are allowed to run upon starting a multiball event, i.e. Bird 1 Multiball & Jetpack Multiball. - Added new Villain/Henchmen Total display effects. - Changed lowercase 'r' to uppercase in 'Mr. HENDERSON' - Updated Henchmen Start and Total videos to use the mode's associated colors. - Now advancing towards Bird 1 Multiball is disallowed while SPECTRE Weapon Countdown modes are active/present. - Now advancing towards Jetpack Multiball is disallowed while SPECTRE Weapon Countdown modes are active/present. - Added award sound FX for Femme Fatale, Arrange Usual Reception Please, He Blew a Fuse, Orient Express, and Q's Ring all of which are only heard during multiball events. - Lowered the volume on Disco Volante Demolition sound FX. - Fixed a bug where mode totals were not being displayed upon draining a ball. - Added the pop bumper exit switch as an available mode award shot. - Added logic to Jetpack/Bird 1 Multiball awards to display layered display effects. - Added Villain/Henchmen score banner display effects. - Fixed an issue in Orient Express where the combo timer grace would blink the light on the right orbit incorrectly. - Fixed an issue in Orient Express where the combo timer wasn't ended and would give incorrect combo awards. - Fixed a bug in Orient Express where the blinking lights did not represent the game rules correctly. - Fixed misspelled text in release notes. - Updated to nodeboard firmware/protocol v1.3.0 - Adjusted timing to address phantom broken trough sw tech alerts. LE/PRE V0.84.0 - January 24, 2023 ===================== - Replaced a Disco Volante Demolition video that was the wrong size. - Fixed a bug with the pop bumper award thresholds not working correctly after crossing an award threshold and/or between balls. - Power Plant Points now awards 10 million points. - Changed MAX pop bumper thresholds to 70 pop bumper hits. - Fixed a bug in Jetpack Motor Calibration test where the motor tried to move to an away position that it could not reach. - Fixed a bug in Jetpack Motor test where the motor tried to move to a position that it could not reach. - Added additional switch name information to the Jackpot Motor test to help identify the home/encoder wheel optos. - Changed where error messages are displayed during the Jetpack Motor test. - Fixed an issue with Orient Express grace period awards. - Fixed the right orbit arrow in Orient Express when the side loop arrow should be the only lit shot. - Added a SPECTRE Target adjustment and associated game logic that allows SPECTRE targets to be spotted, i.e. the game will try to spot a SPECTRE target if it has not previously been hit. This makes it easier to complete the SPECTRE targets and in turn, easier to light a SPECTRE Weapon. - Added new Disco Volante Demolition sound FX. - Added new Orient Express sound FX. - Fixed an issue during Orient Express where the right orbit combo arrow/light did not blink rapidly. - Added a right orbit combo rule to Orient Express. - Now available SPECTRE Weapons rotate automatically upon SPECTRE target completion. - Removed logic from the Pop Bumpers from moving/rotating thru the available SPECTRE Weapons. - Fixed several fonts so characters don't overlap. - Added new mode rules for Orient Express. Shoot the right orbit to light the arrows on the right side of the playfield for a combo. Additional right orbit and side loop shots continue the combo sequence. - Added Instant Info to show game award progress as well as Stern Insider Achievements collected. - Outer Space Hijack is now 70 seconds long. - Now the drop targets are available for the last 3 award shots during Outer Space Hijack. - Shooting a lit ramp during Disco Volante Demolition will now temporarily light the left eject for a 2X combo award. - Changed the award fonts in Diamonds of Destruction, Mr. Wint & Mr. Kidd, and Arrange Usual Reception Please. - Now "He Blew a Fuse" award animations load/play more efficiently. - Now "The Incredible Laser Ray" award animations load/play more efficiently. - Added logic to load/play Orient Express award animations more efficiently. - Reorganized Orient Express award animations to coincide with the accompanying video clip. - Added blank frames to the end of the train award animation in Orient Express so the caboose completely leaves the screen. - Added logic to handle active modes when multiball events start. - Added 22 Insider Connected Achievements. - Fixed a visual glitch in Orient Express that occurred when transitioning from an award video to the looping background display effect. - Changed Orient Express looping background video. - Added a brief flash to the front of awarded Orient Express display effects. - Fixed overlapping text in Training Grounds. - Fixed a bug with SPECTRE Weapon Countdown modes that could score left lane shots multiple times. - Now SPECTRE targets score a shot award during Outer Space Hijack. - Now the Orient Express looping background video starts at 1 of 7 positions. - Added a progress bar to Outer Space Hijack. - Fixed a display bug that caused the final shot in Disco Volante Demolition to display incorrect information - Added 4 new Disco Volante Demolition sound FX. - Fixed the spelling of "HIJACK" in the Outer Space Hijack countdown mode. - Changed the default time to complete Disco Volante Demolition, i.e. default = 70 Seconds. - Added watch and knife award animations to Orient Express. - Updated the score animation to sync with the moving train car animation in Orient Express. - Added an additional Disco Volante Demolition award sound FX. - Now it takes 10 shots to complete Disco Volante Demolition. - Added an additional Disco Volante Demolition award display asset. - Added new Disco Volante Demolition award SFX with longer ring outs. - Fixed the Disco Volante Demolition title text. - Added a grenade animation to the right side of the screen for Disco Volante Demolition awards. - Added award animations to Disco Volante Demolition to sync with award video clips. - Added Orient Express award/intro/total SFX to sync with associated display effects. - Adjusted text animation to match train cars seen in Orient Express. - Added new Orient Express music with louder train SFX mixed in. - Added/Removed an Orient Express video clip displayed during the award sequence. - Added new Orient Express looping background display effect. - Added new Orient Express Intro display effect. - Now it takes 10 shots to Complete Orient Express. - During Orient Express the music is no longer synced with the background display effect. - Now Orient Express award clips are based upon movie assets. - Now SPECTRE Weapons display instructions say "SHOOT THE FLASHING ARROW". - Added new Intro/Final Award/Total display effects to the Orient Express Henchmen mode. - Added Intro/Total speech assets/logic to the Orient Express display effects. - Fixed a scoring bug in Orient Express. - Removed "SPECIAL PREVIEW MODELS" text from the attract mode and game start display effects. - Added Encounter on the Orient Express as an available Henchmen Mode. - Added new Orient Express background/award video clips. - Changed the rules for Disco Volante Demolition. Now the left eject and side/right ramp shots advance the rule. - Added new Disco Volante Demolition award sound FX that enable the subsequent award speech to heard better. - Added new Disco Volante Demolition background videos (with lights ON, lights OFF). - Added new Disco Volante Demolition music mixed with SFX to correspond with the progress of the player advancing the mode towards completion. - Added Disco Volante Demolition Intro/Award/Complete/Incomplete sound FX to sync with associated video clips. - Added Disco Volante Demolition Intro, Award, and Award Follow-Up speech. - Changed the animated text seen in Outer Space Hijack. - Added Disco Volante Demolition as an available Villain Mode. - Added Intro/Award/Total/Complete/Incomplete display effects to Disco Volante Demolition. - Fixed Outer Space Hijack award/total display effect conflicts. - Changed text fonts used in Troublesome Tarantula. Added flashing instructions. - Added more impactful Outer Space Hijack Intro/Award SFX. - Changed the focus of the Outer Space Hijack flashing background lightshows. - Added Outer Space Hijack Intro/Award/Complete sound FX to sync with associated video clips. - Added additional looping background videos to Femme Fatale to better reflect the progress made towards finishing the mode. - Added the rocket as an available shot during Outer Space Hijack. - Added ambient SFX to the Outer Space Hijack background music. - Now drops remain up, blocking the rocket, during Outer Space Hijack. - Added a rocket background lamp effect to Outer Space Hijack. - Now SPECTRE Weapons reset after 6 modes have been played. - Added Outer Space Hijack as an available SPECTRE Weapon Countdown Mode. - Added reworked Outer Space Hijack music. - Added Intro/Award/Total speech and follow-up speech to Outer Space Hijack. - Changed the rules to Outer Space Hijack. Now it takes 8 shots to the Rocket (via the left lane) to complete the mode. - Added Intro/Award/Total display effects to Outer Space Hijack. - Added "thousand" text animation to Arrange Usual Reception Please - Updated to node board firmware/protocol v1.2.0 LE/PRE V0.80.0 - December 22, 2022 ===================== - Fixed a bug where SPECTRE Weapons would reset after 4 modes were played instead of 5. - Fixed a bug in Radio Reconnaissance where the game played the wrong award speech phrase after making 4 award shots. - Added award speech to Radio Reconnaissance for finishing the mode. - Added "Green" arrows to the Feeding Frenzy award lightshows. - Changed adjustment mode names to be consistent with the actual mode names that appear during game play. - Enhanced the Feeding Frenzy background/award lightshows. - Now it takes 9 shots to complete Diamonds of Destruction. - Changed the rules for Diamonds of Destruction. The Left Eject, Center Shot, and Right ramp are lit for an award. One of the three shots is blinking and is worth a 2X score award. The spinner moves the blinking shot. - Changed the rules for Feeding Frenzy. Make 9 drop target/rocket hits to complete the mode. Hitting the Rocket awards 2X scores (and resets the drop targets) while a hitting a drop target awards a 1X score. (Note: hitting 2 drops at once awards a single 1X score). Default time to finish the mode is 40 seconds. - Bird One Multiball is disabled from advancing while Feeding Frenzy is active. - Fixed a bug where the display would temporarily display a Gray Screen when transitioning from one display effect to another. - Added flash sequence to the Deadly Dagger award videos - Added Follow-Up mode completion videos and synced speech to Diamonds of Destruction and Deadly Dagger. - Changed the ending video graphics sequence for completing Diamonds of Destruction. - Changed the rules for Death by Derby. Now the side ramp is lit for a 2X countdown award while the DB5 is lit for a 1X countdown award. - Now the Q-Branch Timer is displayed in both background/award display effects. - Changed the rules for Troublesome Tarantulas. Now the side ramp is lit for a 2X countdown award while the right ramp is lit for a 1X countdown award. - Added logic to the Deadly Dagger background lamp effect to better render solid/blinking arrow lights. - Changed the alternate Deadly Dagger background video clip to be more immersive. - Now the Deadly Dagger blinking arrow shot scores 2X. - Added logic to play an alternate Deadly Dagger background video clip. - Changed Deadly Dagger SFX/music/speech to have different volume levels. - Added logic to Sinister Summit to ignore recent rocket hits. - Added time to Deadly Dagger Countdown. - Updated Deadly Dagger artwork to sync with gunshot SFX timing. - Removed a SFX from the Deadly Dagger award. - Added synced Deadly Dagger SFX, speech, and background/award videos and accompanying game logic. - Default time for Deadly Dagger is now 24 seconds (+4 second intro). - Fixed an Arrange Usual Reception Please looping background video. - Added louder/reworked Arrange Usual Reception Please Award SFX. - Added Arrange Usual Reception Please Award SFX. - Fixed a bug in Arrange Usual Reception Please where the first digit of some score awards was not being displayed. - Changed score award animations that play during a Feeding Frenzy display award. - Fixed a bug where the follow-up speech in Diamonds of Destruction played the wrong speech phrase. - Added a new/longer Deadly Dagger tune. - Added a looping background satellite video to Diamonds of Destruction. - Added Deadly Dagger as an available SPECTRE weapon. - Added Diamonds of Destruction Intro/Award/Total SFX. - Added logic to combine the award/total display effect for Deadly Dagger. - Added logic to handle active modes when multiball events start. - Added a new Diamonds of Destruction tune. - Changed which score award animations are shown during Diamonds of Destruction. - Removed unused sound calls from Diamonds of Destruction. - Added an additional Diamonds of Destruction award video (and accompanying speech). - Now the Diamonds of Destruction background video display effect will play a video clip based upon the progress of completing the mode. - Updated a Femme Fatale looping background video. - Added synced speech to the Diamonds of Destruction mode display effects including start/award/background/total/followup speech calls. - Changed default time to complete the Diamonds of Destruction mode. - Added Intro/award/total video clips for Diamonds of Destruction - Added Diamonds of Destruction speech FX. - Added Diamonds of Destruction as an available Villain mode (i.e. collect Mr. Henderson) - Added logic to the Diamonds of Destruction rule to display the intro, 8 new display awards, and a new completed/total display effect. - Villain and Henchman modes now use the correct mode color in the status bar for the Mode Start wizard rule screen. - Fixed mode names for Bath-O-Sub Bash and Radioactive Reconnaissance start display effects. - Updates to Sinister Summit mode - Hitting the tank target locks shots in. These shots score like normal mode shots. - Added background additional light effects to indicate which shots are locked in with a pulsing light effect. - Updated the roving shot arrow to skip shots that are locked in. Tank target cannot lock in shots when the roving arrow could not move to a new shot. - The tank target will no longer add shots when the number of shots lit on the playfield would exceed the number remaining in the mode. - Shooting the roving shots when the shots are "maxed" will remove the last roving shot added via the tank target. - Added the Rocket Shot - Moves shots clockwise by 1. - Added support for the "earliest" shot for bonus scoring. - Added tracking for most recent earliest shot with shots shifting when the rocket is hit. - Changed Grand Champion (and other highest score initials to GG/George). - Added logic to limit the amount of time the Bottom Lane Up Post is raised during Ball Search. - Removed the magnet from being turned on during Jetpack Motor Test. - Now the Jetpack diagnostic text waits for startup to finish and clears "Finding Home" time out errors. - Added a revised Feeding Frenzy Intro SFX to better match the intro display visuals. - Fixed a bug where the Jetpack did not pick up the ball at the start of Jetpack Multiball, i.e. the back panel up post released the held ball too early. - Added new Feeding Frenzy background music (with water SFX mixed into the music). - Added Feeding Frenzy award SFX. - Added score animations to Feeding Frenzy - Added score animations to Arrange Usual Reception Please. - Added Feeding Frenzy intro/completed speech/video assets and associated logic. - Changed Feeding Frenzy synced award speech to better match associated videos. - Added Feeding Frenzy award/follow-up speech assets and logic to play the assets. - Added revised Feeding Frenzy award videos. - Added logic to insure the rocket hit progress display effect is displayed for a minimum of 1.5 seconds. - Added a new Rocket Fly-in video (seen when hitting the rocket). - Installed a new Feeding Frenzy looping background display effect video. - Added Arrange Usual Reception Please & Feeding Frenzy to the list of available modes to play. - Fixed a rocket display effect priority. - Fixed an issue where super pop hits remaining was being displayed instead of progress towards lighting Q Branch. This occurred while super pops were active. LE/PRE V0.70.0 - November 22, 2022 ===================== - Added "SPECIAL PREVIEW MODELS" text to the attract mode and game start display effects. LE/PRE V0.69.0 - November 21, 2022 ===================== - Fixed a problem where the player 1 connectivity avatar icon was partially off screen. - Now the game will simultaneously display both Rocket hits and SPECTRE target hit progress. - Added connectivity Objectives and Achievements. - Fixed the Femme Fatale music to have background sound effects. - Fixed the "Volume" problem when transitioning the intro music in Femme Fatale. LE/PRE V0.68.0 - November 17, 2022 ===================== - Initial Preview mode release. LE/PRE V0.63.0 - November 14, 2022 ===================== - Now text appears in the attract mode (and each time the start button is pressed) that says: "SOFTWARE UPDATE REQUIRED...CONNECT GAME OR UPDATE...VIA SD CARD OR USB" - Demo Only.