Quoted from slochar:Since they were mimicking chimes it's likely when it causes the hundred to go it's activating both the ten and hundred input at the same time on the sound board which probably plays the other sound.
I love the logic in sys1s. I recall even the randomization being related to what you would get with a stepper unit, so in a way, a player can try to manipulate this, by observing the 'step'.
I managed to get the OE CPU board back in and confirmed that the 'different sound' plays on every 10th trigger:
There is a different sound when the 10s rollover, and when the 100s rollover.. no difference for 1k.
Going with your theory of combining the pulse on 10s and 100s, that gives 6 permutations to work with. Assuming the tilt and gameover would not be part of what the CPU board will drive.
Curious if anyone else has a newer Ni-Wumpf board they could test with, on a game like totem which seems to support this additional sound. I found that mine does not seem to have this sound effect on the carry over, but apparently it is an older revision of code.
Thank you-