Quoted from Robert79:PinPickle
Thx for your quick answer. I thought that for using Cleland's 1.09 Mod, the pin must have also the original 1.09. ( and must not have a higher Version like 1.12, because there is no downgrad possible).
So I leave the factory original 0.90 and put only a new SD-Card with Clelands Mod inside?
Yes, Cleland's 1.09 code *IS* the entire factory 1.09 game image, that has been modified. The SDCARD on the top of the nodeboard contains the entire operating system and is loaded every time the machine boots. It makes no difference what version of gamecode the machine was running during its last boot cycle. Just install Clelands 1.09 based image on an SDCARD in the top socket and enjoy the machine. (Alot has changed since your 0.90 game code, so you'll be in for a much more refined experience with 1.09).
Release notes showing new features included in V1.09 since your V0.90:
PRO V1.09 - December 15, 2021
=====================
- STERN INSIDER CONNECTED
- The game can have a connectivity kit installed and be connected to
STERN INSIDER CONNECTED.
- Once connected you can log in and start earning Achievements.
- To login in hold your QR code over the scanner. When you see you are
logged in just push start. By default, the game will automatically start
the game for everyone that is logged in with one button press.
- Before you press start, while the login screen is up, the current player
can use the flipper buttons to move which player position that will be.
- After the game, by default, players will have a few seconds to press
start and all stay logged in. The game will start all games with one
press of the start button.
- Added Achievements -
- There are 70 achievements you can earn if you are logged in.
- Achievements will pop up after you have received them as soon as they
can. Also, they are seen at the start of end of ball bonus if you
received any that ball.
- You can see all the achievements and how they are earned in instant
info or on the web site insider.sternpinball.com
- Your username will displace PLAYER # in the main score frame.
- If you are logged in your high score entry will default to your initials.
You will still be able to change them.
- Fixed a bug where the game didn't award a Super Skill Shot upon hitting the
Orb Target.
- Fixed a bug where the Game Over music didn't start at the end of game play.
- Now the balls are released immediately out of Groot's mouth at game over
when the match adjustment is set to OFF.
- Fixed a problem in Quills Quest 2 where the Quills Bounty/Treasure Connectivity
Awards were not being chalked correctly.
- Now the Groot Multiball Super Jackpot awards 6,250,000 points.
- Added credits/pricing to all attract mode display screens.
- Changed the size/position of player scores that are shown at the bottom of
the display during game play.
- Added a PowerUp/Boot screen Display Effect.
- Updated to nodeboard firmware/protocol v0.81.0
- Added Standard Adjustment "LCD DISPLAY BRIGHTNESS" to allow dimming of LCD display.
- Added adjustments for Login and Play Again display timers:
"INSIDER LOGIN TIMER" - Login screen timeout (Default 30 seconds)
"INSIDER PLAY AGAIN TIMER" - Play Again screen timeout (Default 20 seconds)
- GAME RESTART behavior:
Holding the start button on ball 2 or greater will follow
the "START BUTTON BEHAVIOR" adjustment.
If ("GAME RESTART" == "YES") and ("START BUTTON BEHAVIOR" == "ALL LOGGED IN")
holding the start button on ball 2 or greater will restart the game for as many
players as is necessary to accommodate the users that are logged in.
If there are not enough credits to restart the game for the necessary number
of players, the game will not be restarted.
- Address Insider Connected game registration corner cases.
- Upon entering the Service Menu for the first time after a software update, a screen
will display the game and system version numbers. This screen will be displayed
for a minimum of 1 second, and is dismissed by the enter button. This replaces
the dots display previous shown at power on after an update.
- LOGIN behavior:
* When a user logs in during a game in progress and the player up slot
is occupied, assign the user in the first open slot from lowest
player to the highest player.
* When a user joins a game in progress, award achievements that were
earned up to that point.
* When user authorization failure, remove the user from the session.
- Added audits for connectivity games and scanner use
"CONNECTIVITY USERS SCANNED" - display the number successful user QR code scans
"CONNECTIVITY USERS JOINED" - display the number of users that joined a connected game.
"1 INSIDER GAMES" - display the number of games played with 1 logged-in users
"2 INSIDER GAMES" - display the number of games played with 2 logged-in users
"3 INSIDER GAMES" - display the number of games played with 3 logged-in users
"4 INSIDER GAMES" - display the number of games played with 4 logged-in users
"ACHIEVEMENTS GIVEN" - display the number of achievements awarded
- Connectivity support for Spike 2 games.
- Adjustment: "START BUTTON BEHAVIOR"
"SINGLE CREDIT" - One start button press will start a one player game.
"ALL LOGGED IN" - One start button press will start games for enough players
to accommodate all logged-in users (Default).
PRO V1.08 - July 27, 2021
=====================
* NOTE: The current production of Guardians of the Galaxy (GOTG) uses core nodes
(address 8 and 9) with a new electronics component. These core nodes require
firmware version 0.51.0 or later. The GOTG software has been updated to V1.08
with this support. The previous version V1.07 (from 6/28/19) does NOT support
the new node board. If someone DOWNGRADES their new game from 1.08 to 1.07
these newer node boards will no longer work.
- Corrected the text for the "Sixth" coin slot.
- Updated to nodeboard firmware v0.74.0
- Added Standard Audit "Total Power Ons" which will display the number of
time the machine has been power cycled (Spike2 only). This audit was added in
system 2.45 and is not included for display.
- Turn on cabinet lights, if installed, when in the Service Menu.
- Update HSTD RESET COUNT adjustment to increment/decrement by 100s when >= 100 and
by 10s when < 100.
- When starting a game ramp the backbox GI from "ATTRACT MODE B.BOX BRIGHTNESS" to
"GAME PLAY B.BOX BRIGHTNESS".
- When ending a game ramp the backbox GI from "GAME PLAY B.BOX BRIGHTNESS" to
"ATTRACT MODE B.BOX BRIGHTNESS".
- New Standard Adjustment "START BUTTON ATTRACT MODE ILLUM."
This adjustment, which is only available and active when the game is in FREE PLAY mode, controls
the behavior of the Start Button Light.
Values are:
"ALWAYS OFF" - Start Button Light is always off when in attract mode.
"BLINKING" - Start Button Light will blink when in attract mode. This is the DEFAULT and previous behavior.
"ALWAYS ON" - Start Button Light is always on when in attract mode.
- Update TARGET_GAME_TIME adjustment to ensure a minimal ballsaver even after
the target game time is met.
- Do not display LOCATING NODE BOARD at boot when coin door interlock switch
has disabled node board power.
- Improve backbox and cabinet audio synchronization.
- Update the HSTD reset counter when the Standard Adjustment is changed.
- Added TARGET_GAME_TIME adjustment, accessible when the BALL_SAVE_TIME
adjustment is enabled.
TARGET_GAME_TIME enables a multi-use ball saver, whose duration is
dynamically calculated for each ball to help ensure the player has
a guaranteed amount of play time per game.
TARGET_GAME_TIME has a range of 1m 30s to 3m 00s and defaults to
NO_TARGET_TIME (disabled).
When disabled a traditional single-use BALL_SAVE_TIME ball saver will be
used for each ball in play.
When enabled the first ball of play will have a multi-use ball saver of
BALL_SAVE_TIME sec. The second ball will have a multi-use ball saver
which is 25% of (TARGET_GAME_TIME - player_game_time).
The third and beyond will have a multi-use ball saver which is 50% of
(TARGET_GAME_TIME - player_game_time).
- Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the
neutral center line.
- Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume
levels of the cabinet (front) and backbox (back) speakers. The term Balance
was misleading and implied adjusting the level of the left and right backbox speakers.
- Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are:
"NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF".
"NONE": No filtering will be performed on the audio output. Useful when using
the Line Out as input for an external device.
"HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output.
The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled.
The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled.
The Gain can be set to -12dB .. +12dB
On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers.
"10 BAND EQ": A full 10 Band EQ is applied to the audio output.
Sliders are used to adjust the Gain of a specific range of frequencies.
The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz.
The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings.
On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers.
- Allow the knocker sound effect to play completely when a replay is
awarded during the last ball bonus and ensure the normal game
volume is restored.
- Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game.
- Using LEFT+START to end a game during bonus count could leave game graphics
on screen while in attract mode. This has been corrected.
PRO V1.07 - June 28, 2019
=====================
- Added attract mode tutorial videos for inserting coins, pressing
start button, using ball plunger, and flipper buttons.
- Optimized the amount of game data being saved to the SD card.
- Updated to nodeboard firmware v0.49.0
- Added Service Menu selection UTIL->ENDGAME. This selection is only available
when there is an active game. When selected the operator will be prompted
to confirm that they wish to end the current game. Once confirmed and upon
exiting the Service Menu, the game will be in attract mode.
- Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
During an active game, if the LEFT FLIPPER+START BUTTONs are held for
two seconds, the game will be ended.
- Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
a game is ended via the Service Menu or FLIPPER+START BUTTONs.
- Added Standard Adjustment "CREDIT FORMAT". Values are:
"ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
For a USA coin door when inserting three quarters:
"REDUCED FRACTION" would display "1/4", "1/2", "3/4"
"ACTUAL FRACTION" would display "1/4", "2/4", "3/4"
- Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI"
- Coin door interlock switch support for Spike2.
- Updated instructions for RESTORE SETTINGS.
- Reordered items in UTIL->VOL, moved CABINET SPEAKER TYPE to be after
BACKBOX SPEAKER TYPE.
- Added UTIL->RESET->VOL which will reset all audio settings to their
default values.
- Append (MAX) to the credit message if the number of credits equals
the CREDIT LIMIT adjustment.
- Correct Euro Coin Door/Electronic Coin Mech configuration.
Standard Euro Coin Door now configured as:
"10 units per pulse, Left 5, Center 10, Right 20, 4th 2, 5th 0, 6th 0"
Italian Euro Coin Door now configured as:
"10 units per pulse, Left 5, Center 1, Right 5, 4th 1, 5th 0, 6th 0"
- Updated Custom Pricing Editor to display Pricing Format description in the
title area when it is being edited.
- Added Standard Adjustment #57 "PRICING FORMAT". Values are:
"STANDARD", "MINIMAL", "STD W/ MONETARY SYMBOL", and "MIN W/ MONETARY SYMBOL".
"MINIMAL" will replace consecutive identical coin/credit increments with "..".
"MONETARY SYMBOL" will add the leading or trail monetary symbol appropriate
for the currency is use. For CUSTOM PRICING this can be TOKEN, COIN, SWIPE,
or TAP.
- USA 13 (as opposed to the current active GAME PRICING) is used to demonstrate
the effects of the different options in the Service Menu as there is a
difference between STANDARD and MINIMAL formatting. (and there may not be in the current
active pricing).
STANDARD - USA 13 would be formatted as: 1/1.00 2/2.00 3/3.00 4/4.00 7/5.00
- USA 7 would be formatted as: 1/0.50 2/1.00 4/1.50 6/2.00
MINIMAL - USA 13 would be formatted as: 1/1.00 .. 7/5.00
- USA 7 would be formatted as: 1/0.50 .. 4/1.50 6/2.00
STD W/ MONETARY SYMBOL- USA 13 would be formatted as: 1/$1.00 2/$2.00 3/$3.00 4/$4.00 7/$5.00
- USA 7 would be formatted as: 1/$0.50 2/$1.00 4/$1.50 6/$2.00
MIN W/ MONETARY SYMBOL- USA 13 would be formatted as: 1/$1.00 .. 7/$5.00
- USA 7 would be formatted as: 1/$0.50 .. 4/$1.50 6/$2.00
- Updated Custom Pricing Editor to display using Pricing Format. Use <BACK and NEXT>
to select the pricing and EDIT to change the Pricing Format. The
Pricing Format adjustment will also be updated upon EXIT.
- Updated Tech Alert switch numbering to be consistent with the game manuals.
- Updated Custom Pricing Editor - Uses button navigation to select and edit
fields. Use <BACK and NEXT> to select the "CREDIT" or "AT:" field and
EDIT to change their value. RESET has the options of setting the
custom price to the FACTORY default or CURRENT pricing as a starting
point for creating the custom price. RESET can also CLEAR the custom price
to create one from scratch. Use EXIT to save and install the custom
price. Added support to specify money format descriptions for: country
monetary symbol ("$", "EUR", etc), "TOKEN", "COIN", and "SWIPE".
- Updated Custom Coin Door Editor - RESET has the options of setting the
custom coin door to the FACTORY default or CURRENT settings as a starting
point for creating the custom coin door. RESET can also CLEAR the custom
coin door to create one from scratch. Added error message when attempting
to EXIT when the custom coin door is not valid (UNITS PER PULSE is zero or
all coin switches have zero PULSES set).
- Updated Pricing Table:
Updated Euro Coin Door from:
"10 units per pulse, Left 5, Center 10, Right 20, 4th 2, 5th 0, 6th 0"
to:
"10 units per pulse, Left 5, Center 10, Right 5, 4th 0, 5th 0, 6th 0"
Updated Australia 5 from "1/$2.00, 2/$5.00, 5/$10.00 AU" to "1/$2.00 AU, 2/$3.00 AU"
Removed Australia 7 "1/$2.00, 3/$4.00, 4/$5.00 AU"
Removed Italy 1 "1/EUR 0.50"
Removed Italy 2 "1/EUR 1.00, 3/EUR 2.00"
Added New Zealand 3 "1/$2 NZ, 2/$3 NZ"
Updated Switzerland 2 from "1/1 SwF, 3/2 SwF, 5/3 SwF, 7/4 SwF, 9/5 SwF" to "1/2 SwF, 2/4 SwF, 3/5 SwF"
Removed Switzerland 3 "1/2 SwF, 3/5 SwF"
Updated UK 1 from "3/1.00 GBP, 7/2.00 GBP" to "1/2.00 GBP"
Updated UK 2 from "4/1.00 GBP" to "1/1.00 GBP"
Removed UK 6 "3/2.00 GBP"
Removed Portugal "1/EUR 0.50"
Removed Germany 1 "1/EUR 0.50"
Removed Germany 2 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 5/EUR 2.00"
Removed Germany 3 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"
Removed Euro 4 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"
Removed Euro 5 "1/EUR 0.50, 3/EUR 1.00, 4/EUR 1.50, 7/EUR 2.00"
Removed Euro 6 "2/EUR 0.50"
Renamed Euro 7 to Euro 4 "1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00"
Renamed Euro 8 to Euro 5 "1/EUR 1.00, 3/EUR 2.00"
Renamed Euro 9 to Euro 6 "1/EUR 1.00, 2/EUR 1.50, 3/EUR 2.00"
Renamed Euro 10 to Euro 7 "1/EUR 1.00, 3/EUR 2.00, 7/EUR 3.00"
Renamed Euro 11 to Euro 8 "1/EUR 1.00, 4/EUR 2.00"
Renamed Euro 12 to Euro 9 "2/EUR 1.00, 4/EUR 2.00, 6/EUR 3.00, 9/EUR 4.00"
Removed USA 4 "1/$0.50" "25 units per pulse, Left 1, Center 1, Right 1, 4th 1, 5th 0, 6th 0"
Removed USA 6 "1/$0.50" "25 units per pulse, Left 1, Center 6, Right 1, 4th 1, 5th 0, 6th 0"
NOTE: USA 3 "1/$0.50" "25 units per pulse, Left 1, Center 4, Right 1, 4th 1, 5th 0, 6th 0" remains unchanged
Updated Austria default pricing to Euro 5
Updated Belgium default pricing to Euro 5
Updated Finland default pricing to Euro 5
Updated France default pricing to Euro 7
Updated Germany default pricing to Euro 2 and Euro Coin Door
Updated Greece default pricing to Euro 5
Updated Italy default pricing to Euro 5 and Euro Coin Door
Updated Netherlands default pricing to Euro 5
Updated Portugal default pricing to Euro 1 and Euro Coin Door
Updated Spain default pricing to Euro 5
Updated Switzerland default pricing to Switzerland 1
- Added UTIL->SAVE and UTIL->LOAD which save and restore all game settings to/from a USB thumb drive.
When restoring the settings to the SAME MACHINE, you can choose to restore:
"RESTORE ALL SETTINGS"
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"
"RESTORE ONLY HIGH SCORES"
"RESTORE ONLY AUDITS"
When using the saved settings with another machine of the SAME TITLE and MODEL (for example
settings file created on a Guardians Pro and restoring to a different Guardians Pro)
you can choose to restore:
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"
When using the saved settings with another machine of a DIFFERENT TITLE or MODEL (for example
settings file created on a Guardians Pro and restoring to a Aerosmith Pro)
you can only choose to restore: "RESTORE ONLY STD ADJUSTMENTS".
"RESTORE ALL ADJUSTMENTS" will restore the Standard Adjustments listed below and
all Feature Adjustments.
"RESTORE ONLY STD ADJUSTMENTS" will restore the following Standard Adjustments:
Custom Message
Custom Pricing
Custom Coin Door
"REPLAY TYPE"
"REPLAY PERCENTAGE"
"REPLAY AWARD"
"REPLAY LEVELS"
"REPLAY BOOST"
"SPECIAL LIMIT"
"SPECIAL AWARD"
"SPECIAL PERCENTAGE"
"FREE GAME LIMIT"
"EXTRA BALL LIMIT"
"EXTRA BALL PERCENTAGE"
"GAME PRICING"
"MATCH AWARD"
"MATCH PERCENTAGE"
"BALLS PER GAME"
"TILT WARNINGS"
"TILT DEBOUNCE"
"CREDIT LIMIT"
"FREE PLAY"
"KNOCKER VOLUME"
"START GAME ON CREDIT"
"GAME RESTART"
"TIMED PLUNGER"
"FLIPPER BALL LAUNCH"
"COINDOOR BALL SAVER"
"COMPETITION MODE"
"CONSOLATION BALL"
"PLAYER COMPETITION"
"TEAM SCORES"
"ALLOW HIGH SCORES"
"HIGH SCORE AWARD"
"GRAND CHAMPION AWARDS"
"HIGH SCORE #1 AWARDS"
"HIGH SCORE #2 AWARDS"
"HIGH SCORE #3 AWARDS"
"HIGH SCORE #4 AWARDS"
"HSTD INITIALS"
"HSTD RESET COUNT"
"COIN INPUT DELAY"
"LOST BALL RECOVERY"
"COIN DOOR DISABLE TILT"
"TIME FORMAT"
"PRICING FORMAT"
"FAST BOOT"
"LANGUAGE"
"PLAYER LANGUAGE SELECT"
"PLAY ATTRACT TUTORIAL VIDEOS"
"ATTRACT MODE B.BOX BRIGHTNESS"
"GAME PLAY B.BOX BRIGHTNESS"
"SERVICE MENU B.BOX BRIGHTNESS"
- Games will now persist ALL SETTINGS after a software update. This functionality will be available
in the game release AFTER the release which uses system 2.24.
- Correct the delay between multiple Q24 knocker requests. Previously the
knocks would happen too rapidly and sound like a single loud knock. Now
there will be a 3/4 second delay between knocks. If the sound effect
knocker is also enabled, it will be synchronized with the Q24 knocker.
- Updated COIN DOOR EDITOR to display the selected settings and whether they
are the FACTORY default or CUSTOM configuration.
- Added Custom Coin Door Editor.
You can specify the UNITS PER PULSE for the base coin and the number of PULSES
generated by each coin switch (left, center, right, 4th, 5th, 6th). The
UNITS have a range of 1 to 10000 and PULSES have a range of 0 to 100. For
example the USA coin door has a UNIT of 25 and the left and right slots
generate 1 PULSE and the center slot (the DBV) generates four PULSES. The
coin mechanisms accept quarters and the DBV dollars. Therefore, the UNIT is
25 (for 25 cents) and the left and right generate 1 PULSE for a single quarter
and the center slot generates 4 PULSES for a dollar bill being four quarters.
If Standard Adjustment "Game Pricing" is changed to a selection with different
UNITS PER PULSE than the active CUSTOM coin door, the custom coin door will
be reset to the factory default for that Game Pricing selection.
- Added system adjustment for Spike 2 games when a headphone kit is installed:
"MUTE KNOCKER IF HP DETECTED" - will not play replay knocker sound when
headphones are in use. Default value is NO (not muted).
"DISABLE Q24 KNOCK IF HP DETECTED" - will not fire Q24 knocker coil when
headphones are in use. Default value is NO (not disabled).
- DIAG->NODE->BRD->Overcurrent Test now displays Drive/Coil and Light/LED
description instead of device address.
- Added new standard adjustment PLAY ATTRACT TUTORIAL VIDEOS
which is default to YES.
PRO V1.06 - December 11, 2018
=====================
- Added the virtual locks adjustment to the "Install Competition" menu.
- Reduced Save Xandar scoring.
- Added a Virtual Locks adjustment to virtually lock balls in Groot.
Default = NO. Now tournament directors can add this adjustment change to
make their tournament games more deterministic.
- Modified logic that determines how quickly new balls are kicked into play
once a ball is locked in Groot's head.
- Added a Trough Eject Power adjustment.
- Update to nodeboard firmware v0.28.0
- Added LIFETIME count to Standard Audit #16 "Total Plays".
- Added JAPAN_3 Coinage 1/YEN 200.
- Added UTIL->VOL adjustments for minimum and maximum master volume level and
minimum and maximum headphones volume level. This will limit the selectable
volume range from the service menu Plus and Minus keys and the headphones
rotary dial.
- Added support for 6th coin switch.
- When entering UTIL->VOL, the first sub-menu adjustment is selected, previous
behavior would select the last displayed sub-menu adjustment.
- Added Standard Adjustment "START GAME ON CREDIT". Settings are:
"OFF" - Do not automatically start a game or add a player when inserted money registers a credit
"FIRST ONLY" - Automatically start a game when inserted money registers a credit
"ALL CREDITS" - Automatically start a game or add a player when inserted money registers a credit
Adding multiple credits simultaneously, via a bill acceptor, will only start
a one player game or add a single player.
Default setting is "OFF"
- Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL PULSE POWER",
"BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL".
PRO V1.04 - Sept. 6, 2018
=====================
- Added USA_13 Coinage 1/$1.00, 7/$5.00
- Update to nodeboard firmware v0.25.0
- Added adjustment to scale GI, Insert, and Flasher LED brightness, range
is 25% to 100%.
- Added adjustment to limit GI, Insert, and Flasher LED Max brightness, range
is 64 to 255.
PRO V1.03 - July 23, 2018
=====================
- Fixed Tournament Leaders attract mode display effect text, i.e. "Current Winners:" text is replaced with "Tournament Leaders:".
- Fixed Tournament Winners/Leaders attract mode display effect initials text that could sometimes
exceed the width of the display now that the player can enter up to 20 initials.
- Fixed a problem where the outline was missing on the "Tournament Ends In" attract mode display text.
- Changed the criteria when Mystery awards an add-a-ball. Under normal circumstances Mystery will try to award an add-a-ball
if a multiball is active. A problem occurs when Mystery and Immolation Initiative or Save Xandar Wizard Mode start are both
awarded at the same time. The game would prematurely award a Mystery add-a-ball and then start the "lit" Wizard Mode.
In this case the player wouldn't want an add-a-ball award yet since the multiball mode is just beginning with a 25 second ball saver.
Now, the Mystery add-a-ball criteria has been changed to make add-a-ball available later in the multiball.
- added Slam Tilt functionality to the game, i.e. for games that have a Slam Tilt switch installed.
- Enhanced center channel clarity.
- Added bass frequency filter selection options: 125Hz, 250Hz, and disabled.
- Added treble frequency filter selection options: 4kHz, 8kHz, and disabled.
PRO V1.02 - June 20, 2018
=====================
- Fixed a problem with Groot Multiball speech where Groot did not say, "I Am Groot", if the Groot Motor was disabled.
- Changed the default volume to approx. 75db
- Fixed a problem where Groot's mouth did not honor the "Disable Motor" adjustment and tried to move during synced speech when the motor was disabled.
- Fixed a problem when a ball was kicked out of Groot's mouth and exited the game via the right outlane while the right outlane "Save" feature was lit.
Under this circumstance, the system "Ball Save" takes precedence and tries to immediately serve another ball into play, if possible. Otherwise,
the game waits for the ball to travel to the trough at which time a new ball will be kicked back into play. The problem that occurred was that under
these circumstances the Ball Saver timed out between the time the ball exited the right outlane and entered the trough.
- Fixed an issue with the bonus rule where the player 4 bonuses weren't being initialized correctly.
- Added adjustments for backbox and cabinet speaker types to the service menu UTIL->VOL. Supported speaker types
are "STANDARD 8 OHM" and "HIGH PERFORMANCE 4 OHM". The amplifier power curve is appropriately adjusted for the selected speaker type.
- Added Maintenance Reboot support. The game will automatically reboot if it has been on for more than 48 hours and has been idle
for at least 15 minutes. A 15 second notification display will be presented and can be postponed by pressing both flipper buttons,
inserting a coin/bill, or starting a game.
- Updated AD_TILT_DEBOUNCE minimum value to 750ms to avoid overly conservative configurations.
- DIAG->NODE->COMM test would occasionally falsely report address collisions, this has been corrected.
PRO V1.01 - May 24, 2018
=====================
- Fixed bonus carry over issue during multiplayer games
PRO V1.00 - May 22, 2018
=====================
- Increased Immolation Initiative scoring.
- Increased potential Antiquities Shop 2 switch scores.
- Increased potential Yaka Arrow 2 pop bumper scores.
- fixed Yaka Arrow 2 pop bumper award animations.
- Added logic to allow the ticket dispenser to appear in coil test.
- Fixed a mission timer bug that, upon draining, reset the mission timer back to it's original starting value
and resumed the mission at the start of the next ball. This occurred when the ball drained with only fractional seconds
remaining in a mission. Now, when draining under this same scenario, the player is presented mission select at the start of the next ball.
- Fixed a bug where the skill shot was available after Cherry Bomb Multiball.
- Fixed a bug where a ball saver was available after Cherry Bomb Multiball.
- Added logic to Save Xandar shot light strings to represent how many more shots are needed to complete a shot and add-a-ball into play. The logic is:
3 to go = Lamp Blinking
2 to go = Lamp Solid
1 to go = Shot lamp string strobing ON,ON,ON,OFF,OFF,OFF
- Fixed a bug in Save Xandar that would not award a left orbit shot if a ball was simultaneously being auto launched from the shooter lane.
- fixed Save Xandar Super Jackpot Ready lightshow.
- fixed mystery award lightshows that occur during multiball events.
- Fixed a bug in Immolation Initiative where balls were not being added back into play after crossing a switch/score threshold.
- Increased the ball saver time during Immolation Initiative when balls are added back into play.
- fixed display text in Save Xandar
- added an add-a-ball and ball saver for completing each shot during Save Xandar, i.e. Save Xandar now has 9 add-a-balls.
- fixed a Save Xandar award lightshow.
- Now missions contribute to the end ball bonus. Completing a mission will add 50% of the total mission score to the Bonus.
Example: score 10M total points during Sanctuary. Upon draining the Ronan value in the bonus sequence is worth 5M.
This value holds over from ball to ball and can be raised by finishing Save Xandar and finishing the mission a 2nd time.
- Changed the shot based portion of bonus scoring.
- A 2nd Extra Ball can be collected for finishing "X" missions/MBs, default = 6.
- Added a 2nd Extra Ball adjustment that allows/disables an Extra Ball to be lit/collected at the right scoop.
- fixed a problem where, on occasion, the score frame, player scores, player up, and ball in play would not be displayed until a full screen display effect occurred.
- added Yondu lane sound effect, light effect.
- Optimized Groot Multiball Ready lightshow.
- Fixed Groot Multiball Super, Double Super Jackpot lightshows.
- Fixed Save Xandar Super Jackpot Lightshow.
- Added speech to Save Xandar Start.
- Synced Save Xandar start display/speech/shaker/lightshows.
- Fixed a bug where the background score display effect was not properly waiting to start.
- Removed a glitch that could occur with shooter groove mode display effects.
- optimized Groot Multiball start sequence dots/music.
- Increased Groot Multiball Super, Double Super Jackpot scores.
- Added logic to sync the Groot Multiball Background display sequence to the Groot Multiball start display effect the first time the player starts Groot Multiball. The game remembers subsequent music/display starting points when starting Groot Multiball anew.
- Fixed custom messages.
- Added variations of Groot saying "I Am Groot" to Groot Multiball Start. These are also synced to the movement of Groot's mouth.
- Groot's mouth is now synced to the speech during the Groot Multiball Start sequence.
- Added speech to Groot Multiball start.
- Choreographed Groot Multiball start lightshow(s).
- Added 2 blow off sequences to the Groot Multiball Display Effect. Now you can fast forward/blow off to the "I Am Groot" sequence of the display effect, and additionally, blow that off to get the balls to kick out quickly.
- Fixed a blow off display bug in Mystery that would sometimes kill the display effect instead of fast forwarding/blowing off to the actual award that was suppose to be displayed.
- added new Groot Lock kick out lightshows.
- improved Sanctuary 2 award lightshows.
- Added a bigger Sanctuary 2 award lightshow.
- Optimized how/when alternate Secondary mode display effects occur.
- Added shaker code to alternate Secondary modes.
- Increased Groot Super, Double Super Jackpot values.
- Extended TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds
- Corrected minimum firing time for flipper coil when an EOS switch is inconsistent or poorly gapped
PRO V0.95 - April 26, 2018
=====================
- Fixed an issue where mystery would award Orb lit when it was already lit.
- optimized Trinket award display effects that are used during the Antiquities Shop mode.
- added new pop bumper display f/x to Yaka Arrow 2.
- fixed a bug where mode select was not showing the correct amount of time for a mode.
- now the top lane skill shot lamp will be aligned with a top lane Escape Kyln lamp
(if Escape Kyln is Active) making it easier to collect both awards at once.
- optimized mode display effect artwork load times.
- fixed a scoring bug in Antiquities Shop.
- The first session of Quill's Quest is a 2 ball multiball. If both balls drain before the mode
is completed the next ball will make mode select available instead of putting the game back into Quill's Quest.
- Modified score positions for alternate mode 2 award display effects that appear and co-exist with
primary mode/multiball award display effects.
- now the Sibling Rivalry 2 start display effect is aborted if the Sibling Rivalry 2 award is collected before
the Sibling Rivalry 2 start display effect has had an opportunity to run. This also holds true for
Yaka Arrow 2 and Quill's Quest 2 start display effects.
- increased Groot Multiball base jackpot scores.
- decreased Orb Multiball base HurryUp scores.
- fixed a bug where mode start display effects could cause the game, over time, to reset.
- fixed an animation bug with the Knowhere 2 artwork.
- added rules to Groot to compensate for a disabled Groot Motor, i.e. hit Groot to simulate a Groot ball lock event.
- Fixed an issue where the Yaka Arrow 2 pops were not showing the correct display effect while other modes were running.
- Fixed a bug on Yaka Arrow 2 pops where the first pop hit was not showing any display information.
- optimized Pod Chase 2 display effects.
- Added layered display effects for Yaka Arrow 2 and Sibling Rivalry 2.
- Fixed an issue where the pop bumpers rule wouldn't display any information on 1 pop hit.
- now mode select is available following the Cherry Bomb Multiball completion/ball draining sequence.
- fixed a bug where mode select was started prematurely upon shooting the right scoop to collect the last shot of a mode award.
- fixed Quill's Quest 2 display effect criteria of which award should be shown.
- added a Quill's Quest 2 award lightshow.
- fixed a bug where collecting the final Quill's Quest award at the right scoop would start/collect/finish Quill's Quest 2.
- added a Hadron Enforcer Limit adjustment, default= 3. This limits the number of Hadron Enforcer 'shots' you can have in reserve.
- added new artwork/sound fx to Quill's Quest 2.
- fixed a bug where, upon locking a ball in Groot's mouth, the new ball auto launched into play could start a super skill shot event.
- Added a layered display effect award to Quill's Quest 2.
- added flipper blowoff to Yaka Arrow 2 mode start display effect.
- added new artwork for Knowhere 2 display effect awards.
- added enhancements to the Sanctuary 2 award display effect.
- added sound f/x to Knowhere, Knowhere 2 & Pod Chase 2.
- Modified mode 2 award display effects and logic to co-exist with primary/secondary/multiball award display effects.
- Optimized Save Xandar to use less display processes.
- Modified mode 2 alternate awards to be positioned lower on the display.
- the Hadron Enforcer is no longer available to collect the final shot during Immolation Initiative.
- fixed a bug where the Hadron Enforcer was allowed to collect the Super Jackpot during Save Xandar.
- fixed a bug that could crash the game during Save Xandar.
- added sound fx/speech to Save Xandar.
- optimized Cherry Bomb Multiball display effect processes as they were contributing to balls being
held in the right scoop during Cherry Bomb Multiball.
- Yaka Arrow 2, Pod Chase 2, Escape Kyln 2, Knowhere 2 & Sanctuary 2 award display effects were being cut short/off
by the their associated total screen upon mode completion. This has been fixed.
- fixed a bug where the Hadron Enforcer was allowed to collect the first jackpot during Orb Multiball.
- added speech (last ball) and sound effects to outlanes.
- Added stacking to secondary mode award display effects.
- the Sibling Rivalry 2 background display effect was displaying the wrong score award total, this has been fixed.
- optimized the Sibling Rivalry 2 award display effect.
- Quill's Quest 2 was starting to count down too soon, this has been fixed.
- added logic for Quill's Quest Hurryup starting value's last digit to be zero.
- Added rules for Quill's Quest 2, a HurryUp centric rule. Shot the right scoop to collect a HurryUp award that
starts at 10% of your score.
- optimized Pod Chase 2 background lamp effect.
- added functionality to allow layered "mode 2" awards to finish displaying before showing their associated total screen.
- changed rules for Yaka Arrow 2, i.e. a super pop bumper centric rule. There are 50 Yaka Arrow Pop Awards.
Collect 1 at a time for each pop bumper hit, or, collect all of them at once by shooting the Yondu Lane/Target.
- Added rules for Sibling Rivalry 2, a Gamora right ramp centric rule. Shot the right ramp to collect all of the points
earned during Sibling Rivalry.
- now Secondary modes, i.e. Yaka Arrow 2, Sanctuary 2, etc.. persist until the end of the ball or until all of their
associated points have been collected. Starting a new mode at the right scoop no longer stops Secondary modes.
- fixed a bug where the Drax shot during upgraded Knowhere was not scoring correctly.
- fixed a bug where the Yondu shot during upgraded Yaka Arrow was not scoring correctly.
- added "flash lamp" style lamp effects to mode awards.
- added topper effects to mode awards.
- fixed a bug where the Broker shot during upgraded Antiquities Shop was not scoring correctly.
- added a new guardians target bank "letter collected" topper effect.
- added a topper lightshow for completing Guardian targets.
- added a topper switch hit effect.
- added topper light effects.
- added a main play background topper light effect (which illuminates the topper based upon the mode/multiball that is active).
- added topper effects that occur during playfield "flasher" events.
- Optimized how layered display effects are killed prior to being replaced with a new layered display effect.
- Increased the size of the current player's score to make it easier to read.
- Fixed an issue where queued up mode awards would cause award light shows to play improperly.
This also occasionally allowed stacked awards to show on top of one another.
- Improved LED refresh rate and blink consistency.
- Improved reporting of shorted General Illumination bulbs and sockets.