************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2025 STERN PINBALL, INC. * * * ************************************************************************** * * * STAR WARS FALL OF THE EMPIRE * * * ************************************************************************** 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). V.90 - Never Tell me the Odds == NEW == -New mini-wizard mode "Never Tell Me the Odds" -The fourth Falcon Feature will now be this mini-wizard mode (previously "Welcome to Cloud City") -It can only be started when no other mode (including Hyperspace Loops) or multiball is running. -Avoid the asteroids (red shots)! See online rulesheet for detailed mode breakdown. -After the mini-wizard mode, Falcon Features can be advanced further to play Welcome to Cloud City -New clips added to Death Star II Plans (thus adding 2 more mode shots) -New clip added to Emperor's Orders (thus adding 1 more mode shot) -Death Star Motor Test: Add switch states for Death Star lock switches, and action button can now release locked balls. -Adjustments added to Machine Settings --> Attract Mode: -"Attract Mode Audio": Can be set to None (default), Video Only, C-3PO Speech Only, or C-3PO Speech and Videos. -"Attract Topper Movement Frequency": Can be set to Never, Speech Callouts Only, Very Infrequent, Infrequent, Frequent (default), Very Frequent. -Speech Callouts Only refers to the automatic callouts that may occur from the Attract Mode Audio adjustment -This replaces the previously present "Attract Mode C-3PO Topper Motor Movement" adjustment. -Topper moves even if set to "Never" if a flipper button is pressed and adjustment "Attract Mode Flipper Speech" is on. == FIXED == -Fix an issue where the flippers would not be active after Sarlacc Escape when super jackpot is made during grace -Fix an issue where Sarlacc Escape or Not a Jedi Yet would sometimes be qualified for some players at the beginning of a game, if in the previous game that player lit but failed to start one of those modes -Allow the Ion Cannon 3x Shot Multiplier to be moved around during wizard modes -Fix an issue where Hyperspace Loops could start at a very low timer if paused during Mynock and then resumed -Fix an issue where the super jackpot lightshow in Sarlacc Escape could potentially continue forever -Do not include shoot again lights in lightshows -Fix an issue where Jedi Ball Save would sometimes not be enabled if Jedi Letters Spotted was set to 2. == TWEAKED == -Do not allow Mynock Multiball to start during Lightspeed Escape -Pause Hyperspace Loops when Not a Jedi Yet or Sarlacc Escape is started. Resumes afterward. -Dimly illuminate the Darth Vader insert when Not a Jedi Yet is qualified but unable to be played at the moment -Do not allow wizard modes to start while any Falcon Features are running -Sarlacc Escape default ballsave timer increased from 25 to 45 -Do not re-enable skill shots after Jedi Save on PRO (for balancing issues, could keep getting skill shots too easy compared to premium where full jedi save doesn't give you skill shot attempt) -Do not allow Dark Side Awards during wizard modes -Extra ball points now multiplied by ion cannon multiplier -Change Letter Jackpot color to RED for Hoth Multiball -Add Falcon combo: Right ramp lights the center ramp to count as 2 Falcon advances if Falcon is qualified (blue light) == SYSTEM == -Updated to nodeboard firmware/protocol v1.30.0 -Added support for Graphical Service Menu Diagnostics LED Test to take a LED Out of Service/Return to Service -Various behind the scenes improvements for correctness and performance. V.89 - Rebel Forces Unite! == NEW == -New Cooperative and Team Mode gameplay modes added -Selectable from Game Mode Menu in attract mode. -Cooperative play for 2-4 players. Progress and scores shared. -3v1, 2v1, 2v2 Team play. Progress and scores shared (per team), but also tracks scores individually. -Most achievements can still be done in CO-OP or Team play when part of a multiplayer team. All achievements can be earned during team play if you are a 1 player team. -Achievements that require progression such as the later Falcon events, Sarlacc Escape wizard mode, Not a Jedi Yet, Darkside Multiball are NOT available during co-op / team play (when part of a multiplayer team). -Players as part of multiplayer team or players in Co-Op game modes are eligible for the novelty high score tables (everything except Grand Champ, high scores 1-4). There are separate tables for teams for these exceptions. -Single player teams are eligible for ALL high score tables. -New Obi-Wan Force Mission "The Message" (Yellow) -Add Expression Topper support -Add adjustment "Jedi Letters Spotted" -Add new adjustment value options for default game mode: -Cooperative Play -Team Play 3v1 -Team Play 2v1 -Team Play 2v2 -Escape Bespin Challenge (if topper connected) -Add new adjustment "Attract Mode Flipper Speech". When set to NO, flippers will not trigger speech in attract mode. -Add descriptions to motor adjustments -Premium/LE Death Star Motor Improvements: -Change Death Star Motor movement adjustments to use deceleration instead of delay time (now called "overshoot" time) for smoother stopping. -Add coast time to Death Star motor movement. This doesn't matter too much when used with deceleration but is still good to have, and if someone goes back to the old delay style it will help prolong the life of the motor / gearbox. == FIXED == -Fix an issue where the topper would animate on its own during attract mode despite the "Attract Mode C-3PO Topper Motor Movement" adjustment being set to NO. Note: the topper will continue to move alongside attract mode speech, when enabled and a flipper button is pressed. -Add missing audio for Where's Luke mission -Fix audio getting cutoff for lightspeed escape starting video -Fix an issue where getting the Luke skillshot on later levels of FORCE could stop you from qualifying new Force Missions -Hide topper adjustments if no topper == TWEAKED == -Force targets difficulty will now be reduced by 1 every time a major event is successfully completed: -Score a super jackpot in Death Star Multiball -Score a super jackpot in Battle of Hoth Multiball -Score the first super jackpot of a new Super Jackpot session in Lightspeed Multiball -Complete Rancor -Complete Luke’s Gift -Complete Jabba’s Palace (three drop target hits) -Complete a Millennium Falcon Feature (not including Lightspeed Escape) -Complete any Darth Vader mode -Any reduced difficulties are queued up until the next time a Force Mission is finished (completed or not). Then, when resetting the Force targets, it will update to the new reduced difficulty. -Force targets now increase in difficulty with every mode played (not just unique character modes) -Force target difficulty information added to instant info. -Improve Jedi Magnet full JEDI save by doing a 2nd phase (with adjustments added). Now it will grab the ball, hold the ball, then do another grab and hold to ensure the ball is completely stopped still before flinging it back into play. -Game Over display effect will now include player scores briefly before showing the Play Again menu -Allow both flippers to cancel game over animation -Show Lightspeed Multiball super jackpot value in background info when super jackpot is lit -Small audio balance adjustments V.88 - Bespin and Skillshots Oh My! == NEW == -New C-3PO Topper -Choreographed head movements for all C-3PO callouts -Light shows integrated into awards -Shows time remaining during any timed event (color coded per mode) -Head will move during attract mode on its own occasionally -Use adjustment "Attract Mode C-3PO Topper Motor Movement" to turn on/off (located in "Device Enables") -New "Escape Bespin" challenge mode available from Gameplay Menu with the topper connected -Progress through the iconic scene from the Empire Strikes Back where Leia, Lando, Chewbacca, R2D2 and C-3PO attempt to fix the Hyperdrive and escape from Bespin -Mode timer starts at 50 seconds, shown on the topper as a progress bar -Each yellow shot advances the scene and awards a hurry-up value that counts down (and adds 5 seconds) -Spinners increase mode timer (every 2 spins = +1 second) -Center ramp increases hurry-up value (+6.5m per shot) -The final hurry-up shot is up the middle and starts at a value equal to the sum of all hurry-ups collected -High Score to Date entries for the top 3 fastest times and the top 3 highest scores -Escape Bespin Insider Connected achievements -New Skill Shot perks depending on which one you hit: -Yoda: +2 JEDI letters -Luke: +3 FORCE letters -Droids: Spot 1 Hoth lock. This will add an extra lock, keeping any progress you had with other lock lit state. This will not ever start the multiball. -Lando: Spot 1 Death Star lock. This will add an extra lock, keeping any progress you had with other lock lit state. This will never start the multiball. -Han: +2 Falcon Progress(including towards turning the Falcon on if needed) -Chewbacca: +2 Drop Target hits -Leia: +3 Tie Fighter Ramps. If done during a time you normally couldn't start Hyperspace Loops but doing this would start Hyperspace Loops, it will still add the tie fighters and queue up the mode for a time when you can play it next. -Obi-Wan: Relight all skillshots (except Obi-Wan, hit any other skillshot to re-enable Obi-Wan) -Stormtrooper Target: Instantly start Stormtrooper Hurry-Up -Pop bumpers: +3 Ion Cannon charges. Additional charges past max will carry-over to the next Ion Cannon. -Note: Skill shot processing happens after normal processing for the made shot. So you still get credit for whatever that shot would normally do first, then the Skill Shot perk happens after. -Add DJ Mixer -Add Tie Fighter Ramp info to Instant Info -Add C-3PO countdown during Han hurry up modes that were previously missing -Add C3PO speech and game music to Sound Test -Add player up speech and plunge nag -New Ball Saved callouts == FIXED == -Fix crash that could happen in Darth Vader modes while aborting animations -Fix a bug where hitting a white shot during Force Mission would lower the time to 30 seconds if it was above 30 seconds -Properly respect shot multiplier in some modes that were not (Mynocks is biggest impact) -Fix bug where there would be a ball search after a Jedi Save on PREM/LE -Hold tilt animation until C-3PO finishes his speech so he doesn't get cut off -Fix an issue that would prevent totals from being shown in Han and Leia modes upon draining -Fix an issue where double flipping during totals would also skip bonus sometimes -Fix an issue where the Jump ramp would be down when it should be up (for example Hyperspace Loops) == TWEAKED == -Only use "That's two you owe me junior" (and corresponding clip) once per game, on the second ball save of a game -Audio balancing tweaks -Increase skill shot switches (now hit within 3 switches for super skill, hit within 3 more for regular). -Pause Hyperspace Loops when Mynock Multiball starts. It will resume when the multiball is over. -Hyperspace Loops now start 1,000,000 points higher each time you play it -Disable return lanes during wizard modes -Allow jedi letters during wizard modes, as long as only one ball in play -Tweak "pause timers for inactivity" threshold from 3 seconds to 5 seconds V.87 - Sarlacc Escape ======================= -New wizard mode "Sarlacc Escape" -Unlocked as the fourth Jabba Event after playing the other three -Starts as a switch frenzy, hit enough switches to light Sarlacc Pit Jackpot -Once jackpot is lit, hit arrows to multiply jackpot -Collect jackpot at the Sarlacc pit (scored per spin!) -Adjustment "Sarlacc Escape: Jackpot Spin Max" added, default 0 (no max). Comp install = 50 spins max -Collecting the jackpot adds a ball -After collecting the jackpot, the mode returns to the switch frenzy phase. -After collecting four jackpots, the left scoop lights for Super Jackpot + end the wizard mode. -New 3x shot multiplier available once you get all 8 ion cannon multipliers that rotates on pop bumper hits -New achievement added for Max Ion Cannon -Added Extra Ball award for completing your first Jabba Event. For Jabba's Palace, completion happens at 3rd drop target. -Added Extra Ball award for completing your first Falcon mode (not counting Lightspeed) -Added Extra Ball info to Instant Info -Added Stormtrooper Hurry Up to Instant Info -Added "Award 2 JEDI letters" as mystery award, added to competition rotation -Add Sound Test -Add various game audits ==FIXED== -Fix a bug where character mission build shots were way too high for level 2 and level 3 missions -Fix bug where add a ball was starting out at 20 spins instead of 10 -Fix a potential game reset condition upon making the final shot in a Darth Vader mode -Prem/LE only Jedi Save Magnet: -Fix an issue what would let you get unlimited ball save magnet activations -Fix an issue that would increase difficulty too quickly for Jedi Save -Fix an issue where Death Star lock would automatically be lit after playing Death Star multiball -Fix an issue when going to service menu during the Insider Connected login screen that could lead to a state where you come back to a login screen you cannot escape -Fix instant info page for empire return lanes showing correct information -Typo fix: there's no "I" in reunion (or, uhhh, wait...) -Do not play kick sound effect for Luke VUK unless during a game and not tilted -Do not fire knocker as part of ball search. Hide ticket meter from coil test. ==TWEAKED== -Improve service menu experience for device tests when devices are disabled -Tweak FORCE target difficulty for level 2: -Solid letters (already hit) now spot a letter -Flashing letters no longer spot extra letters -Music tweaks for Jabba's Palace, Luke "Leaving Dagobah" mission, Obi-Wan "Duel with Darth Vader" mission -Reset Death Star jackpot count after super jackpot so next time you play it you start over -Rework jump ramp disabled adjustment to have one adjustment instead of 2 separate adjustments -Now that everyone is a master of the force, Jedi Letter Refund adjustment is now default to NO. -Mission complete extra ball now default to 2 (previously 3) -Dark side award extra ball default to 5 (previously 8) -Update default high scores to higher values -PREM/LE only Jedi Save Magnet Multiball tweak: Using Jedi Magnet Save will no longer consider a ball "saved", and thus your Jedi letters will not be cleared, nor will the difficulty go up. This potentially allows someone in multiball to save a ball up to 4 times with precision magnet action! -Delay achievement bloops until there is no foreground display effect being shown -Not A Jedi Yet Checkpoints now always give 15 seconds ball save (one-time use per checkpoint) -Jabba Events tweak: if Jabba Events are qualified before Rebel Missions, they now override Chewbacca Mission start -Pause ball saver at start of ball when activity in Sarlacc pit is detected, or ball is in any device showing any animation -Jedi save now increases by +20 spins each letter for each difficulty (previously +40) ==SYSTEM 4.12== -Updated to nodeboard firmware/protocol v1.26.0 -Added support for Service Menu Diagnostics Switch Tests to take a Switch Out of Service/Return to Service -Various behind the scenes improvements for correctness and performance. V.86 - Not a Jedi Yet ======================= == NEW == -New "Not a Jedi Yet" mini-wizard mode -To qualify Not A Jedi Yet, play at least one mission from 4 different Rebels (four of the window inserts must be pulsing or solidly lit). Once ready, shoot the Darth Vader scoop to start. -The scoring for this mode is based on your scoring in those 4 characters' missions. -This single ball mode plays in phases. Making a shot will increase its multiplier in the next phase. The collects between phases and a final hurry up are based on the remaining arrows lit when each phase ends. -Resist the temptation of the dark side! Once you collect a red 3x value shot, that shot unlights for all additional phases and will no longer contribute to the collect values and the final hurry up -New Darkside Multiball -After 15 dark side shots (adjustable), Dark Side Multiball is qualified. -Once qualified, your next Vader Mode will be Dark Side Multiball. During the intro animation, you may hit the action button to cancel Dark Side multiball and play a Vader Mode instead. -The values of the awards in Dark Side multiball are equal to the current dark side award value (5% of Vader points) -During Dark Side Multiball, all main shots are lit for the current Dark Side value -Make all shots, or hit the Vader scoop to relight all shot awards. -When down to one ball, the scoop lights for Dark Side jackpot, a hurry up that counts down from the total points scored in the multiball and bottoms out at 10% of the points in the multiball. -Add achievements for Not a Jedi Yet and Dark Side Multiball -New Super Modes added -Making the same rebel combo twice in the same ball will start a super mode based on which rebel shot was made, and will last for a certain number of shots depending on which mode: -Yoda -Super spinners -Ends after 200 spins -Luke -Super FORCE targets -Ends after 10 lit targets -Droids -Super Droid target -Ends after 10 target hits -Lando -Super Slings -Ends after 20 slingshots -Han -Super Super Lanes -Ends after 10 lit inlanes -Chewbacca -Super Sarlacc Spins -Ends after 40 Sarlacc Spins -Leia -Super Ramps -Ends after 10 ramps (alternating between center and right) -Obi-Wan -Super Pops -Ends after 20 pops -Each super mode shot scores the current “super mode value” divided by the number of shots for that character. For example, if the super mode value is 20,000,000 then each super spinner would be worth 100k. The super mode value starts at 10,000,000 and increases by 2,500,000 every time you complete a super mode (throughout the game). -Draining while super modes are running will end the super mode, as does completing a super mode by hitting the max number of shots available for that mode. -Any completed super mode also awards all of its points again in your end-of-ball bonus -Extra Balls added: -3 missions complete (adjustable) -8 Dark Side shots (adjustable) -Mystery award extra ball (half as likely as any other mystery options and only once per game) -Add audits for all types of extra balls -Add "Stormtrooper Hurry-Up" mystery award -Add Lando Rebel Mission Achievements -Add achievement for maxing Lightspeed Multiball jackpot during Lightspeed Escape -Death Star Multiball additions -Add jackpot callouts and jackpot sound effects to Death Star Multiball -Add new Death Star Multiball Award and Total videos + audio -Improve super jackpot sequence audio and video -Add new videos and awards during Death Star II Plans (Vader Mode) -Add tutorial videos and Death Star battle videos to attract mode -Allow skillshots after any Jedi Ball Save that ends up in the shooter lane -Add some missing sound effects for shoot again, death star locks -Add high score fanfares and bonus fanfares -Add Game Over music with fadeout -Do not play game over music if "streamer friendly" adjustment is on -Add match fanfare -Add Attract Mode flipper button callouts -Champions for Vader, Dark Side, Death Star and Hyperspace Loops -New lighting effects for speaker expression lights -Enhanced light shows for Death Star and Hoth multiballs -Add Game start light effect -Other new light effects -Add Shaker Motor Power adjustment == FIXED == -Fire the top VUK at full power if it fails to kick it up (potentially because there are two balls in there) -Pause ball save timer during Hoth and Death Star Multiball start sequences -Fix Force targets not properly advancing difficulty as they should -Allow Force missions to start during Hyperspace Loops -Fix issue with game play menu freezing the background video -Fix potential issue with action button doing stuff during bonus -Fix issue where action button could use Jedi save with ball in plunger lane -Fix Lack of Faith Total video audio de-synchronization issue -Fix high score text being too long and not showing properly -Fix an issue where shot multipliers from last ball could be locked out from being placed on a new ball -Fix issue where a combo couldn't start because one was "running" that you couldn't actually collect -Fix jedi save when used for SDTM saves not awarding Jedi Save success and sometimes not resetting your JEDI letters -Fix Death Star, Jump Ramp, ATAT motor tests when accessed via machine settings --> coil adjustments --> death star -Fix Force Endgame sometimes leaving balls stranded in lock devices and action button not coming back on -Fix issue with Hoth Last Chance super jackpot timer not pausing while ball is in Sarlacc Pit -Fix issue where you could see Add a Ball lit while ball was in Sarlacc Pit during Hoth Last Chance when you could not really add a ball -Fix issues with music not stopping after game over -Fix an issue where your Jedi Save could be taken away if the ball ends up in the shooter lane without pressing the action button -Fix "double flip to abort animations" in all cases where you'd expect it to work -Add missing "What is thy bidding" audio for Vader Mode selection -Fix missing sound for clips during Death Star II Plans -Fix arrow inserts sometimes not being lit during Darth Vader Modes -Fix some typos in display effects and backgrounds == TWEAKED == -Revamp Darth Vader modes: -Now, all main shots are lit (the eight that can have shot multipliers on them), plus the "starting shot" -Hit the starting shot to increase the mode multiplier -Hit any lit arrow (or starting shot) to get the current award value times the mode multiplier and progress the mode -Small exception: for Emperor's Orders (inlane mode), the Luke Vuk, center ramp, and right ramp will not be lit for awards. They will however light up when they feed an inlane that would progress the mode. -Hitting any lit shot will cause that shot to go dark, but relight all other shots (plus starting shot, if applicable) -Alternate between the starting shot and shots with ion cannon multipliers for biggest scores! Or run away from the Dark Side quickly by hitting the easier arrow shots. -Change Mission levels 1/2/3 color scheme to green / yellow / orange for level 1 (easy), level 2 (medium), level 3 (hard) -Character missions scoring boosted -Level 1 base value now 3mil -Level 2 base value now 4mil -Level 3 base value now 5mil -Build amount is now be multiplied by level of difficulty -Luke missions changes: -Luke missions no longer droids build becomes progress -Luke missions now have Leia shot (right ramp) be 2x. -Shot sequences tweaked -Droids missions changes: -Droids not a permanent 2x shot -Droids shot is now included in cycle of shots that change with pops and sling -Shots sequences tweaked -Tweak display during Force Missions to show actual values instead of pre-multiplied values during missions in which you are entitled to 2x scoring from completing a previous mission -The display now shows how many shots are in each build sequence (white shots) during Force missions. -Timers now pause after 3 seconds of inactivity (adjustable). Exception for Vader Selection timer. -Hyperspace Loops scoring has been dramatically increased, default timer also increased to 45 seconds -Stormtrooper Hurry-Up Tweaks: -Stormtrooper hurry-up can now no longer be started during multiball (but can still be advanced up to the point of starting). -Changed light effect on the arrow insert to reflect this: -Solidly lit = can advance -Pulsing = will start hurry up -Flashing = hurry up is running, -Off = Cannot advance (because you're in a multiball and your next shot would start hurry up) -Increase Sarlacc Spin requirement for Add-a-ball +10 (adjustable) for every Add-a-Ball used during the game -Battle of Hoth tweaks: -Hoth lock difficulty changed to start at MEDIUM by default -Hoth Locks will longer offer stackable locks from HARD onwards. This also causes the number of ATAT target hits to increase quicker. -Add new adjustment "Battle of Hoth Multiball Difficulty Increase". Default is EASY (same as before). Competition install sets to MEDIUM. When set to MEDIUM, the difficulty will increase by 2 levels instead of 1 each time. -Default settings now look like this for Hoth Locks: -Multiball 1: Hit target to light a lock, stackable locks -Multiball 2: Hit target to light a lock, not stackable -Multiball 3: Hit target twice to light a lock, not stackable -Multiball 4: Hit target three times to light a lock, not stackable -etc. +1 target each multiball, never stackable -Competition install now looks like this for Hoth Locks: -Multiball 1: Hit target to light a lock, stackable locks -Multiball 2: Hit target twice to light a lock, not stackable -Multiball 3: Hit target four times to light a lock, not stackable -etc. +2 targets each multiball, never stackable -Hoth ATAT letter is now "Letter Award" instead of double jackpot. Letter award is equal to the sum of jackpots made prior to collecting the letter award (counting 2x/3x jackpots from Mission Multiplier, but not Ion Cannon multipliers) -Super jackpot grows in the same way -Lower Hoth super jackpot base value from 15mil to 5mil -Super Jackpot jackpot boost lowered from 1m to 500k -Lower Hoth jackpot value base value from 1.5mil to 500k -Mission multiplier (Droids) no longer effects letter jackpot -Rebel combo assistance now increases the jackpot in Hoth twice or three times as much in addition to spotting extra progress towards the letter award -Death Star Multiball tweaks: -Rebel combo assistance now increases the jackpot twice or three times as much in addition to spotting extra progress -Rebel combo assistance during super jackpot build phase is now respected, making getting 3x much easier -All shots now relight after making all 7 to allow you to continue to build the value of the super jackpot -Add competition mystery order, awards will be given in the following order, skipping awards not able to be given: -Light Force Missions -Advance Death Star -15 million -Advance Ion Cannon -Advance Falcon -Advance Hoth -Advance Stormtrooper -Disable mystery, mystery qualification, and Darth Vader mode qualification during multiball -Skill shot now goes up by 1mil each skill shot, super skill now 2x instead of 3x -Add more time during Jabba's Palace per shot -Add more time during Luke's Gift per shot -Increase default/reset time adjustment for Luke's Gift -Increase scoring increment for Luke's Gift -Lightspeed Escape / Multiball tweaks: -Super jackpot value is now 5x the current value of the jackpot. -Base value of jackpot is now 500k and grows by 250k for each shot during the Build Phase, or 50k during the multiball -Rebel combo assistance now increases the jackpot in the multiball phase twice or three times as much in addition to spotting extra progress towards lighting the super jackpot (which also raises the super jackpot by 5x that much) -Value of jackpot (thus super jackpot) does not reset between supers in Lightspeed Multiball -Each super in Lightspeed Multiball now takes +1 more jackpot to qualify each round. -Jedi Ball Save tweaks: -Make Jedi Ball Save difficulty scaling a little more friendly -On Pro games, JEDI ball save will not be available during multiballs (but will become available again during single ball play). -Premium/LE Jedi Save tweaks: -New "Jedi Letter Refund" adjustment, default YES (NO for competition install). When enabled, if you fail to perform a Jedi Magnet pulse save (less than four JEDI letters), your letters will be given back to you on the start of the next ball. -Add a light effect to the outlanes to show when the pulse save is available to help remind you to get ready to attempt a save -During multiball if you have full JEDI spelled when no ball saver is running and add a ball is not lit, instead of the outlanes being lit and extinguishing your JEDI save, the button will act in PULSE mode throughout the entirety of the multiball (one pulse per letter, until ball is saved into shooter lane). Pulse mode is also available with the same logic if it was available prior to the multiball. -Add a pulsing light effect on the Millennium Falcon if there is a qualification pending during hyperspace -Add light effect on ATAT when Hoth Lock is able to be advanced via the target -Tweak Force Mission start display effect priority -Comp install now changes "Show Scores More Often" to YES V.85 - Lord Vader Arrives - 10/1/2025 ======================= == NEW == -Darth Vader Modes -Qualified via Empire Return Lanes, alternating lighting Mystery and lighting Darth Vader mode -Started at the Darth Vader scoop when the Darth Vader insert is lit and when no other modes are running -When started at the Darth Vader scoop, eight shots then light to start a Darth Vader mode (excluding shots you’ve already started Darth Vader modes on): -Darth Vader Scoop: "Lord Vader Arrives" -Either Pop Bumper: "Grand Moff Tarkin" -Death Star: "Death Star II Plans" -Stormtrooper Target: "Lack of Faith" -Luke VUK: "Family Reunion" -Left or Right Orbit: "Emperor’s Guidance" -Return Lanes: "Emperor’s Orders" -Sarlacc Pit: "Bounty Hunters" -Once you start a Darth Vader mode by making the corresponding shot, continue hitting that same shot to progress the scene and get an award, or hit the Darth Vader Scoop to multiply the scoring in the mode (+1x each time you make the scoop, must hit the award to relight the scoop). -Once enough shots are made to conclude the scene, the scoop will light for the final shot. Upon making the final shot, for the rest of the ball, Dark Side Scoring will be active. A random purple shot will be lit to score your current Dark Side value, which is 2% of all points scored in all successfully completed Darth Vader modes. -Add Darth Vader Mode completion achievements -End of Ball Bonus updated to include points from Darth Vader: -300k per Vader mode started -1m per Vader mode completed -Yoda Missions Level 1, 2, and 3 added -Obi-Wan Missions Level 1 and 3 added -Han Mission Level 3 added "FROZEN IN CARBONITE" -Lando Mission Level 2 added "THE SELLOUT" -Luke Mission Level 3 added "LEAVING DAGOBAH" -New attract mode light show -Add achievements for remaining Force Missions -Achievements earned during a ball now show during bonus == FIXED == -Fix Jabba's Palace mode not ending correctly if you drained during the mode after making three drop target shots == TWEAKED == -Bonus X no longer awarded on return lane completions, moved to stormtrooper hurry up award -Light up pops red when Ion Cannon is one shot away -Pause timers during Death Star super jackpot -Lower "Mystery Lit" display priority -Improve ATAT motor and shaker motor effects for Battle of Hoth Super Jackpot -Improve ATAT motor logic to prefer going certain directions. This will help provide more torque when going from down to up, and allow the ATAT to descend slower during dramatic moments. V.84 - Mynocks!? - 9/24/2025 ======================= ==NEW== -Add Mynock Multiball -Available as a Dark Side Mystery Award once at least two previous Mystery Awards have been given -Will only be started if no other modes or multiballs are running -During Mynock Multiball, lights get dim and flashers go crazy and the center shot is lit (ramp down) for jackpots -New adjustment "Mynock Multiball: Lighting Effect", can be set to Intense (default) or Mild -Score ten jackpots to light Extra Ball -Available only on PREM/LE -Add Battle of Hoth last chance super jackpot available once multiball ends -Ion Cannon now starts partially charged each ball, with less charge each time you use it -Add Ion Cannon adjustment for difficulty -Add Ion Cannon adjustment for initial charge (defaults to 4) -Add Ion Cannon "one-away" light effect -Add support for streamer friendly mode (no licensed music) in audio adjustments -Add more movie clips during Lightspeed Escape -Add callouts for jedi save success, tilt warning, tilt warning warning, tilt -Add flipper power adjustments -Add Insider Connected Achievements -Add Separate coil adjustments for Death Star kickout power (multiple balls) vs. (one ball) ==FIXED== -Fix bug with Salacious Crumb target being down during Skill Shot when the Sarlacc Ramp is not lit -Fix bug where ramp could be down during hyperspace loops -Add switch compensation for broken backpanel switch with center ramp opto -Improve device enabled adjustments: -Compensate disabled drop target via Sarlacc pitt -Compensate disabled jump ramp with new adjustment to let you choose if it's disabled up or disabled down. -If disabled Down, can bash center to progress falcon. -If disabled Up, acts like a pro and respects the fact that you must hit right ramp to enable falcon except for the first difficulty. In this state, HARD becomes the equivalent of the Pro's MEDIUM. -Compensate disabled jedi magnet, will act like a pro -Properly disable ATAT motor -Fix bug with add-a-ball during single-ball play -Fix placement of Insider Connected avatars -Fix an issue with the Death Star hatch being up while the ball is trying to kick out of the Death Star. -Hide unused adjustments -Fix stormtrooper light from getting blocked out from mission shots =TWEAKED== -New improved default values for jedi magnet save when it does grab, hold, and fling sequence -Default Jedi Ball Save compensation ball save OFF -Set to ON for competition install -Tweak Rancor scoring to cap the multiplier at 3x -Scores for arbitrary major feature switches -Improve Hoth super jackpot light show -Separate PRO and PREMIUM Falcon difficulty adjustment -for PREM, there is EASY, HARD -for PRO, there is EASY, MEDIUM, HARD. -Pro MEDIUM is same as EASY except you must hit the right ramp vs. the center ramp to qualify falcon. -Default MEDIUM for competition install for PRO. -Tweak Han hurry-ups to burn down slower -Improve Instant Info -Improve starting choreography for Jabba Events -Improve flipper blowoff code, new adjustment "Abort Animations", default "One". Can be set to "All", which will abort the current animation as well as any animations stacked behind it. -Enhanced End-of-Ball Bonus Scoring: -200k per Mission attempted -1m per Mission completed -300k per Jabba Event started -1m per Jabba Event completed -300k per Falcon Feature attempted -1m per Falcon Feature completed -150k per Combo collected -1.5m per Super Jackpot collected -Lower Stromtrooper flasher intensity for pro -Change behavior of Stormtrooper light to have the light off by default, on when the next shot will start hurry up ==System 4.09== -Spike3 enable audio on CN17 HDMI-1 Mirror Display -Various behind the scenes improvements for correctness and performance. V.83 - 9/12/2025 ======================= - Initial release.