************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2026 STERN PINBALL, INC. * * * ************************************************************************** * * * JOHN WICK - PRO * * * ************************************************************************** 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 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. PRO V1.00 - March 18, 2026 ========================== The Duel (Part I), Special Assignment Coming Soon. - Added "The Duel" Wizard Mode. It is qualified in the same fashion as "The Staircase" Wizard Mode, i.e. once "The Staircase" Wizard Mode has been played "The Duel" Wizard Mode is available if any TWO of the following criteria have been met: Playing 7 Jobs, 5 Adversary Battles, OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball, Helipad Showdown, Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the Left Eject and Right VUK are lit to start "The Duel" Wizard Mode. When lit, shoot either Eject/VUK to start "The Duel" Wizard Mode. "The Duel" Wizard Mode is a 2 Ball Multiball where score awards are based upon a Hurry-Up Countdown Score. Shoot lit Arrow Shots to collect the Countdown Score. Starting Countdown Score Awards are based upon shot progression in the game, i.e. 5M for the first lit arrow shot, 10M for making the next 4 lit arrow shots, and 15M for making the last 2 shots. The Countdown Score awards are MULTIPLIED by the number of balls in play. The last 2 shots (Left Eject, Right VUK) are time locked where, upon making one shot, you must make the other within 10 seconds. If the other shot is not made, the first time locked ball is kicked back into play. If the other shot is made the game gives the Countdown score award and holds the ball(s) for a "Duel" video presentation which is followed by kicking the ball(s) back into play. Do this above sequence 3 times to light the final 4 shots. These final Countdown Hurry-Up awards start at 25M and are MULTIPLIED by the number of balls in play. The Final shot scores 50M which is also multiplied by the number of balls in play. Upon completion 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. - Note: Lights Out is not available during "The Duel" Wizard Mode. - Fixed a bug where, on rare occurrences, game graphics and light shows would appear to slow down. This was seen to manifest itself during the attract mode presentation. - Fixed a bug where a BLACK screen appeared in place of a video during a "Staircase" Wizard Mode award presentation. - Added a NEW LCD display Service Menu. - Now RELEASE notes are available via the NEW LCD display Service Menu. - Now an Extra Ball is awarded upon collecting the first "Be Seeing You" Adversary award, i.e. once per game. - Fixed a display conflict between the "Extra Ball" and "Adversary Continue/Collect" display effects. - Now the Adversary "Be Seeing You" award is displayed first followed by the Extra Ball display effect (when available). - Raised the priority of the Extra Ball speech. - Added timeout logic to insure the deferred "Extra Ball" display effect is displayed. - Changed the required number of Jobs started to Light Extra Ball. Default = 3. - Now the New York "Night" scene plays in the background when "The Duel" Wizard Mode is over. - Fixed a bug where a ball could be kicked out prematurely from the left eject while displaying the Adversary "Continue/Collect" display effect. - Added resized Attract mode Tutorial videos. - Fixed a bug where, upon completing all of the multiballs and playing "The Staircase" Wizard mode, playing 1 more multiball would light the left/right ejects to qualify "The Duel" Wizard mode. - Added another "The Staircase" Wizard Mode "Level Completed" background video clip to increase variety. - Added MULTIPLIED text to the Midway and Final "Level Completed" display effects in "The Staircase" Wizard Mode. - Added logic to start Skill Shot Ready upon completing "The Duel" Wizard Mode. - Added logic to start Skill Shot Ready upon completing "The Staircase" Wizard Mode. - System Version 4.20 - Updated to nodeboard firmware/protocol v1.31.0 - Various behind the scenes improvements for correctness and performance. - Added support for Graphical Service Menu Diagnostics LED Test to take a LED Out of Service/Return to Service. PRO V0.99 - November 26, 2025 ========================== The Staircase. - Added "The Staircase" Wizard Mode. It is qualified by playing 7 Jobs, 5 Adversary Battles, OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball, Helipad Showdown, Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the Left Eject and Right VUK are lit to start "The Staircase" Multiball. When lit, shoot either Eject/VUK to start "The Staircase" Wizard Mode. Once started, shoot the lit enemy shots (Left Ramp, Right Ramp) to light the Arrows (White) at the same shot(s). Completing all enemy shots lights the Center/Charon ramp for a Level Completion award. Collecting White Arrow shots prior to shooting the Center ramp raises the Center Ramp shot multiplier. Shoot the lit Center/Charon ramp shot to score a "Completion" award that is multiplied by the number of made White Arrow shots. The sequence repeats/continues by lighting 4 enemy shots (Left/Right Ramps, Left/Right Orbits). Collect these (and light the corresponding White Arrow shots) to light the Center/Charon ramp for an award. As before, shoot the lit Center/Charon ramp shot to score a "Completion" award that is multiplied by the number of made White Arrow shots. The sequence repeats/continues by lighting 6 enemy shots (Left/Right Ramps, Left/Right Orbits, Dance Floor, Left Eject). Collect these (and light the corresponding White Arrow shots) to light the Center/Charon ramp for an award. As before, shoot the lit Center/Charon ramp shot to score a "Completion" award. This now starts a 2 Ball Multiball where you must complete the above sequence without draining both balls. Repeat the above sequence of shots to finish the mode. Upon completion 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. - Note: Lights Out is not available during "The Staircase" Wizard Mode. - Added "The Staircase" Wizard Mode multiplier increased sound FX. - Fixed a bug where ball search occurred during a long "Staircase" Wizard Mode award sequence. - Increased the Ball Saver time(s) for "The Staircase" Wizard Mode. - Added "The Staircase" Wizard Mode sound FX. - Changed award text to "Level Completed" when finishing a level during "The Staircase" Wizard Mode. - Added a Mode Start lamp effect to "The Staircase" Wizard Mode. - Added logic to illuminate "The Staircase" Wizard Mode playfield status lamp. - Fixed a bug where the Enemy shot lamps were not lit correctly during each stage in "The Staircase" Wizard Mode. - Added a Total Display Effect for Completing "The Staircase" Wizard Mode. - Added the ability to blow off "The Staircase" Wizard Mode's Final Award. This will fast forward the display effect to the end sequence prior to showing the Mode Total. - Added flipper blowoff to the Video Award for completing the 3rd Level of "The Staircase" Wizard Mode. The blowoff fast forwards to the last 6 seconds of the Video and Syncs with releasing 2 balls. - Added an Insider Connected Objective. - Added a longer Ball Saver when 2 Balls are kicked into play during "The Staircase" Wizard Mode. - Updated "The Staircase" Wizard Mode Falling Sound FX assets. - Added "The Staircase" Part 2 Video and Sound FX assets. These appear when Wick is kicked down the stairs and fights, along with Cain, to make it back up the stairs. - Added Midway/Final award sound FX for "The Staircase" Wizard mode. - Added a Multiplier Slide-in Award display effect to "The Staircase" Wizard Mode. - Added a Level Completed Award display effect to "The Staircase" Wizard Mode. - Changed the scoring for collecting enemy/stage shots during "The Staircase" Wizard Mode. - Added logic for the "Paris" background video to play immediately after "The Staircase" Wizard Mode Start/Intro display effect finishes playing. - Added logic to collect balls at the trough while "The Staircase" Wizard Mode display effects playout before returning balls back into play. This happens when John Wick is thrown down the stairs mid-way through the Mode and at Mode Completion. - Added flipper blowoff and sound/video syncing to the "The Staircase" Wizard Mode. - Added logic for the enemy lamps on the Charon/Center Ramp to represent the shot multiplier for the shot during the "Staircase" Wizard Mode. 2X Multiplier = 1 Blinking Enemy. 3X Multiplier = 2 Blinking Enemies. 4X Multiplier = 3 Blinking Enemies. 5X Multiplier = 1 Solid + 2 Blinking Enemies. 6X Multiplier = 2 Solid + 1 Blinking Enemy. 7X Multiplier = 3 Solid Enemies. - Added additional flash lamps to the "Staircase" Wizard Mode Ready background lamp effect. - Changed when arrows are solid/blinking during the "Staircase" Wizard mode. - Added logic to play the Paris Background video during "The Staircase" Wizard Mode. - Added logic to disqualify Jobs/Battles/Multiballs from starting while "The Staircase" Wizard Mode is actively running. - Added a "Staircase" Wizard Mode ball saver adjustment. - Added a "Staircase" Wizard Mode Total display effect. - Added a "Staircase" Wizard Mode Ready lightshow. - Added a "Staircase" Wizard Mode Slide-In Award Display effect. - System Version 4.14 - Updated to nodeboard firmware/protocol v1.28.0 - Various behind the scenes improvements for correctness and performance. - Added support for Service Menu Diagnostics Switch Tests to take a Switch Out of Service/Return to Service PRO V0.98 - September 25, 2025 ========================== Every Marker Must Be Honored. - New Blood Oath Marker Rule: During an Adversary Battle, the Blood Oath Marker targets light at the halfway point toward the "Be Seeing You" Bonus. When lit, hitting the Marker targets lights the left eject for Escape. Shoot the left eject to either Escape or Continue. If Continue is chosen, play continues and arrow shots now score 2X. Collect arrow awards to relight the Marker targets. Repeat the above sequence to increase arrow shots to 3X, then 4X. Play continues until time expires, you choose Escape, or you drain. - Added Adversary Battle Mode sound FX. - Added a "Be Seeing You" sliding banner display award to all 5 Adversary Battle Modes. - Changed the volume on the Adversary Battle "Be Seeing You" and "Blood Marker Ready" sound FX. - Now the "Be Seeing You" end of ball Bonus scores 10M. - Added new Adversary Battle sound FX. - Added a Adversary Battle "Blood Marker Ready" display/slidein effect. - Added a Kirill Adversary Battle award sound FX. - Reorganized Adversary Battle award sound FX sequences. - Added Adversary Battle "Be Seeing You" speech. - Added Adversary Battle "Blood Oath Marker" speech. - Raised the volume of the Adversary Battle "Be Seeing You" speech. - Added logic to the Ares Adversary Battle to use the Marker Targets to light/advance the Escape Shot. - Added shot multipliers to the Ares Adversary Battle. - Fixed Combos and Adversary score award display that showed score awards on 2 lines. - Now Adversary Battles displays can show multiplied awards. - Changed logic that detemines when the Marker Target Lamps and the Marker Mech lamps are turned on/off/blinking during Adversary Battles. - Added logic to the Viggo Adversary Battle to light the Marker Targets. - Added logic to the Zero Adversary Battle to light the Marker Targets. - Changed the dance floor scoring during Ares Adversary Battle. - Added a light show for collecting the Adversary Battle Escape Award. - Now Ares Adversary Battle "Still Not Found" award shots can be multiplied by 2X/3X/4X when "Continuing" past Escape. - Pops/Slings no longer contribute to the Ares Adversary "Shot Found" award. - Changed the score awards for Ares, Kirill, Viggo, and Zero Adversary Battles. - Now Cassian Adversary Battle "Jackpot Grows" award shots can be multiplied by 2X/3X/4X when "Continuing" past Escape. - Now the Jackpot Award during the Kirill Adversary Battle is bumped 1M for completing all Jackpots while avoiding the Dance Floor. - Now Zero Adversary Battle "Combo" start/award shots can be multiplied by 2X/3X/4X when "Continuing" past Escape. - Now, when starting/making a Zero Adversary Battle shot combo, the next combo shot ids lit are natural combos from the shot just awarded. - Now the End of Ball Bonus adds/displays bonus scores for Jobs Started, Adversary Battles Started, Gold Coins Collected, and "Be Seeing You" Adversary Battle awards. - Now the End of Ball Bonus adds 2M for Adversary Battle Mode Starts. - Now Bonus X is capped at 5X. - Changed the score thresholds that trigger congratulatory speech callouts for both Bonus Score and end of game Total Score. - Added a "Bonus Multiplier Maxed at 5X" display effect/slidein. - Fixed a bug during the Cassian Adversary Battle where the "Cassian" shot scored both "Cassian" and missed/blue shots. - Changed the rules for the "Task a Crew" Job Mode. Shoot the arrow shots to build the score award and light the Left Orbit Spinner. Shooting the Left Orbit Spinner collects the score award. Each successful Left Orbit Spinner shot relights the arrow shots. After 4 successful Left Orbit Spinner shots, the Left Eject will light to finish the Job. Shooting the right ramp lights the Left Orbit Spinner for a 2X Combo. - Now all "Task a Crew" Job mode arrow shots are available at the start of the Job. - Added logic to disallow "Task a Crew" Left Orbit Spinner awards if the ball hitting the spinner came from the Right Orbit or Shooter Lane. - Changed the arrow colors for the "Task a Crew" Job mode. - Added logic for the "Task a Crew" Job Mode to display the "SPINNER/CREW" grows display slide-in. - Added logic for the "Task a Crew" Job Mode to display the cumulative shot/spinner award total for a spinner award session. - Fixed the "Task a Crew" Job Mode award display effect to show the score on a single line. Previously, large scores that did not fit on one line were split and displayed on two lines with a smaller font. - Changed the "Task a Crew" Job Mode start display effect instruction text. - Changed the "Task a Crew" Job Mode award values, displayed values, and total session values. - Fixed a problem where the spinner was not showing the correct multiplier value for the "Task a Crew" Job Mode. - Changed the spinner score award value during the "Task a Crew" Job Mode. - Now "Task a Crew" Job Mode Combos only start with a lit Katia Ramp. - Now the "Task a Crew" Job Mode shows floating Spinner score awards. - Adjusted the starting position offset (“X” positions) for the "Task a Crew" Job Mode floating spinner score award. - The "Task a Crew" Job Mode floating score awards will now only appear when a spinner shot arrow award is given. - Changed the rules for the "Security Detail" Job Mode. Shoot the blinking Security Detail arrow shots for a score award. After 7 shots, the Left Eject will light to finish the Job. Dance Floor targets, pop bumper, and sling hits build the score award. - Now the pop bumper (and not the sling/dance floor targets) move the "Security Detail" Job award shot. - Added logic to the "Security Detail" Job award Grows display effect so it persists while balls are active in the Dance Floor. - Now the "Excommunicado Multiball" Jackpot and Super Jackpot slide-in display effects show when they have been multiplied by 2X, 3X, or 4X. - Fixed the "Excommunicado Multiball" Total display effect to show the score on a single line. Previously, large scores that did not fit on one line were split and displayed on two lines with a smaller font. - Fixed a bug where the "Locating Pinballs Please Wait..." display effect would not display the Outline portion of the text correctly. - Fixed a bug where the "Car Bash" display effect would not display the Outline portion of the score award correctly. - Fixed a bug where the "Choose Your Mode of Play" display effect would not display the Outline portion of the text correctly. - Now the "Escort the VIP" award light show can be killed by the Bonus Sequence. - System Version 4.09 - Various behind the scenes improvements for correctness and performance. PRO V0.97 - August 21, 2025 ========================== Jobs Reworked - Allies Return. - Changed the rules for the "Heist" Job mode. Shoot the 3 Ramp Stand-Up targets to light up to 7 arrow shots at a time. Shoot the blinking arrow shots to collect score awards. After 6 arrow shots are collected the Left Eject lights to finish the Job. Hitting the Gold Coin Target collects all lit arrow shots at once (coins are multiplied by enemy shot multipliers). Hitting the Gold Coin Target via a ricochet shot from the Marker Targets awards all lit arrow shots X 2. - The regular Gold Coin rule is disabled during the "Heist" Job mode. - Changed the "Heist" shot color to YELLOW. - Added the Ramp Stand-Up Targets to the "Heist" Job Mode Intro lamp effect. - Added logic to the "Heist" Job Mode ramp targets and Gold Coin Targets to illuminate the lamps associated with each target and indicate when an award is available and/or disallowed. - Now the "Heist" ramp targets are disabled when there are no arrow shots available to be lit. - Now the "Heist" Gold Coin target(s) are disabled during multiball. - Added logic to award 2X Gold Coin targets via a Marker Target ricochet. - Added logic to the "Heist" Job mode to disallow the Left Eject arrow to be lit for a Gold Arrow score award when it is already lit to Finish a Job. - Changed the rules for the "Night Watch" Job mode. Shoot the blinking Night Watch arrow shots for a score award. After 7 shots, the Left Eject will light to finish the Job. Hitting the roving WHITE arrow shot gives a 2X score award. - Added logic to "Night Watch" to disallow the Roving WHITE arrow to land at the Left Eject when it is already lit to Finish a Job. - Changed the rules for the "Assassination" Job mode. Shoot Assassination arrow shots to light the Continental for a Kill Shot. Each subsequent Kill Shot requires additional Assassination arrow shots. After 3 Kill Shots, the Left Eject lights to finish the Job. - Fixed a bug in the "Assassination" Job mode where the arrow shots did not relight upon finishing the last Continental shot. - Added logic to determine if the "Assassination" shot arrow colors should be dimmed down. The arrow colors are dimmed if other "greenish" rules are available at the same time, this helps to differentiate multiple rules using the same shot arrow. - Changed "Assassination" Job mode intro text. - Changed the rules for the "Escort the VIP" Job mode. Shoot the blinking VIP arrow shot 6 times to collect the VIP HurryUp Award and move the VIP across the playfield. Shoot the solid Escort arrow shot to reset the VIP HurryUp score award. After 6 VIP arrow shots, the Left Eject will light to finish the Job. - Now the "Gather Intel" Job mode is a Criss Cross Ramp Combo mode. Shoot the Left or Right Ramps to start a 4-second Combo Timer on ALL 3 ramps. The Left/Right Ramp score awards (2X as a combo) build an escrowed score that grows until it is collected at the Center Ramp. Making 6 Left/Right ramp shots lights the Left Eject to finish the Job. - Now the "Gather Intel" Left/Right Ramp score award multipliers show the actual multiplied multiplier. - Changed the color of the "Gather Intel" arrow inserts to light blue/white. - Swapped the "Heist" and "Assassination" Job mode rules. "Assassination" is now associated with "The Continental" and "Heist" is associated with "Ruska Roma". - Now "Assassination" Job Mode arrow inserts are GREEN. - Now "Heist" Job Mode arrow inserts are YELLOW. - Now the "Assassition" Faction Perk is "MARKER BALL SAVE DOUBLED" - Now the "Heist" Faction Perk is "LIGHTS OUT MOTION SENSOR"  -  Allies are now qualified by hitting the Gold Coin Targets. Once lit, shoot the     corresponding lit Ally Ramp to collect and unlock that Ally’s unique ability.     Then, start a Job to activate the ability — helping you rotate, combo, or move enemies,     and enhance scoring opportunities when hitting lit arrow shots.  -  Updated logic so the Akira Ally now rotates enemy groupings left or right.     Shoot the Akira Ally (Left Ramp) while holding the left flipper to rotate groupings     right-to-left; otherwise, they rotate left-to-right.  Enemy groupings wrap around     from one end to the other.  -  Now the Charon Ally acts as a Combo Rule by changing all currently lit enemies to blinking     for 4 seconds.  Making a shot during this time window kills the enemies and leaves the     same number of enemies at the made shot.  This helps the player have a second chance at     the made shot with additional 2X/3X/4X multiplied shot awards.  -  The Katia Ally now moves enemies from shots without lit arrows to those that are lit     but not yet fully populated, making them more valuable for the player to eliminate.     Enemies are moved to shots with a bias towards making a combo.  The biased shot order is:     1) LEFT_ORBIT     2) AKIRA_RAMP     3) DANCE FLOOR     4) CHARON_RAMP     5) ADMINISTRATION_EJECT     6) RIGHT_ORBIT     7) KATIA_RAMP -  Now the Ally lamp stops blinking during a Job if the Ally has no enemies to     rotate, combo, or move.  -  Now the Ally display effects report out how many Enemies they rotated,     comboed, or moved.  -  Ally lamps now pulse to indicate the Ally is ready to be collected.  -  Pulsing of the Ally lamp is disabled during Jobs if an Ally has not been collected.  -  Katia can no longer be lit and collected on the same flipped ball (i.e. Gold Coin     Target then Right Ramp). - The light shows have been updated for qualifying and awarding Allies. - Added new Job Award sound FX. - Added new phone ringing sound FX when enemies spawn. - Fixed a bug where the action button could be pressed to add players during the bonus sequence. - Fixed a bug where a 2X Marker Ball Save Faction award was given without first being qualified. - Fixed a bug where the "Deconsecrated Multiball" background lamp effect that controls the "Winston" letters obscured the "Assassination" Job Mode background lamp effect lamps that also use the same "Winston" letters. - Changed the Deconsecrate Multiball shot arrows to BRIGHT LIME GREEN. - Changed the color of the Center Ramp Arrow that indicates that "lock" shots are available when advancing towards Deconsecrated Multiball, i.e. changed to BRIGHT LIME GREEN. - Now the "Taxicab Chase" HurryUp score value appears on the left side of the display. - Spawned Enemies are no longer biased towards the Administration Eject when it is available at the end of Job modes.  -  Added logic to prevent any Car Multiball from being replayed until all four     Car Multiballs have been played.  -  Now, when Car Multiball is Ready, bashing the car cycles the lights located     in front of the car to indicate which multiball will start next, ie:     1) HELIPAD SHOWDOWN     2) TAXICAB CHASE     3) MOTORCYCLE PURSUIT     4) BAGARRE  -  Adjusted brightness levels for the Adversary Ready and Car Multiball Ready     lamp effects to improve visual clarity.  -  Enhanced the Left Eject kickout lamp effect to use only the Left Eject Flasher     when indicating an imminent ball kick out.  -  Fixed a bug where Game Adjustments could not process adjustment #20, i.e.     Dance Floor Difficulty.  -  Resolved an issue where enemies could be incorrectly added to the wrong shot     under certain conditions when spawning enemies.  -  Fixed a bug where shooting the Dance Floor would incorrectly advance enemy     spawning criteria multiple times.  -  Now there are a MAX of 3 enemies per shot.  They are represented by a solid lamp     instead of blinking to provide more visibility during Ally enemy movements.  -  Fixed a bug where the early drop target ball search didn't work correctly at the start of     Excommunicado Multiball.  -  Added an early drop target ball search to release any balls that may enter the     Dance Floor area and become trapped behind the drop target.  -  Fixed a bug where the "Task a Crew" Shot Arrow was lit "Solid On" instead of     "Blinking Rapidly" to indicate that the Left Eject shot was available to finish the Job.  -  Improved logic so the shot arrows illuminate their assigned colors more quickly.  -  Now It is easier to distinguish multiple active rules using the same shot arrow simultaneously,     as each rule displays its representative color in sequence.  -  Changed the Job Collect arrow color to "White" to better distinguish it from other lit arrow     shots. - System Version 4.06 - Various behind the scenes improvements for correctness and performance. PRO V0.96 - July 24, 2025 ========================== The Excommunicado Release. - Added a Faction Perk Award for completing the "Task a Crew" job. It works as follows: "ADD-A-BALL" - Complete the "Task a Crew" job to qualify "Add-A-Ball" via the lockdown bar button during any Multiball and post MB Grace periods. This can only be used once per ball. Note: "Add-A-Ball" is not available while the Multiball ball savers are maintaining balls on the playfield. The lockdown bar button/lamp will illuminate "Gold" when "Add-A-Ball" is available. Note: This replaces the previous "Add-A-Ball" rule that was qualified via the ramp targets during any multiball. - Added logic to determine when the "Add-A-Ball" award is available. 1) Add-A-Ball - is disallowed if the FACTION Perk "Multiball Extend" is available and hasn't been used yet on that ball. Once the player uses the "Multiball Extend" perk on that ball, "Add-A-Ball" will be available the next time a player plays a multiball. Note: "Multiball Extend" and "Add-A-Ball" can't be used in the same multiball session. - Added logic that changes the way the lockdown bar button lamp/awards are cycled/illuminated. Previously available awards would be illuminated on the lockdown bar button one at a time and were collected by pressing the lockdown bar button. Now the game uses a short press, long press scheme to process available awards. Now, with the addition of "Add-A-Ball" as an available award via the lockdown bar button, pressing and holding down the lockdown bar button (i.e. long press) will award Add-A-Ball. Quickly pressing the lockdown bar button (i.e. short press) will award "Lights Out" and/or the "Motion Sensor". To differentiate awards, long press awards are illuminated solid while short press awards blink. Oftentimes it is necessary to use "Add-A-Ball" at critical points in the game while balls are draining. With this new scheme players can quickly resurrect their Multiballs with the press of 1 button. - Changed the rule(s) that advance/light Excommunicado Multiball. Now, shots to the Dance Floor advance the "Dance Floor" lights. Shoot the Dance Floor enough times to light "Max Level" at the Dance Floor. Once lit, shoot the Dance Floor again to start Excommunicado Multiball. - Added Excommunicado Multiball Ready Speech. - Added new sound FX for Excommunicado Multiball Ready/Start. - Added new sound FX for Add-A-Ball. - Added a new Ticking sound FX. - Added logic for Excommunicao Multiball to start via the VIP Pop Bumper Entrance Switch. - Added logic for the Excommunicado Clock pop-up display effect to co-exist with the Dance Floor pop-up display effect. - Fixed a bug where Excommunicado Multiball would not start immediately upon making the "VIP Pop Enter" entrance switch when Excommunicado Multiball was "Ready". - Now the Top Sling/Pop Bumper are momentarily disabled at the start of Excommunicado Multball. - Fixed a bug where the Excommunicado Multiball "Jackpot Grows" display score didn't grow the the jackpot by that actual amount/score. - Now the Excommunicado Multiball "Jackpot Phase" shot arrows are illuminated immediately at the expiration of the "Build Phase" timer. - Added a "Excommunicado Multiball Ready" Display Effect. - Added logic to disallow "Lights Out" from starting during the Adversary "Continue or Collect" display effect presentation. - Added a new Excommunicado Multiball Start Display Effect. - Now the "Dance Club" and Spot Light lamps strobe faster when Excommunicado Multiball is ready to start. - Added a Dance Floor Ready Lightshow. - Removed unused adjustment(s). - Added a Excommunicado Multiball difficulty adjustment. - Change the difficulty of the Winston Letters Collet rule,, i.e. difficulty = Medium - Now the Excommunicado MB Super JP Base is 5M. - Added the Left Eject Flasher to the "Adversary Battle Ready" background lamp effect. - Changed the color of the shot arrows in Excommunicado Multiball. - Added logic for the Pops/Slings to add to ALL valid playfield rules. - Now Ball Search will actuate the Pop Bumper. - Added logic for coils to fire in sequence instead of at the same time during Ball Search. - Now the "Build Phase" of Excommunicado Multiball ends when you drain a ball. - Previously the enemy rule would force any/all lit shot arrows to be "Solid" if an enemy was lit at that shot. Now the enemy rule now longer affects any lit arrow shots. - Changed how shot arrows blink during Excommunicado Multiball. - Changed the shot sequence during the "Jackpot Phase" of Excommunicado Multiball. - Changed the score values of the Dance Floor switches during the "Build Phase" of Excommunicado Multiball. - Now the Excommunicado Multiball background display effect shows the Jackpot Value and Time Remaining during the Jackpot Build phase of Excommunicado Multiball. - Combined ShowJobsAward and ShowJobsAwardX to handle both multiplied and non multiplied Job Titles. - Fixed a bug where, in competition mode, the jobs were randomized and did not have a set/standard faction associated with each job. - System Version 4.05 - Updated to nodeboard firmware/protocol v1.24.0 - Various behind the scenes improvements for correctness and performance. PRO V0.95 - June 26, 2025 ========================== Baba Yaga Returns - Added Faction Perks for completing a job. They are: 1) "BALL SAVES EXTENDED" - Complete the "Night Watch" Job to add 5 Seconds to every ball save event in the game, i.e. ball start, multiball start, etc... 2) "MARKER BALL SAVE DOUBLED" - Complete the "Heist" Job to light BOTH outlanes when completing the Marker target(s). 3) "MULTIBALL EXTENDED" - Complete the "Security Detail" Job to Extend/Restart all multiballs when the multiball has drained down to 1 ball. 4) "BONUS MULTIPLIER STARTS AT 2X" = Complete the "Escort the VIP" Job to always have Bonus Multipliers start at 2X 5) "LIGHTS OUT MOTION SENSOR" - Complete the "Assassination" Job to enable Motion Sensors during the "Lights Out" Double scoring mode. 6) "LIGHTS OUT EXTENDED" - Complete the "Gather Intel" Job to add 20 seconds to all "Lights Out" sessions. 7) "ADD-A-BALL" (coming soon) - Added Motion Sensor as a Faction Perk. Complete the Ruska Roma "Assassination" Job to qualify a Motion Sensor during "Lights Out". When Qualified, press the Lockdown Bar Action Button" when it is flashing PURPLE during the "Lights Out" mode to start the Motion Sensor and temporarily reveal the hidden playfield lights. - Added logic to the Lights Out Double Scoring Mode to "Lock Out" the availability of the Motion Sensor while the Lights Out mode start lamp effect is running. - Now Enemies don't block job/multiball/adversary award shots from being awarded. - Now the number of Enemies in front of a shot arrow acts as a shot multiplier, i.e. 2x, 3x, or 4x for 1, 2, or 3 lit enemies. This shot multiplier is available whenever an enemy is lit at a shot for: JOBS: Assassination Escort the VIP Gather Intel Heist Night Watch Security Detail Task a Crew MULTIBALLS: Deconsecrated Multiball Excommunicado Multiball Helipad Showdown Taxicab Chase Motorcycle Pursuit Bagarre a L'etoile Note: Enemy Shot Multipliers are not available during Adversary Battles. - Changed the game logic for how enemies are spawned. Previously the Dance Floor Slings/Pops/Targets contributed to how many enemies were spawned. Now the 3 ramp targets contribute to the enemy spawning event(s). - Changed the game logic for how enemies are spawned during Multiball Events. - The Allies (and rules) are on a sabbatical and will be returning shortly to help John Wick battle enemies. - Now the Tick Tock Mr. Wick mode is not available when the game is set to Competition Mode. - Fixed a bug where the game would reset if the WINSTON letters/rule was set to Extra Hard. - Added a Crate Hits rule adjustment, default = EASY. Now it takes fewer hits to the Crate to qualify Mode/Job start at the right VUK. - Now all locations start with 10 enemies. - Now it takes fewer WINSTON letters to qualify the Center Ramp for Deconsecrated Multiball. - Now it takes fewer car hits to qualify the Left Orbit for a Car Chase Multiball. - Removed the Enemy Spawned TimeOut sound FX. - Now the Center Ramp Arrow will indicate that the "lock" shots are available when advancing towards Deconsecrated Multiball. - Changed the color of the shot arrows in Deconsecrated Multiball. - Sped up the "Ball X Locked" display effects. - Now the Center Ramp flasher is active when Deconsecrated Multiball is Ready to Start. - Changed the rules to Deconsecrated Multiball. Now 7 Jackpot Arrow shots are lit at the start of Deconsecrated Multiball. Collect 7 Jackpots to light the Continental for a 15 second Super Jackpot session. Once Super Jackpots are no longer available collect 7 more Jackpots to relight the Continental for another Super Jackpot session, etc.. Subsequent paths to lighting/relighting the Super Jackpot get progressively harder. The path to the 1st Super Jackpot session requires 7 Jackpots. All of the arrow shots are relit (minus the made shot) after a successful Jackpot shot is made. The path to the 2nd Super Jackpot session also requires 7 Jackpots. Each shot goes dark after a made Jackpot shot. Subsequent paths to a Super Jackpot session require 14 Jackpot shots. Super Jackpot sessions start at the Winston/Continental captive ball shot. - Now the Continental Captive Ball builds the Deconsecrated Multiball Jackpot Value upon completion of the "WINSTON" letters spell out. - Changed the color of the shot arrow(s) for advancing towards and playing Deconsecrated Multiball. - Changed the color of the shot arrow that indicates a "COIN" is available at that shot. - Now the Deconsecrated Multiball Background display effect shows the Super Jackpot value along with the time remaining to score subsequent Super Jackpots. This timer starts upon collecting the first Super Jackpot. - Added Continental lights to sync with added Super JP timing down/expired sound FX during Deconsecrated Multiball. - Added logic to show the "WINSTON" lights as progress towards lighting Super Jackpots during Deconsecrated Multiball. - Fixed a problem where the Jackpot scored "0" points during Deconsecrated Multiball. - Fixed a problem where Excommunicado Multiball was not starting when qualified. - Added Faction/Job Finished Sound FX. - Added Multiball Extended Sound FX. - Added logic for the Left Eject to Hold the ball until the Faction/Job display effect has finished playing. - Changed the Adversary "Be Seeing You" Score Award. - Changed the Adversary Score Awards. - Changed the Deconsecrated Multiball Super Jackpot Score Awards. - Changed the Job Award Base Scoring for "Escort the VIP" and "Task a Crew". - Changed the Job Award Base Score. - Fixed a problem where the Faction/Job Perk Qualified Award Display Effects were being stopped prematurely by the Faction/Job Total Display Effect. - Added text multipliers to the multiplied Jobs/Multiball "Slide In" award display effects. - Now the Faction/Job Perks Qualified display effect plays longer. - Added a new "Multiball Extended" video. - Changed the amount of time the lights are revealed by the "Lights Out" Motion Sensor. - Changed how many lights are revealed by the "Lights Out" Motion Sensor. - Added 7 New Faction/Job Finished videos. - The Default Grand Champion/High Score Award Thresholds have changed due to the 2X/3X/4X Enemy shot multipliers increasing game scores significantly. - Changed the default starting "Auto" Replay Level. - Changed the default starting "Dynamic" Replay Level. - Changed the default "Fixed Replay Levels" - Changed the default "Grand Champion" and "High Scores" Levels. - Fixed a bug where the Main Play background scenes were stopping the John Wick Background Action Scenes from being displayed. - Fixed a problem where, upon shooting the "Dance Floor" Arrow shot, a Job, Adversary Battle, or Multiball Award was not being given. - Added logic for the Continental Captive Ball to grow the Super Jackpot Value during Deconsecrated Multiball. - Added a Deconsecrated Multiball "Super Jackpot Grows" display effect. - System Version 4.02 - Updated to nodeboard firmware/protocol v1.23.0 - Graphic Service Menu->Utils->Save corrected to save data to USB drive. - Corrected premature expiration of ToPS tournaments for IC connected games without RTC - Stepper node performance and robustness updates - Various behind the scenes improvements for correctness and performance. PRO V0.94 - February 20, 2025 ========================== Fixed: - Fixed an issue in Adversary Battles that could prevent players from collecting the Weapons Crate award. New: - Added support for the Topper Hourglass Stepper Motor. - Added the topper-exclusive TICK TOCK, MR. WICK mode: - TICK TOCK, MR. WICK is available at the Administration eject when ready. - Throughout gameplay, the Hourglass Topper will advance as combos are made. - Hourglass progress is carried over all players and all games. - TICK TOCK, MR. WICK is a single-ball hurry-up mode that starts with a 60-second unlimited ball saver. - The value of the hurry-up starts at 1,000,000 and counts down over 3 minutes. The time remaining is tracked by the physical hourglass on the topper. - Each shot made collects the hurry-up value and adds 100,000 to the running hurry-up score. - Each shot made adds +1x multiplier to the adjacent shots, to a maximum of +5x. - When a multiplier is added to a shot with a max (5x) multiplier, that shot is unlit and 15 seconds of ball save time is added. - Added the TICK TOCK, MR. WICK challenge mode. - The TICK TOCK, MR. WICK challenge mode can be started on games with an Hourglass Topper from the game mode menu. Moved to System v3.90: - Updated to nodeboard firmware/protocol v1.20.0 - Various behind the scenes improvements for correctness and performance. PRO V0.93 - December 23, 2024 ========================== Fixed: - Fixed an issue that could cause players to start LIGHTS OUT during bonus which could carry over to the next player in a multiplayer game. - Fixed a display issue with TOPS high score entries. Tweaked: - Adversary Battles: - Added a Collect or Continue choice to the Escape Jackpot during Adversary Battles. - Changed the qualification of the Escape Jackpot to require players to hit all 5 bash toys in the game: - BLOOD OATH MARKER - DANCE CLUB - CAR - THE CONTINENTAL - WEAPONS CRATE - Changed the starting value of the Escape Jackpot to 100,000. - Changed the Adversary Qualified Award to 50,000. - Changed the Adversary Started Award to 100,000. - Increased the default Adversary ball save timer to 40 seconds. - Added an additional 30 seconds of ball save when players had an unused Blood Oath Marker ball save. - Ares: - Increased the score of Ares Battle Hidden Shots: - Starting Value: 3,000,000. - Increases By: 1,250,000 per shot made. - Maximum: 35,000,000. - Cassian: - Updated the Cassian Switch Frenzy Scoring: - All switches now award 2,500 per switch hit. - Switches build the Cassian Jackpot by 10,000 per switch hit. - Switches build the Escape Jackpot by 2,500 per switch hit. - Increased the score of the Cassian Jackpot: - Starting Value: 2,500,000. - The value of the Cassian Jackpot increases by 250,000 each time it is collected. - The value of the Cassian Jackpot resets each time all shots are relit when 100 switches are made. - Kirill: - Updated Kirill Scoring: - Each arrow shot (Kirill Award) increases the Dance Club jackpot by 300,000. - The Dance Club jackpot value never resets. - Zero: - Removed the Job Start VUK from the Zero Combo Payoff shot array. - Removed the Administration Eject from combo-able shots during the mode. The Administration Eject will award a 2x Payoff while any combo is active. - Changed the Zero Payoff shot to award the current combo value instead of a fixed score. - Changed the Zero Combo to start at 750,000 (+100,000 per combo payoff collected) and increase by 250,000 for each combo shot made. - Scoring: - Changed the value of the Add-A-Ball lit award to 20,000. - Changed the value of the Add-A-Ball award to 40,000. - SFX: - Updated the spinner sound effect. - LIGHTS OUT: - Added an expression lighting effect to show how much time is remaining during LIGHTS OUT. - Added speech and sound effects to the SOUND/SPEAKER TEST menu. New: - Added 80 additional speech callouts from the John Wick films. Moved to System v3.87: - Various behind the scenes improvements for correctness and performance. PRO V0.91 - November 13, 2024 ========================== - Fixed an issue that could cause the game to reset when CAR HIT DIFFICULTY was set to EASY. Moved to System Changes 3.85: - Updated to nodeboard firmware/protocol v1.19.0 - Conagent v1.0.16 - Added Indonesia Country Code - Updated Pricing Table: Euro 10 - 1/EUR 2.00, 2/EUR 3.00, 3/EUR 4.00. Euro 11 - 1/EUR 2.00, 2/EUR 4.00, 3/EUR 5.00. Euro 12 - 1/EUR 2.00, 3/EUR 4.00, 7/EUR 6.00. Indonesia 1 - 1/20000 Rp, 3/50000 Rp, 8/100000 Rp Indonesia 2 - 1/20000 Rp, 4/50000 Rp, 10/100000 Rp Indonesia 3 - 2/20000 Rp, 6/50000 Rp, 13/100000 Rp - Change threshold for "Weak WIFI Signal" Tech Alert from -60db to -70db - Increase volume level of Service Menu buttons - Add support for WiFi SSID containing non-printable and unicode characters. - Added Standard Adjustment "HOME TEAM MENU LOGS IN USER #1", which controls the whether the first member of the Home Team is automatically logged in at game start. Values are: "NO" -- No one is automatically logged in at game start, default value "YES" -- The first member of the Home Team is automatically logged in at game start - Added Standard Adjustment "ACTION BUTTON BEHAVIOR", which controls the behavior of the lockdown bar action button. Values are: "DISABLED" -- action button does nothing in attract mode "ENTER GAME PLAY MENU" -- action button enters the game play selection screen "START GAME" -- action button start a game, default value - Action Button colors: Green: Start Game Yellow: Game Play Menu Action (was previously Orange) - Updated Service Menu->Util->Install->Home to set: "FREE PLAY" to YES "HSTD INITIALS" to 10 LETTER NAME "HSTD RESET COUNT" to OFF "KNOCKER VOLUME" to LOW "USE INSIDER HOME TEAM" to FREE PLAY ONLY - Updated Service Menu->Util->Install->Competition to set: "COMPETITION MODE" to YES "PLAYER LANGUAGE SELECT" to NO "TILT_WARNINGS" to 2 "GAME_RESTART" to NO "COIN DOOR BALL SAVER" YES "COIN DOOR DISABLE TILT" to YES "LOST BALL RECOVERY" to NO "PLAYER GAME MODE" to NO "ALLOW LEFT+START TO END GAME" to NEVER "ACTION BUTTON BEHAVIOR" to DISABLED "USE INSIDER HOME TEAM" to OFF "EXTRA BALL LIMIT" to NO EXTRA BALLS "START BUTTON BEHAVIOR" to SINGLE CREDIT "TARGET GAME TIME" to NO TARGET TIME "TIMED PLUNGER" to OFF "FLIPPER BALL LAUNCH" to OFF - Recommended steps to configure a game for a tournament are: Service Menu->Util->Install->Default Setting Service Menu->Util->Install->Competition - Changed Play Again screen so that it will restart the previously selected Game Play Mode. - Various behind the scenes improvements for correctness and performance. PRO V0.90 - October 31, 2024 ========================== Fixed: - Fixed an issue that caused the Taxicab Chase hurryup value to decrease too quickly. - Fixed an issue that could cause Allies to remain qualified after a player had tilted. Tweaked: - Car Multiball: - Increased the number of balls in play in subsequent car multiballs, to a maximum of 6 balls in play. Add-a-ball is still available in all car multiballs. If the maximum number of balls are already in play, add-a-ball will award additional ball save time. - 1st Multiball - 2 balls in play. - 2nd Multiball - 3 balls in play. - 3rd Multiball - 4 balls in play. - 4th Multiball - 5 balls in play. - 5th Multiball - 3 balls in play. - 6th Multiball - 4 balls in play. - etc. - Updated all car multiballs to use the shared CAR JACKPOT value. - Car Progression: - Updated the car bash phases to build CAR JACKPOT. - Instituted a maximum of 4 car hits needed to qualify Car Multiball. - Added a requirement to hit the spinning target to light car hits. - Car hits award 100,000 + 1,000 per spinner rotation. - Taxicab Chase Multiball: - Changed the Taxicab Chase hurryup to start at the current CAR JACKPOT value and count down to a minimum of 250,000 points. - Jobs: - Standardized shot scores across jobs. - Simplified all job instructions. - Assassination mode: - Removed the assassination mode scoring boost for shots made. - Excommunicado Multiball: - Increased excommunicado multiball scoring during the build jackpot phase. - Increased lit shots to 200,000. - Increased lit targets to 125,000. - Adjustments: - Removed the dead adjustment "ENEMIES DEFEATED FOR ADVERSARY". - Added "ENEMY SPAWN TIMER TONE" adjustment to control the Enemy Spawn sound effect with values HIGH (default), LOW, and NONE. - Light Shows: - Improved various light shows throughout gameplay. New: - Added LIGHTS OUT 2X Scoring: - LIGHTS OUT is qualified by spelling YAGA at the bottom lanes. - Completing YAGA once lights LIGHTS OUT, addition completions of YAGA before or during LIGHTS OUT award Motion Sensors. - LIGHTS OUT can be started by pressing the lockdown bar button. - Motion Sensors can be placed when available by pressing the lockdown bar button while LIGHTS OUT is running. - LIGHTS OUT starts a 30 second 2X scoring multiplier on all game scoring and hides all playfield inserts except for BABA YAGA lanes, ball save, shoot again, and extra ball. - Motion Sensors illuminate a range of playfield inserts for 10 seconds and add +20 seconds to the LIGHTS OUT 2X scoring timer. - Added additional game achievements for LIGHTS OUT and Motion Sensor placement. - Added CAR JACKPOT carryover score: - The CAR JACKPOT starts at 1,000,000 points and builds throught the entire game. The value of the CAR JACKPOT will never reset or decrease during gameplay. - Each Car hit during mainplay adds 20% of the awarded value to CAR JACKPOT. - Each Car Multiball award builds the Car Jackpot by: - 250,000 - CAR SUPER JACKPOT - 50,000 - CAR JACKPOT - 5,000 - Other Car Multiball Awards - CAR MULTIBALL non-jackpot awards are always 20% of the value of CAR JACKPOT. - CAR JACKPOT can be multiplied up to 4x in every CAR MULTIBALL. - CAR SUPER JACKPOT is always 5x the value of the CAR JACKPOT. - Added DJ Mixer: - DJ Mixer includes all 14 original tracks for the John Wick Pinball soundtrack. - Composed by Charlie Benante (Anthrax/Pantera) with Andy Lagis. - Added game tutorial videos to attract mode. Moved to System v3.81: - Updated France default pricing to Euro 4 - 1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00 - Increase volume level of Service Menu buttons - Various behind the scenes improvements for correctness and performance. - Added Standard Adjustment "SPEAKER LED BRIGHTNESS", 0..100% level for the expression speaker lighting, available when the accessory is installed. - Correct issue where the Cabinet Speaker Type (4 vs 8 ohm) could be incorrectly applied to the Backbox Speaker volume. PRO V0.88 - August 28, 2024 ========================== Fixed: - Fixed an issue which could cause the Assassination Job to spawn an excessive number of enemies. - Fixed an issue that could prevent players from scoring the right orbit switch for several seconds after balls were plunged. - Fixed an issue that could cause the add-a-ball light show to run during multiball grace periods. - Fixed an issue that could cause the super jackpot lightshow for Helipad Showdown multiball to continue playing aftre the multiball was no longer running. - Fixed an issue that could cause some switches to incorrectly kill the skill shot timer. - Fixed an issue that could cause the skill shots to play incorrect speech callouts. - Fixed an issue that could cause players to share location progress during multiplayer games. - Fixed an issue that could cause location modes not to end properly after the player had defeated enough enemies. - Fixed an issue that could cause Bagarre à L'étoile multiball to revive Motorcycle Pursuit multiball if a ball was added during the grace period. Tweaked: - Enemies: - Changed enemy spawning to happen every 20 seconds on a fixed timer. - Changed enemies to spawn then immediately move on the enemy spawn timer instead of using different timers to handle spawning and movement. - Added enemy spawn timer warning and spawn sound effects. - Added enemy wave spawn lightshow. - Updated enemy spawn rules: - Enemies only spawn at ball start and with the enemy spawn timer. - +1 Enemy will spawn for each ball played this game (i.e. Ball 2 = 2 enemies spawn.) - +1 Enemy will spawn for each job and multiball mode played. This will reset to 0 each time an Adversary Battle has been played. - +1 Enemy will spawn for each Adversary Battle played. - +1 Enemy will spawn for every 4 switch hits in the red circle dance club since the last enemy spawn. - +1 Enemy will spawn for each VIP entrance switch since the last enemy spawn. - Jobs: - Added music to each Job. - Taxicab Chase: - Changed the add-a-ball rule to allow players to qualify add-a-ball during the hurry-up phase. - Excommunicado Multiball: - Changed Excommunicado Multiball to allow players to qualify add-a-ball during the jackpot build phase. - Combos: - Removed combo light arrows from the playfield. Combos will still award points when made. - Increased scoring for car hits. - Increased scoring for Job mode scores. - Increased the music volume during gameplay. New: - Ally Perks: - Added Ally Perks for each Ally (Akira, Charon, and Katia) that help the player defeat enemies during Jobs and Multiballs. - Allies are lit by making their corresponding ramp shots while no Jobs, Multiballs, or Adversary Battles are active. Allies require +1 shots to light after they are activated. - Each Ally adds +1x scoring multiplier to all player-defeated allies while the Ally is active. - Allies become active once any Job or Multiball has started after an Ally is lit. Allies remain active until all Job and Multiball modes end. - Added Akira Ally Perk - Defeats all enemies on the shot with the most enemies lit. - Added Charon Ally Perk - Destroys all armored enemies on the playfield. - Added Katia Ally Perk - Defeats 1 unarmored enemy on each shot where there are any unarmored enemies. - Added new display effects for ally perk progress, ally lit, and ally perks activated. Moved to System v3.76: - Updated to nodeboard firmware/protocol v1.19.0 - Various behind the scenes improvements for correctness and performance. PRO V0.86 - August 6, 2024 ========================== Note: - Score balancing has been updated for this release. All HSTD Champion Scores earned on previous releases will be reset when moving to v0.86.0. Fixed: - Fixed an issue that could cause crate difficulty level to be shared between players in multiplayer games. - Fixed an issue that prevented the car chase multiball hurryup timer from pausing for inactivity such as pop bumper hits. Tweaked: - Deconsecrated Multiball: - Changed the Center Ramp Flasher to blink when the super jackpot is ready. - Tweaked Scoring to incorporate Enemies Defeated. - Letters Completed Bonus changed to 250k. - Shot awards changed to 200k + (25k*enemies_this_mode). - Jackpots are now worth: jackpot_letters_lit * (500k + 75k*enemies_this_mode + 5k*enemies_this_ball). - Super Jackpots are now worth: 2.5M + 250k*enemies_this_mode + 25k*enemies_this_ball + 2.5k*enemies_this_game. - Excommunicado Multiball: - Tweaked Scoring to incorporate Enemies Defeated. - Super Jackpots are now worth: 1M + 2.5k*enemies_this_game + 25k*enemies_this_ball + 150k*enemies_this_mode. - Lights: - Changed the shot arrow color in all multiballs to #E10098. - Speech: - Tweaked the timing of game start speech since the location start video no longer plays immediately at the start of the game. - Adjustments: - Increased the minimum BALL LAUNCH POWER to 145. - Increased the minimum RIGHT VUK POWER to 130. New: - Location Modes: - Locations are started when any enemy is defeated. - The number of enemies remaining in the current location is tracked on the UI. - Locations pause while any multiball is running, and continue when any enemy is defeated after a multiball is no longer running. - Completing a location will light an Adversary Battle. - Daily Random Gameplay Seed: - Added support to generate a new gameplay seed every day at UTC 0:00:00. - The gameplay seed will be evaluated at game start, and will be the same for all players in a multiplayer game. - The daily gameplay seed will determine the order of locations. - The daily gameplay seed will determine the order of Car Chase multiballs. - Achievements: - Added achievements for completing JOHN WICK'S HOUSE, CATACOMBS, and ABANDONED BUILDING - PARIS locations. Moved to System v3.73: - Updated to nodeboard firmware/protocol v1.18.0 - Updated Service Menu->Util->Install->Home to set: "KNOCKER VOLUME" to VERY LOW - Various behind the scenes improvements for correctness and performance. PRO V0.84 - July 9, 2024 ========================== Fixed: - Fixed an issue that could cause the VIP lane to start Excommunicado Multiball during Adversary Battles. - Fixed an issue that could cause the game to crash if all 5 Adversary battles had been completed. - Fixed an issue that could allow players to start Excommunicado Multiball during the Zero Adversary Battle. - Fixed an issue that allowed players to collect an Extra Ball on the same shot that lit the Extra Ball. - Fixed an issue that could cause players to share progress toward adversary battles in multiplayer games. - Fixed an issue that could cause scores to end in a digit other than 0 when players scored their job bonus at the Administration. - Fixed an issue that could cause the dance floor shot arrow not to pulse when an enemy was blocking the shot. - Fixed an issue that could cause the VIP Timer to continue awarding points after the player was no longer playing Escort the VIP. Tweaked: - Bonus: - Added a speech callout for a good bonus score (over 10M.) - Skill Shots: - Updated Skill Shot Scoring: - Added the Baba Yaga Skill Shot for 1.5M - awarded by plunging the Weapons Crate without hitting any shooter lane switches. - Changed the Super Crate Skill Shot to award 750,000. - Changed the Crate Skill Shot to award 300,000. - Added another Crate Skill Shot worth 150,000. - Changed the VIP Skill Shot to 650,000. - Added scoring increases to all skill shots for each skill shot made throughout a single game. - Excommunicado Multiball: - Added a UI element to show the current jackpot value as it grows. - Adversary Battles: - Added a UI element to show the "Escape" value during all Adversary Battles. - Taxicab Chase Multiball: - Added a UI element to show the hurry-up value as it counts down. - Locations: - Changed locations to modes that start when the player makes the first enemy shot. - Changed the default background video to New York City Daytime from 6am to 6pm and New York City Nightime from 6pm until 6am. - Light Shows: - Various Improvements to light shows throughout gameplay. - Improved speaker light backgrounds during John Wick action clips. - Added unique lightshows to all Adversary battle effects. - Locations: - Changed locations to modes that start when the player makes the first enemy shot. - Changed the default background video to New York City Daytime from 6am to 6pm and New York City Nightime from 6pm until 6am. - Speech: - Added additional John Wick film speech throughout gameplay. - High Score to Date: - Improved typewriter effect during High Score to Date entry. - Ball Save: - Increased the default Ball Save time to 9 seconds. - Added checks to prevent the initial ball save from timing down when the ball is in the Red Circle Dance Club or the Crate VUK. Moved to System v3.71: - Updated to nodeboard firmware/protocol v1.17.0 - Update Standard Adjustment #45 Knocker Volume to have settings of: OFF, LOW, NORMAL, VERY LOW with a default setting of NORMAL - Update Diag->Knocker test to use knocker volume as specified by the Standard Adjustment - Various behind the scenes improvements for correctness and performance. PRO V0.83 - June 18, 2024 ========================== Fixed: - Fixed an issue that could show a jackpot worth 00 points during Deconsecrated Multiball. - Fixed an issue that could cause the adversary inserts to continue flashing after the mode had been played. - Fixed an issue that could end the build phase early for Excommunicado Multiball if the ball entered the dance floor through the VIP entrance. - Fixed an issue that could award mode shots immediately when a mode was started. - Fixed an issue that could cause Excommunicado Multiball to end prematurely if the ball save expired during the build phase. - Fixed an issue that could prevent the player from starting Excommunicado Multiball. - Fixed an issue that could prevent players from re-activating the Blood Oath Marker Ball Save after tilting. Tweaked: - Adjustments: - Moved TROUGH EJECT POWER to the first game adjustment. - Light Effects: - Improved light effects throughout gameplay. - Multiball: - Added grace periods to all multiballs. - Crate: - Added Right VUK shots as shots that count toward lighting jobs. - Extra Ball: - Added automatic percentaging adjustment value AUTO for Enemies extra ball. - Changed number of job starts to light extra ball to 4 (was 3.) - Blood Oath Marker Ball Save: - Changed the rules for the Blood Oath Marker: - Only 1 outlane ball save may be qualified at a time. - Using an outlane ball save adds a fingerprint to one side of the Blood Oath Marker, and prevents further saves from being qualified until the Blood Oath Marker obligation is fulfilled. - Starting an Adversary Battle after using an outlane ball save adds a fingerprint to the opposite side of the Blood Oath Marker. This allows for another outlane save to be qualified. - Outlane ball save inserts now only light if a Blood Oath Marker save is available. - Changed on-screen text when a Blood Oath Marker Save is used to explain that battling an Adversary requalifies the Blood Oath Marker Save. - If an Adversary battle is started and the player hasn't used a ball save beforehand, the Adversary battle will begin with 10 more seconds of ball save time. - Increased the number of hits to light the first marker save to 4. - Jobs: - Changed scoring of job modes. Enemies defeated this job has the highest impact on job scoring, followed by enemies defeated this ball, and enemies defeated this game. - Changed "Job Boost" message to add time. 30 seconds of time can be added once per job. - Deconsecrated Multiball: - Added a "shot spotted" rule to Deconsecrated Multiball when the player hits the Continental when no WINSTON letters are ready. - Excommunicado Multiball: - Changed the rules for Excommunicado Multiball: - Added the VIP Entrance as a shot that starts Excommunicado Multiball. - Reduced lock timer to 15 seconds (was 25). - Hitting a flashing ramp standup now turns it to solidly lit and adds 5 seconds to the build phase timer. - Added "Excommunicado in effect: 15 seconds" Operator callout to build phase start. - Added a "time added" slide-in graphic for hitting a flashing ramp target. - Bagarre à L'étoile Multiball: - Added "Jackpot Multiplier Maxed" text when the jackpot multiplier reaches 4x. - Changed the orbits to no longer build the jackpot. - Adversary Battles: - Changed escape to light by completing the Marker bank once. - Changed the target rule to require both individual targets to be hit. - Viggo Adversary Battle: - Reduced the number of shots needed to award the Be Seeing You bonus to 12 (was 15.) - Added the gold arrow shots to the list of shots that count towards the Be Seeing You bonus. - Spinner: - Increased the maximum car bash values. - UI: - Added attract messages for all 4 player score boxes. - WP: - Tweaked the Rank Up sound effect. - Improved choreography and timing of Rank overlay updates. New: - Added over 100 new movie quotes as game speech callouts. - Added the John Wick Pinball event-driven effect system: - Added synchronized shaker motor, expression light, and speaker light effects for gunshots, combat, impacts, explosions, and other film effects. - Event-driven shaker motor effects will only play if the shaker motor is set to MAXIMAL USE. Moved to System v3.69: - Updated to nodeboard firmware/protocol v1.16.0 - Various behind the scenes improvements for correctness and performance. PRO V0.81 - May 21, 2024 ========================== Fixed: - Fixed an issue that prevented achievements from awarding. - Fixed an issue that prevented the "Be Seeing You" bonus from awarding during the Zero battle. - Fixed an issue where the flipper lane change could stop advancing after a player entered an Adversary Battle. - Fixed an issue that could cause the Adversary ball save to continue during mainplay. - Fixed an issue that could prevent a third ball from being added into play during Taxicab Chase multiball. - Fixed an issue that could cause the lit adversary to change after defeating more enemies. - Fixed an issue that could prevent players from making dance floor shots during the Night Watch job mode. - Fixed an issue that could prevent outlane save audits from being reported. - Fixed an issue that inadvertantly showed "Challenge Mode" in the game mode menu. Tweaked: - UI: - Improved UI distinctions between active and inactive players. - Map Background: - Added a photo of John Wick to the location map background videos. - Bonus: - Improved choreography of bonus display. - Wick Rank: - Added support for Wick Rank on games when a player was not logged in. - Deconsecrated Multiball: - Improved lighting to indicate locks are available at the Charon ramp. - Changed some rules and scoring. - For the first super jackpot, each green shot lights 1 WINSTON letter. - For the second and further supers, 2 green shots light a WINSTON letter. - Collecting a super now increases the base jackpot value by 250K (to a max of 1.5M), and the base super jackpot value by 500K (to a max of 3M). - Collecting a letter jackpot no longer resets progress on the number of green shots left to light the next WINSTON letter. - Helipad Showdown Multiball: - Added the Red Circle Dance Floor shot as a jackpot. - Updated the multiball rules: - 4X jackpots can now be qualified at the car. Takes 9 lit shots (2 for 2X, 3 for 3X, and 4 for 4X). This also gives 4X the progress towards the super jackpot phase. - Car inserts now blink, rather than pulse, when a jackpot is ready. - Car inserts now pulse when a super jackpot is ready. - Super Jackpot phase: All lit shots shut off. The car drives out on the Premium/LE. Bash the car for a 1X super, or shoot the left orbit for a 2X super. - Taxicab Chase Multiball: - Added the Red Circle Dance Floor shot as a jackpot. - Changed the hurry-up starting value to 750K (was 1M). - Changed every shot to lit, scoring the hurry-up value. - Lit the car for a jackpot after 1 lit shot, then 2, then 3...etc. - Changed the first jackpot to 1X, second to 2X, third to 3X, and fourth to 4X. - Made scoring a jackpot relight all shots. - Lit the super jackpot after 4 car jackpots. - When ready, the super jackpot is built by bashing the car, and collected by shooting the left orbit. - Collecting a super jackpot resets the multiball sequence. - Motorcycle Pursuit Multiball: - Added the Red Circle Dance Floor shot for both left-side and right-side jackpots. - Removed the "wrong way" shots mechanic. - Increased the max jackpot multiplier to 4X. - Bagarre à L'étoile Multiball: - Updated the multiball rules: - Make a ramp to light a 1X jackpot at the car and also light both orbits. - Each orbit shot scores points and increases the jackpot multiplier by 1X, to a max of 4X. - Orbits can now be hit repeatedly. - Scoring a jackpot shuts off the orbits and lights the ramps again. - Make enough car jackpots to light the car for super jackpots. The car can be hit for up to 4 super jackpots. - Fixed an issue that could show the car jackpot ready effect even if no jackpot was ready. - Adversary Battles: - Added the ability for the player to change the lit adversary by hitting the Blood Oath Marker during single ball play while jobs are not running. - Disabled Blood Oath Marker Saves during Adversary Battles. - Changed uncollected Blood Oath Marker Saves to add 5 seconds of ball save time to the Adversary battle. - Added flipper blowoff to adversary battle total pages. - Crate Skill Shot: - Updated the skill shot rules: - Plunging with no switches hit is now a "Super" Crate Skill Shot. - Plunging with one or two switches hit is now a regular Crate Skill Shot, and will do the display effects/choreo as well as award the Achievement, just like the no-switch skill shot. - Completely failing the skill shot (hitting the first switch once and the second switch twice) still results in no animation or Achievement, and the lowest possible points award. - Increased score values, from best to worst, to 1M, 500K, 250K, and 125K (were 250K, 150K, 50K, and 25K, respectively). - Car Bash Rules: - Improved messaging of Car Bash awards. - Add-a-ball: - Improved light show choreography around add-a-ball progress. - Locations: - Added support to allow location videos to loop during modes. - Blood Oath Marker: - Improved lighting for the Blood Oath Marker device. - Match: - Improved UI effects when any players matched. - Sound: - General improvements to game audio and music. - Choreography: - General improvements to video display choreography. - Adjustments: - Added BALL SAVE TIME and TROUGH EJECT POWER adjustments. - Removed TARGET GAME TIME from the default override table. New: - Spinner Rules: - When no multiball or Adversary Battle is running, each spinner spin now adds 5K to the car bash value. - Phase 1 car bashes start at 250K and max at 500K. - Phase 2 car bashes start at 500K and max at 750K. - The car bash value resets to its base value after a bash and at the start of each ball. - High Score to Date: - Added new high score entries for all multiball and adversary battle champions. - Added new adjustment ALLOW ADULT LANGUAGE (defaults to YES) which can disable adult language and obscene gestures in film clips. Moved to System v3.68: - Various behind the scenes improvements for correctness and performance. - Conagent v1.0.15 PRO V0.80 - April 30, 2024 ========================== - Initial release.