(Topic ID: 210028)

Ghostbusters software 1.05 vs 1.13 - Should I Update?

By ArcadeBar

6 years ago


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#1 6 years ago

I got a GB pro a week ago and it has 1.05 on it, I see that 1.13 is the latest version available, but my question is do I update it or not?? Are the advancements worth it or are there more bugs than in 1.05 and is it better to just stay put?

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#2 6 years ago
Quoted from ArcadeBar:

I got a GB pro a week ago and it has 1.05 on it, I see that 1.13 is the latest version available, but my question is do I update it or not?? Are the advancements worth it or are there more bugs than in 1.05 and is it better to just stay put?

update for sure, I can't believe the person who had it did not upgrade the code.

#3 6 years ago

Here's the list of changes. Don't know why you wouldn't update.

http://f0727d06e1d39b514478-a613b39d02a32124478c749a23d19af0.r44.cf5.rackcdn.com/ghostbusters-1_13-README.txt

Quoted from ArcadeBar:

I got a GB pro a week ago and it has 1.05 on it, I see that 1.13 is the latest version available, but my question is do I update it or not?? Are the advancements worth it or are there more bugs than in 1.05 and is it better to just stay put?

#4 6 years ago

are there any noticeable differences

#5 6 years ago
Quoted from 3pinballs:

are there any noticeable differences

there is the link to the changes. I can't believe anyone would keep it on early code....

PRO V1.13 - January 9, 2017
=============================
New:
- Added an alert sound effect when the flippers change during MASS HYSTERIA
MULTIBALL. The flippers switch near the end of the warning.

Fixes:
- Found a couple speech calls that will be censored if the game is set to not
allow R-rated speech.
- Fixed spelling and punctuation on a few of the "DID YOU KNOW?" messages.
- Fixed THE BALLROOM instruction text to match the color of the inserts.
- If balls were being held in the LIBRARY LOCK at game start, they were making
the playfield valid when released.
- P.K.E. FRENZY was displaying an incorrect TOTAL on completion.
- The GHOST CAUGHT FOR EXTRA BALL adjustment was not being honored for
anything but AUTO.
- SUPER JACKPOT CHAMPION was not handled correctly.
- If NEGATIVE REENFORCEMENT was lit, a won SKILL SHOT award for it would
be skipped.
- Fixed misspelling of "CATCH 5 GHOSTS" on skill shot.
- CAPTIVE BALL TEST was mislabeled.
- Fixed mispelling of instruction text on GOZER THE GOZERIAN.
- The TERROR DOG HURRYUP was not resetting properly after being collected.
- Sometimes PICT-O-POPS was handing out the same award twice in a row.
- Sometimes PICT-O-POPS was handing out awards that didn't make sense.
(ADD-A-BALL, LIGHT ADD-A-BALL, TOBINS SPIRIT GUIDE, ...)
- ADD-A-BALL and LIGHT ADD-A-BALL were sometimes available when they
shouldn't be.
- TOBIN'S SPIRIT GUIDE and PICT-O-POPS will no longer give out a SPINNER LEVEL
award if it's already at its maximum level.
- If a mode ladder was completed, shooting that shot would unlight all other
lit modes.
- Starting WE CAME WE SAW MULTIBALL was also awarding a jackpot for the shot.
- Starting WE ARE READY TO BELIEVE YOU was also awarding a LEFT RAMP
incorrectly.
- Sometimes SKILL SHOT would not offer awards it should have.
- When SUPER JACKPOT was running, the display would sometimes show
the incorrect SUPER JACKPOT multiplier.
- Completing THE BALLROOM was starting WE CAME WE SAW MULTIBALL
without shooting the ramp again.
- STAY PUFT MARSHMALLOW MAN was not honoring the DESTRUCTOR multiplier for all
awards.

Tweaks:
- If you disable your slimer mech with the Adjustment then the Ghost Target
will now trigger Slimer hits.
- The 100 GHOSTS lamp insert will now indicate when MASS HYSTERIA MULTIBALL
is achieved.
- The timer was not being displayed for HE SLIMED ME.
- SPOOK CENTRAL was not allowing the player enough time to complete the mode.
- Added callout at the start of STAY PUFT MARSHMALLOW MAN.
- Added P.K.E. FRENZY JACKPOT callout.
- Added GOZER HURRYUP callout.
- Added GEAR COLLECT callout.
- Default GOZER CHAMPION and TERROR DOG CHAMPION scores were lowered to
a more reasonable value.
- Added callout to the start of STORAGE FACILITY MULTIBALL.
- The SUBWAY EJECT ball saver no longer overrides the main ball saver if
set to the default time or less.
- Changed the colors of the extra ball lamp effects to green and white.
- Tweaked the EQ of some sounds.

PRO V1.12 - December 9, 2016
==============================
Fixes:
- pinnode v0.19.8 - Fixed "weak flipper" issue. This bug manifested itself
as a weak flipper. If the flipper EOS switch is working only intermittently
during gameplay.
- Added family-friendly version of "We came, we saw, we kicked its ass" at end
of mode.

PRO V1.11 - November 9, 2016
============================
Fixes:
- Fixed issue when choosing which video mode times out
- Fixed issue in negative video mode where the game would not allow
input from the player
- Fixed total score showing zero if it was the last mode
- Fixed issue where ticket dispenser did not work.

Tweaks:
- Added Catching Ghost to some skill shot trees
- Added Increase Super Jackpot value to some skill shot trees.
- Added Light 2X multiplier to some skill shot trees.
- Tweaked the skill shot instructions and timing
- Made scare feature more rare
- Made kick out sounds a bit louder

PRO V1.10 - October 6, 2016
===========================
New:
- Added a Dont Cross the Streams Video Mode. When you start
Negative Reinforcement you can choose to start the
new video mode instead.
- Added Scare Feature adjustment
- Added Friendly Game adjustment

Fixes:
- Loopin Suppers was making the wrong speech call if you had 3X
Super lit before you started it. All Loopin Super awards
are 1X Super Jackpots.
- Eddy Murphy was spelled incorrectly.
- Ad-Libbed was spelled incorrectly.
- Shaker Motor Adjustment was not turning the shaker motor off when required.
- When you complete all nine modes the modes will all unlight now so you can
play them all again.

Tweaks:
- Changed the sound of a couple timer sounds
- Tweaked instant info
- Changed GHOST letters to always reset to one shot away before bringing out
Slimer on MEDIUM or EASY. Changed HARD to be less hard.
- All multiballs now light Add a ball at their start.
- Changed Skill shot for top lane P from +5X to +3X
- Dozens of speech calls to be a bit brighter.
- Added TIME OUT MODES Adjustment; When a mode times out it will not require
the player to restart it. It will not relight modes.
- Added MODE CONTINUE Adjustment; If you drain during while a mode is running
it will continue on the next ball.
- Tweaked the colors of modes and features
- Severely reduced how much the Gozer the Gozerian mode increases the Super
Jackpot Value
- Made Slimer less sensitive when he first begins to decend.
- Increased the max ball save time from 15 seconds to 60 seconds
- Delayed Ball Search at end of modes when needed.

PRO V1.07 - September 26, 2016
==============================
System:
- Simplified Switch Test Menu to fit on display. The graphical switch display
shows the state of all switches on the node that last reported switched
activity.
- Optimized Node Power Usage.
- Added Node Configuration and Tech Alerts to Audit Dump.
- Fixed - Electronic Coin Mech (used in non-US games) stops working on some
games after many hours of operation.

PRO V1.06 - August 15, 2016
===========================
- Used for internal tesing

PRO V1.05 - May 13, 2016
========================
New:
- Added a River of Slime Feature. Each time you shoot the right orbit you will
build the value and start a timer on the right eject. Shooting the right
eject will collect the built value.
- Storage Facility will now light for one lock on 10, 30, and 50 ghost caught.
- Collecting ghost will show how many needed to light Storage Facility.
- Added an adjustment to allow speech to be censored.
- Added Speech to super jackpot
- Added Speech to We came we saw start

Fixes:
- Bonus Held would give extra bonus if on ball 3 and the player had an extra
ball.
- Changed the name of SPEECH and MUSIC VOLUME adjustments to SPEECH and MUSIC
ATTENUATION
- Removed Backbox and Cabinet volume adjustments
- 0X bonus multiplier will no longer be awarded from the pop bumpers.
- Removed two switches reporting false errors.

Tweaks:
- Flippers are turned off during Negative Reinforcement
- When Negative Reinforcement stops doubling the message reflects this.

#6 6 years ago
Quoted from woody76:

update for sure, I can't believe the person who had it did not upgrade the code.

Ok thanks, we didn't know if the prior owner just neglected updating it, or if there were stability issues with the updates after v1.05 and it was left on this version for better commercial performance etc... Just wanted to be sure before we made the jump. Also am I correct in understanding that we will lose our High Scores, or can we input them back in once the update resets everything?? THX!

#7 6 years ago
Quoted from ArcadeBar:

Ok thanks, we didn't know if the prior owner just neglected updating it, or if there were stability issues with the updates after v1.05 and it was left on this version for better commercial performance etc... Just wanted to be sure before we made the jump. Also am I correct in understanding that we will lose our High Scores, or can we input them back in once the update resets everything?? THX!

With the changes in scoring between the versions, you may not want to keep the existing high scores.

If you do, I think there's a way to put them back in manually, but someone else is going to have to help you with that. I'm not sure how to do it.

#8 6 years ago
Quoted from Allibaster:

With the changes in scoring between the versions, you may not want to keep the existing high scores.
If you do, I think there's a way to put them back in manually, but someone else is going to have to help you with that. I'm not sure how to do it.

Ahh that makes since, that way all scores moving forward are relevant to this versions gameplay. Well, we've only had it one week so if we're going to wipe everyones scores now would be the time I guess...

#9 6 years ago
Quoted from ArcadeBar:

Ahh that makes since, that way all scores moving forward are relevant to this versions gameplay. Well, we've only had it one week so if we're going to wipe everyones scores now would be the time I guess...

It’s fun putting new scores on anyway. GB’s default scores are pretty easy to beat.

#10 6 years ago

Of course you should update!

#11 6 years ago

Thanks for all the recommendations, updated it yesterday and already love how it picks back up where you left off on the next ball and the added scene/mode features. Plan to randomly change the internal clock so nobody will ever know for sure when 'midnight madness' might kick in and freak them out, also used the custom message feature to temporarily give credit to the prior grand champion b4 the update then will pull it down next wk as all the new scores come in.

#12 6 years ago

Thanks to this thread I've realized I've been playing on 1.05 code. Doh...

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