Author Topic: Star Trek Code 1.50 is now available  (Read 1008 times)

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Offline GORGAR 1

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Star Trek Code 1.50 is now available
« on: August 30, 2014, 08:46:26 AM »
THIS IS MASSIVE   ^^^ ^^^ ^^^ ^^^ ^^^

************************************************** ************************
* *
* STERN PINBALL, INC. *
* (C) COPYRIGHT 2007 - 2014 STERN PINBALL, INC. *
* *
************************************************** ************************
* *
* Star Trek LE *
* *
************************************************** ************************

HELP US, HELP YOU! If you have any suggestions, questions, need technical
advice, find errors or have comments, contact us through our website:

http://www.sternpinball.com/contact.shtml

or call 1-800-542-5377. You can also email software@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).

V1.50 - August 26, 2014
=======================

- top lanes, red matter targets now match mission emblem colors during away team Tier 1 missions.
- Fixed colored emblems not being green when lock lamp effect plays.
- Fixed laser effect in Klingon Multiball start.
- added extra ball award for completing Vengeance HurryUp.
- added double scoring for completing the Warp Ramp sequence.
- Added new Admiral Stevens speech: "Away Team is lit"
- added MDK default initials.
- fix a problem with double scoring start speech.
- modified tilt speech.
- Fixed Klingon Multiball jackpot award lamp effects to not use the emblem or combo arrow lamps.
- Added new speech to Klingon Multiball total.
- Fixed scoring bug in Save The Enterprise III.
- fixed a problem where several missions, upon timing out, would not relight mission start.
- fixed a problem where the game would not auto launch balls in the shooter lane.
- Added explosion FX to end of Klingon Multiball start DE.
- added spinner logic/awards to Destroy the Drill I.
- added new scoring in missions
- added new scoring in away team:
- Fixed the Warp Champ text.
- added unique combos text.
- Added new speech to galactic events.
- Added new warp and combo high scores.
- added away team logic/rules to Destroy the Drill I.
- added away team logic/rules to Prime Directive I, Klingon Battle I, Space Jump I, Nero I & Save the Enterprise I Missions.
- Added speech to vengeance hurry up
- Fixed a scoring bug in Destroy the Drill I.
- Fixed some speech sound effect priorities.
- Fixed speech timing in 2 wizard modes.
- Added ball drain speech
- Modified the volume level of ball save.
- Added speech volume modification to Bones speech.
- default ball save timer for Kobayashi Maru is now longer.
- added/modified ball save speech
- fixed a statistics bug in Kobayashi Maru.
- fixed a statistics bug in Super Pops/Spinners/Ramps.
- Added delay between match sound and speech.
- Modified 5 year mission to have Star Trek theme instead of mission music.
- Added speech to 5 year Mission. Now has start speech and planet intros.
- Added names and speech to unique combos.
- Added timer to Space Jump II display effect.
- Modified unique combo score.
- Fixed some speech priorities.
- fixed game over speech that was getting cut off.
- fixed transporter Sound Effect that was getting cut off.
- changed choreography for mission column complete.
- Added/Changed Super Jackpots in Klingon Multiball.
- fixed bug(s) where Tier II,III mission were not re-lighting mission start correctly.
- Added some light show to PRO version of klingon_multiball.
- Increased score blink speed in Klingon Battle I award display effect.
- Fixed score flip not appearing in Klingon Battle II.
- Fixed text positioning in Klingon Battle III.
- Added enterprise ship ambience sound to match effect.
- delayed start of Klingon multiball start music.
- Added new start display effect to Klingon Multiball.
- Added new speech.
- Fixed an issue with speech playing incorrectly in final wizard mode.
- Modified total fonts to be centered.
- Fine tuned game_match door sounds.
- Modified tilt and tilt warning speech.
- Modified mission intro text to be all similarly centered.
- Added new speech and text for 5 year mission
- Match effects will not play characters twice in a row until all characters have played.
- Adjusted door sound timing and speech timings of match effects.
- Added new display effect to completing a mission's column (I, II, III).
- Added Carol Marcus match effect.
- Added more speech to Klingon Multiball.
- Fixed an issue in Kobayashi Maru where speech wasn't coming up correctly.
- Added speech to game match effects. (Kirk & Gorn)
- The 3-in-a-row & Super Spinners/Ramps/Pops display effects are suppressed if the player collects 3-in-a-row and immediately drains their last ball.
- The "Extra Ball lit" display effect is suppressed if the player lights extra ball and immediately drains their last ball.
- Added some new tilt and initials speech.
- Fixed Nero III total display effect.
- Warp Ramp now scores 250K, 500K, 1M when made as a combo.
- The flipper ball launch adjustment now works correctly.
- added/changed extra ball lit, extra ball speech.
- added logic to mission row completed speech, i.e. sometimes it would not be played due to interference with other long speech events.
- raised the priority for the top lanes transporter SE as it was being cut-off sometimes.
- added "Player X, step up" speech for multi-player games.
- The players scores are shown longer after bonus during multi-player games.
- Fixed choreography of dots upon completing a row of missions, i.e. the display order was out of sequence.
- The Mission Start Sound Effects no longer plays when the player returns to a mission after a ball drain.
- Tier I mission total display effects are more consistent. Modified speech and animations from certain mission total Display effects.
- Modified Enterprise Amok speech.
- Added new native running animations to Prime Directive I
- Added new abbreviated final shot animations to Tier I, III.
- changed blink speed on abbreviated final shot during Nero I.
- Added abbreviated final shot display effects to all Tier I missions when the left eject is awarded as the final shot of the mission.
- Raising the center drop target is postponed a bit to allow balls more time to pass over the target.
- added new debounce logic to the center lane optos as valid switch closures were happening on some games due to flipper noise.
- rewrote rescue logic to be compatible with both Pro/LE models.
- Added score flip to all 18 mission backgrounds during multiplayer games.
- Added shortened mission start Display Effects to all Tier I missions.
- Added new speech to Missions and first two wizard modes.
- Modified Total screens to not play long speech during end ball as this was cutting into the bonus screen sequence.
- added Bones speech.
- added rescue rule to the left outlane/target bank.
- reworked bottom lanes completed lamp effect to co-exist with rescue lamp logic.
- separated combos into discrete display effects.
- added double scoring as a warp ramp award.
- Now Away Team & Mission Start shots are lit/available at the end of Tier 1 missions.
- fixed a problem where mission select was aborted due to a noisy center lane opto switch.
- slings now use duty cycle power.

Offline GORGAR 1

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Re: Star Trek Code 1.50 is now available
« Reply #1 on: August 30, 2014, 08:47:44 AM »
Message from Steve Richie

Hello Pinball Fans,

We are pleased to release a comprehensive programming update for Star Trek!

The complete list of changes and additions is forthcoming, but we’ll point out some of the highlights here:

More than 150 Karl Urban (“Bones”) custom speech calls are now installed, along with a healthy dose of new Klingon speech, more Admiral Stevens speech, more Computer Voice, and additional lines from the most recent Star Trek movies. All speech and speech placement has been polished and enhanced. There are now more than 1,200 phrases used in the game, ranging from “Star Fleet Serious” to “Bones-Style” sarcasm!

We have added a feature called “Galactic Away Team” to each of the Tier I Missions. Shooting the ball behind the upper right flipper after 3 Mission shots activates an added scoring objective for each of the 6 Tier 1 Missions. Timers are extended and bigger point opportunities are there for the taking. The LE/Premium gets appropriately colored lighting effects to mark each Galactic Away Team goal where possible.

LE and Premium color-changing LED lighting effects have been enhanced. It’s a beautiful thing.

The Warp Ramp now offers much more fun, excitement, and rewards. Sequential shots now score 250K, 500K, 1M, 1M, 1M, etc., so shooting the Warp Ramp can be very lucrative for those who can repeat the shot. In addition: Warp 4-8 (depending on difficulty settings) lights Extra Ball as before, Warp 9.1 awards Double Scoring, and Warp 9.9 awards Add-a-Ball Multiball with Double Scoring.

Klingon Multiball now has a dramatic “Blackout” laser start-up sequence that is powerful, exciting, and lets the world around you know you’ve scored big. New Klingon speech, scoring and Jackpots, Super Jackpots, and Double Jackpots pay out bigger points and excitement.

New software that corrects earlier issues with optical switch timing and the magnet under the Vengeance has been implemented.

You asked for it. We bring it. On the Star Trek Pro, the completed Shields targets now awards “Rescue”. When the T of the T-R-E-K lanes is blinking in a unique pattern, a ball draining out the left lane will be “Rescued” and replaced with a ball immediately launched into play. It’s a life saver.

The Second Vengeance Battle remains a dangerous 5-shot Hurry Up, but if you make all 5 shots, you will be instantly awarded an Extra Ball.

“Drilling Down” a Mission through Tiers I, II, and III now awards “3 in a row” with new dots, and, the appropriate shot awards Double Score for the remainder of the game in all Missions and Wizard Modes. Strategies for winning have changed.

We’ve added Warp Ramp Champ. Carol Marcus is back. The Gorn speaks.

The whole Match Sequence has been overhauled with speech and more elegant presentations.

Unique Combos are named after Bridge Officers and award bigger points.

The ball saver timer for Kobiyashi Maru has been extended.

The Star Trek theme song now plays during 5 Year Mission.

All Missions are easier to start.

New dots have been added, and they are crisp and fast. Additional dots and speech notifications have been added that inform the player what the current objectives are, as well as score notifications from completed objectives.

We hope you will enjoy the new code. Thanks for your continued support.

Live Long and Prosper!

Steve Ritchie


Offline McKie1

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Re: Star Trek Code 1.50 is now available
« Reply #2 on: August 30, 2014, 09:15:09 AM »
Woo hoo! Sounds brilliant to an already amazing game :)

Offline Freiherr

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Re: Star Trek Code 1.50 is now available
« Reply #3 on: August 30, 2014, 10:05:16 AM »
Now that looks like a worthwhile upgrade. Just taken Star Trek to a new galaxy!

Funny their site still has not updated the announcement date  4/6/2014 8:44:31 PM
« Last Edit: August 30, 2014, 10:26:03 AM by Freiherr »
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Offline GORGAR 1

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Re: Star Trek Code 1.50 is now available
« Reply #4 on: August 30, 2014, 01:02:52 PM »
Steve Ritchie was right it's a game changer :-) awesome update this games gone to another level and the light show and sounds at the start of Klingon multiball are insane. Starting new missions with the final shot is much better and warp ramp combo awards are a blast.

Offline pinwaz

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Re: Star Trek Code 1.50 is now available
« Reply #5 on: August 30, 2014, 03:09:34 PM »
 ^^^ ^^^ #*# $#$ @@*
cant wait to update our STLE 44
Pinball its more than just a game

Offline Wiked

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Re:
« Reply #6 on: August 30, 2014, 03:35:11 PM »
Since I won't be home for sometime can anyone who has upgraded their's can you tell me if Steve Richies call outs in the game are still there? This is one of the reason's I don't play my LE and have it for sale.

Offline GORGAR 1

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Re:
« Reply #7 on: August 30, 2014, 03:51:08 PM »
Since I won't be home for sometime can anyone who has upgraded their's can you tell me if Steve Richies call outs in the game are still there? This is one of the reason's I don't play my LE and have it for sale.

Steve Richie call outs? I didn't know he did any.

Offline Pop Bumper Pete

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Re: Star Trek Code 1.50 is now available
« Reply #8 on: August 30, 2014, 06:31:54 PM »
Since I won't be home for sometime can anyone who has upgraded their's can you tell me if Steve Richies call outs in the game are still there? This is one of the reason's I don't play my LE and have it for sale.
more Admiral Stevens

I am guessing so

Offline Wiked

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Re: Star Trek Code 1.50 is now available
« Reply #9 on: August 30, 2014, 06:35:58 PM »
Steve is a great designer but when I heard his voice in the game it turned me off even more that I was and that's why It never gets played.

Anyway went onto Stern's site and the code isn't available to download anymore from the game code updates page. I found it worked on the Star Trek game page.


« Last Edit: August 30, 2014, 06:48:27 PM by Wiked »

Offline GORGAR 1

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Re: Star Trek Code 1.50 is now available
« Reply #10 on: August 30, 2014, 06:54:13 PM »
Steve is a great designer but when I heard his voice in the game it turned me off even more that I was and that's why It never gets played.

Anyway went onto Stern's site and the code isn't available to download anymore from the game code updates page. I found it worked on the Star Trek game page.




What part of the game has SR call-outs? and code is available  
« Last Edit: August 30, 2014, 06:57:09 PM by GORGAR 1 »

Offline Freiherr

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Re: Star Trek Code 1.50 is now available
« Reply #11 on: August 30, 2014, 07:20:31 PM »
Steve is a great designer but when I heard his voice in the game it turned me off even more that I was and that's why It never gets played.

Anyway went onto Stern's site and the code isn't available to download anymore from the game code updates page. I found it worked on the Star Trek game page.





What part of the game has SR call-outs? and code is available  

SR has been doing callouts ever since Firepower and Black Knight. I do not mind him especially as Lucifer on AC/DC.
If you don't remember the 70s then you were on drugs.
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Offline Pop Bumper Pete

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Re: Star Trek Code 1.50 is now available
« Reply #12 on: August 30, 2014, 07:27:18 PM »
Steve is a great designer but when I heard his voice in the game it turned me off even more that I was and that's why It never gets played.

Anyway went onto Stern's site and the code isn't available to download anymore from the game code updates page. I found it worked on the Star Trek game page.




What part of the game has SR call-outs? and code is available 

I have only played the game twice and was not listening, but I would guess that any vocals that have not been pulled from the movies and not Dr McCoy are Steve

Offline McKie1

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Re: Star Trek Code 1.50 is now available
« Reply #13 on: August 30, 2014, 07:37:15 PM »
You'll have to come over again Pete and give her a good play!

Offline GORGAR 1

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Re: Star Trek Code 1.50 is now available
« Reply #14 on: August 30, 2014, 08:31:34 PM »
Steve is a great designer but when I heard his voice in the game it turned me off even more that I was and that's why It never gets played.

Anyway went onto Stern's site and the code isn't available to download anymore from the game code updates page. I found it worked on the Star Trek game page.




What part of the game has SR call-outs? and code is available 

I have only played the game twice and was not listening, but I would guess that any vocals that have not been pulled from the movies and not Dr McCoy are Steve

Fair enough I'd just never read it anywhere :-) and I'm normally up with Stern news lol