Ok Gorgar and Cursed your up, have fun, interested to hear your thoughts.....
V1.74 - February 11, 2013
=========================
- First pass of the redemption system.
see
http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdffor details.
- Raised the score for an inner loop shot during quorra multiball.
- Disc multiball super jackpot initialized to 100,000.
- Added lamp effects for disc multiball and disc multiball restart award.
- Starting light cycle multiball, quorra multiball, sea of simulation,
or portal multiball will kill the disc multiball restart timer.
Restarting light cycle multiball or quorra multiball will kill the disc
multiball restart timer.
- Light cycle multiball and quorra multiball are not allowed to be
advanced when disc multiball restart is active. Light cycle multiball,
quorra multiball, sea of simulation, and portal multiball are not
allowed to be started when disc multiball restart is active.
- Added art for disc multiball total.
- Changed the indexing of the combo sounds. An n-way combo was making
the n+1-way combo sound. This has been corrected.
- Combo (End of Line) jackpot score was not being displayed properly
for players 2, 3, and 4 on the combo award display effect. This has
been corrected.
- Added adjustments for disc multiball disc shots and disc multiball
recognizer hits.
- Reordered some adjustments.
- "TRON DOUBLE SCORING" lamp renamed to "DOUBLE SCORING", as THAT is
the text on the playfield.
- Reworked disc multiball:
1) Blue disc shots stay lit always instead of going out. More
difficult to shoot shots (side ramp, Gem, for example) are worth
more.
2) Only the spinning disc counts as "discs" to progress to the next
stage (Recognizer 3-bank UP). Blue discs do NOT.
3) Shots to the blue discs increase a jackpot that builds on the
spinning disc. (So you can loop the left ramp to build it up if
you want). Shooting the spinning disc collects the jackpot and
resets it.
4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).
- Quorra multiball start now always shows the long animation.
- Light cycle multiball start now always shows the long animation.
- Recognizer and disc advance via Flynn's Arcade now NOT allowed if
Light Cycle, Quorra, Sea of Simulation, or Portal are lit.
- Sea of simulation total display effect stays up on the screen longer.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause CLU hurry-up to NOT start if it was lit at the
beginning. This has been corrected.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause Light Cycle multiball and Quorra multiball to NOT
start if they were lit at the beginning. This has been corrected.
- Fixed an issue where the match music may not run.
- Sea of simulation item award was not pausing the double scoring
timer. This has been corrected. Fixed "THREE MAN LIGHT JET COMBO"
cutting off the display.
- CLU hurry-up music now waits for the start display effect to run
before starting.
- Added new awards to Flynn's Arcade. They are: ADVANCE CLU, ADVANCE
ZUSE, ADVANCE DISC, ADVANCE LIGHT CYCLE, ADVANCE SEA OF SIMULATION,
and MORE TIME. Advance Sea of Simulation is only available when Sea
of Simulation is running and will spot the next shot during SoS (at
1/10 the points). This should be helpful if the player enters SoS
and has not completed Gem or Light Cycle.
- Stacked priorities of modes (Gem/CLU/Zuse) such that the last one
started is the display/music that is heard.
- Fixed CLU, Gem, and Zuse timer bars on the score screen. They now all
initialize to full size when the respective mode is started and will
rescale properly when time is added over the high water mark. Bars have
been reordered to match the lights on the playfield - bottom bar is for
Gem, middle bar is for CLU, and top bar is for Zuse.
- Added a timer bar for Zuse.
- Light Cycle multiball is now NOT allowed to be advanced while Disc
multiball is active. This makes much more sense since Light Cycle
multiball cannot be started when Disc multiball is running.
- CLU, Quorra, and Light Cycle lamps on the VUK were not honoring the
start logic for Sea of Simulation and Portal. This has been corrected.
- Added sounds for the CLU lanes during the CLU stage of Sea of Simulation.
- Fixed obsolete Quorra multiball background instructions regarding the
non-existent double jackpot.
- Added lane change to Sea of Simulation CLU stage.
- Light cycle multiball award display effects were not showing the correct
points scored when double scoring was active. This has been corrected.
- Implemented delayed score awards for Sea of Simulation.
- Reduced the number of times the Zuse fast scoring mode could start a
lamp effect.
- Fixed a bug that was keeping the hard meter from firing for certain
ticket dispenser types.
- Added icons to the Flynn's Arcade award animation.
- Implemented music and sound volume.
- Fixed an issue where the music was not being killed after the master
volume was changed via -/+ during game over.
- Added Gem shots to instant info.
- Added CLU lanes to instant info.
- Added ZUSE targets to instant info.
- Added end-of-line jackpot art.
- Light-cycle shots to advance for light cycle multiball lit are now
allowed when CLU is running.
- Shuffled priorities of light cycle, quorra, gem, and combo. The order
is: combo, gem, light cycle, quorra.
- Added a lamp effect for the start of quorra multiball.
- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.
- Fixed the wire color for the shaker motor.