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V1.65 - Mar. 22, 2013
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- Synced album multiball/song/target banks state to keep awards from
being given out of sync (for instance, starting album multiball with
the T.N.T. song running with "N" and "T" already scored and hitting
"T" which would start the detonator hurry-up).
- Fixed a problem with the player controlled cannon. If the player
loaded the cannon but did not fire it, then some cleanup work would
not be performed, resulting in a stale process. For the PRO, this
was innocuous, but has been corrected. For the Premium/LE, however,
this would cause the drop target bank(s) to not reset properly until
the cannon was loaded again and fired. This has been corrected.
- Fixed a sound call in cannon test. The enter button was making the
plus button sound. This has been corrected.
- Cannon "missed" speech no longer requested when the left loop, the left
ramp, or the bell are hit as a result of firing the cannon.
- Fixed a problem with the background lamp effect for rock n roll train
not showing the correct combo lamps at times.
- Rock N Roll Train mode combo shot now marks the white note arrow
underneath it solid if it was available at the start of the combo.
- Fixed up VIP pass for the songs. Priority is now given to the note
arrows for add-a-ball.
- Fixed an issue with the song high scores. In a multi-player game,
there was the possibility of player #2, #3, and #4 entering their
initials with a bogus score that they did not legitimately earn.
Additionally (although no one probably ever saw this), if a player
scored enough points in their songs to qualify for song high scores
at the end of the game and then played Encore and won, as long as
there were players to play after that, then the player who played
Encore would possibly lose their song high scores for the songs the
following players played. This has been corrected. (This bug is in
all versions of AC/DC up until now but has somehow managed to go
unnoticed until 64-bit scoring was introduced as the 64-bit bogus
scores can be much larger and thus much more noticeably wrong).
- Added instant info for bottom lanes to light song jackpot.
- Fixed a bug with the super modes. Occasionally, a super mode that was
already running would be chosen as the next mode to start. If 3
(adjustable) note arrow shots were made before a Thunderstruck target
was hit, the mode would be locked on the mode that was already started
and the only way to recover from it would be to change to the next song.
This has been corrected.
- Added an adjustment for "SUPER MODE LOCK/UNLOCK" (default = NO). The
super mode lock feature has existed since version 1.0 and allows the
player to lock/unlock the currently flashing super mode using the fire
button. With the addition of VIP pass in V1.6, this feature is now
almost completely useless, since you either a) never use it because
you have a VIP pass and don't want to waste the VIP pass to lock in a
super mode, or b) inadvertently lock in a mode you don't want when using
the VIP pass for add-a-ball. Those who would like to re-enable this
feature may do so by setting "SUPER MODE LOCK/UNLOCK" to YES but I would
not recommend it.
- Bottom lanes lamps cleared out when super lanes is started.
- +/- test buttons now raise and lower the master volume when the attract
mode radio is on the display instead of bringing up the system "change
volume" effect.
- Fixed the beginning segment of "Highway To Hell" (too much silence).
- Implemented station band changing (AM/FM) for the attract mode radio via
the fire button. The FM band plays studio songs, and the AM band plays
live songs. May change to FM1/FM2.
- Added attract mode radio (adjustment must be set to YES (default is NO)
and FREE PLAY set to enable). Hold in the right flipper button during
attract mode to bring it up. Left and right flippers change the station,
both flippers cancel. Probably for free play/home use only.