Iron Maiden 1.01 bugs, issues, and wishlist

(Topic ID: 218758)

Iron Maiden 1.01 bugs, issues, and wishlist


By vireland

15 days ago



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#1 15 days ago

1.01 is out so I just brought 1.00 forward and will take off any bugs in 1.00 that are fixed. This thread is for the bugs you've found in Iron Maiden 1.01. I'll keep the OP updated with all bugs noted in the thread so Stern can have a nice all-in-one-place list for their reference.

If you report a bug in the thread, please note if it's the [Pro] or [Prem/LE].

V1.01.0 - June 20, 2018
=======================
- Loop Jackpots - fixed an issue where draining while loop jackpots hasn't timed down yet causes no big loops to be registered for the rest of the game for all players
- Loop Jackpots - fixed an issue where when loop jackpots are lit and ball jumps the right up post you are no longer awarded 2 loop jackpots
- Mystery Award - 3M points award changed to 5M
- Mystery Award - 5M points award changed to 10M
- Mystery Award - 250K power jackpot boost changed to 1M
- Mystery Award - 1M power jackpot boost changed to 3M
- Mystery Award - 5M power jackpot boost changed to 6M
- Mystery Award - Level 3 award added 'Spot Soul Shard' which can be awarded once after completing 2 mins to midnight
- Tomb Award - add number of possible tomb awards to the tomb award title (Pharaoh's Tomb Treasure #n / 10)
- Skill Shot - added Super Secret Skill shots
- All Mode Grace Periods - grace period shots are now still available if you do not qualify for soul shard
- Cyborg Multiball - fixed an issue with the wrong icons on the LCD changing to solid when those shot types were hit on the playfield
- Cyborg Multiball - icon layout on the LCD now matches the playfield inserts
- Number of the Beast - add sound effect on total screen for total reveal
- Sound / Speaker Test - added all music and speech to test
- Enter Initials - can now skip display of all high score awards by pressing both flipper buttons
- High Score Tables - change 'Supersling Champion' from hit based to score based numbers
- High Score Tables - change '? Master' to say 'Hits' instead of 'Combos'
- High Score Tables - screen optimized to fit better into memory
- Topper - added topper light shows
- Competition Mode does not alter TILT DEBOUNCE time from default 1000ms
- Improved font drawing performance

- System - Updated to V2.04
- Added adjustments for backbox and cabinet speaker types to the service menu UTIL->VOL.
Supported speaker types are "8 OHM" and "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 'TILT DEBOUNCE' minimum value to 750ms to avoid overly conservative configurations.

- Adjustment Changes:
- changed 'SUPERSLING CHAMPION' - to reflect scores instead of sling hits
- removed 'SONG SELECT TIMEOUT'
- removed 'SONG SELECT EVERY BALL'
- removed 'START MADNESS MODE'

V1.00.0 - June 6, 2018
======================
- Run to the Hills - ultra wizard mode added
- Skill Shot - added Super Secret Skill shots
- Super Slings - added a total screen when the ball ends
- Loop Jackpots - added a total screen when the ball ends / loop jackpot timer expires
- Mummy Multiball - Mummy Super Jackpots are now showing the total multiplier for level 2 jackpots not just the bullseye multiplier
- Hallowed be thy Name - decrease the final escape shot from 15M to 10M
- Fear of the Dark - right spinner will not end the lit spinner phase until 2 seconds after the last shot was made
- Two Minutes to Midnight - fixed an issue where you could be awarded the left spinner jackpot twice if it was the last shot lit
- Two Minutes to Midnight - fixed an issue where the outlane drain speech is heard when the ball saver is active
- Cyborg Multiball - added intro sound effect when mode title is displayed
- Cyborg Multiball - added audible timer to single ball play timer
- Eddie Cards - added speech for level 2 Eddie card collection
- Eddie Cards - fixed an issue where lighting the Cyborg Eddie card last would allow you to start the Number of the Beast before Cyborg Multiball
- Eddie Cards - fixed an issue if you lost to the Beast you couldn't re-light the Mummy Eddie card
- Tomb Award - the 50M point award now also awards a random level 2 Eddie card
- Sarcophagus Lock - added instructional text to display effect
- Multiplayer - added additional Beast callout variations when "Player X - You're Up" speech happens
- Playfield Validation - served balls to the shooter lane will now autoplunge when playfield is invalid after first skill shot attempt
- Audits - added all tomb award levels
- Audits - added for Number of the Beast mode
- Improved stability

- System - Updated to V2.03
- DIAG->NODE->COMM test would occasionally falsely report address collisions, this has been corrected.

- Adjustment Changes:
- 'EXTRA BALL/POWER SHOTS COMPLETE' - now allows 'NO EXTRA BALLS' as a minimum, and 5 as a maximum
- added 'LOOPS TO AWARD EXTRA BALL' - awards extra ball when loop number is met, can be set to 'NO EXTRA BALLS', defaults to 50

==================================

BUGS REMAINING:
-----------------------------------------

- 1 - [ALL] Game becomes unresponsive or locks up after 2-3 days if left on 24/7. EDIT: Now can happen in less than 2 days with 1.00. Version 1.01 added a maintenance reboot every two days, but the bug in the game remains.
- 2 - [Prem/LE] If you start a 2 player game and on the second player ball, when scrolling thru the song list before launching the ball, it will abruptly go into ball search and launch the ball into play.
- 3 - [Prem/LE] Diagnostics have the number wrong for Shooter Lane switch. Tech alert reports it as SW #14, but manual says SW 22.
- 4 - [Pro] If service credits are added rapidly while the bonus is being counted at the end of a ball, sometimes there is no music for the next ball until a mode starts.
- 5 - [Pro] Changing the volume mid-game can make it go silent.
- 6 - [Prem/LE] After draining to one ball on a Mummy MB with a ball in the captive ball lock, the ball was dumped into the underworld, which immeditely started Cyborg MB that was lit prior to starting Mummy. I don't think a free Cyborg start is intended in that instance.
- 7 - [All] Selected song for general play was Trooper, and mid ball, I believe coming out of Trooper MB, the song got stuck playing that same few bars over and over until I started a mode that caused a song change.
- 8 - [Pro] Trooper Multiball happens, but it's running with a single ball. Post #12 in this thread details the conditions this happened (which seem like they should be the ones that give you a 4 ball trooper multiball).
- 9 - [Prem/LE] When a tomb award is lit on the left ramp the arrow blinks white/red indicating a double award of an Eddie letter and the tomb award or ball lock, but you currently cannot collect an Eddie letter when the tomb is open. See post #43 for more detail.
-10 - [All] Formatting error. If you have a partial credit (1/2, 3/4, etc) it spills over the on-screen container at the top that displays Ball # and Credits.
-11 - [Prem/LE] 4 ball Trooper multiball and both left and right revive lit. In one fell swoop, a ball went down the left outlane and a second ball went down the right! The revive lights both turned off but the balls never came back to the playfield.

NOT A BUG BUT NEEDS ATTENTION:
-----------------------------------------
- Timing on beginning of Trooper Multiball is off. If you drain after it starts (the long intro animation and blue shots lit) but before it starts launching the extra balls, it will never launch the rest of the balls and the ball just ends.
- Flasher in the upper left pop bumper should be re-programmed so it works like Magneto's spotlight/flasher on X-Men. Pulse it quickly in software to make it behave like a light normally, then give it full power when you want it to work like a flasher. This works great in X-MEN with LED flashers (confirmed when the bulb was replaced), so it should be done on Maiden, too.
- Add EDDIE letters needing completion to the main screen, similar to the way REVIVE is done. Sometimes if a lot is going on, there's a long lag before you can see the EDDIE screen again to know where you are.

WISHLIST ITEMS:
-----------------------------------------

- Add Team Scores to the features
- On the beginning of the attract mode loop, it would be nice to have a v1.00 (or whatever the version is) displayed in the bottom center of the screen so players on location know what version is installed without rebooting to find out.
- Add jukebox mode like AC/DC has for attract mode
- Auto-launch time option for up to 5 minutes. 0-60 seconds, then jump to 300 seconds for the last choice.
- Float most-used system menu categories to the top, so the things you access the most end up first in each section so less button presses are required to get tech reports, for example.
- Get rid of the counter-intuitive "attenuation" scheme for volume levels and move to a simple volume control for music, speech, and effects that can be turned to ZERO. The "music attenuation" setting only goes to 60, and the music is still easily audible at that level.
- Instead of a boring "Player 1, Player 2," etc for player tags at the bottom of the screen, it could grab names from a list of potential player tags like Rocker 1, Headbanger 2, Thrasher 3, etc. Lots of possibilities to grab from: Rocker, Poseur, Poser, Mosher, Headbanger, Freak, Metalhead, Thrasher, Reaper, Rockstar, Wannabe, Alcoholic, Grinder, Metal Fan, Pinhead, Victim, Fan...
- Make the sacophagus lock flasher (under the PF facing up through the mech) pulsate when a ball is being loaded into it. Basically start pulsating when a ball is detected at the "gate" until it's been loaded and the mech has returned to level. Let's throw some attention/light onto the cool stuff!
- Add more Maiden songs that you can select to listen to while you are playing. Surely there must be enough storage available for this, and all you really need is a single graphic image for each song when it appears in the selection list. Zero impact on gameplay, etc.
- It doesn't say "Up the Irons" when you get a high score anymore? Can we have that back?
- Different replay animation that is more fitting for game theme. This one looks like its from the matrix.
- More of a Metal-looking, less generic font, at least for the large text. Here's a comparison of existing font to a more metal-attitude font:
maiden-compare (resized).jpg

FIXED BUGS:
[Fixed 1.01] - [All] Potential looping bug where the left loop stops advancing or registering, even after draining and a new ball. See post #52 for more details.
[Fixed 1.01] - [Pro] Feature adjustment #159 on the pro will freeze and reboot the game if you change it from its default. Likely because Can I play with Madness that adjusts doesn't exist on the Pro.
[Addressed 1.01] - A little looser timing on end-of-mode grace periods. That mode summary screen comes up WAY too quickly now.
[Addressed 1.01] - Allow start button (new game start) or flippers to skip the mode highscore screens. Especially after a new update wipes the scroes clean, initial games can give highscores for multiple modes. After entering initials it'll show the high scores achieved for each of the modes. This needs to be skippable or bypassed with Start to just start another game. Watching this should not be forced like it is now.

#2 15 days ago

It would be nice if the LCD said which Sarcophagus lock # you are on. It's kind of confusing when a lock happens and how many are actually locked. Maybe even put "Lock 2 more for multiball" "Lock 1 more lock for multiball" or whatever.

Also, a couple of times the shooter lane music loop keeps playing for the entire duration of the ball in play

#3 15 days ago
Quoted from kpg:

It would be nice if the LCD said which Sarcophagus lock # you are on. It's kind of confusing when a lock happens and how many are actually locked. Maybe even put "Lock 2 more for multiball" "Lock 1 more lock for multiball" or whatever.
Also, a couple of times the shooter lane music loop keeps playing for the entire duration of the ball in play

I thought the sarcophagus lock was just to qualify the MUMMY lights so you can activate Mummy Multiball? On the Premium/LE you load the ball into the captive ball, then qualify the MUMMY lettering to advance to Mummy Multiball. On the Pro, you just qualify by lighting MUMMY then hitting the center Ramp to qualify the MUMMY lettering. MUMMY Multiball is always a 2 ball multiball with add-a-ball options.

Is that what you're talking about? Or did I misunderstand?

#4 15 days ago

The music doesn't just cut out when you add service credits - it cuts out when you adjust the volume mid-game, too.

Also, I wouldnt get your hopes up for a font change. That's the typeface they use across all of the Legacy of the Beast branding.

#5 15 days ago
Quoted from RyThom:

The music doesn't just cut out when you add service credits - it cuts out when you adjust the volume mid-game, too.
Also, I wouldnt get your hopes up for a font change. That's the typeface they use across all of the Legacy of the Beast branding.

Added the volume change bug, too. Was that a Pro or a Prem/LE? I just listed it as "all".

#6 15 days ago
Quoted from vireland:

I thought the sarcophagus lock was just to qualify the MUMMY lights so you can activate Mummy Multiball? On the Premium/LE you load the ball into the captive ball, then qualify the MUMMY lettering to advance to Mummy Multiball. On the Pro, you just qualify by lighting MUMMY then hitting the center Ramp to qualify the MUMMY lettering. MUMMY Multiball is always a 2 ball multiball with add-a-ball options.
Is that what you're talking about? Or did I misunderstand?

You are right! I need to pay attention more what is happening - still learning all the rules but I think I am 95% there, thanks dude!

#7 15 days ago
Quoted from vireland:

More
Added the volume change bug, too. Was that a Pro or a Prem/LE? I just listed it as "all".

It was done on a Pro.

#8 14 days ago
Quoted from RyThom:

It was done on a Pro.

Thanks, updated the OP.

#9 14 days ago

I've seen two things on my LE since upgrading.

1. Not sure if this is a bug or intended but feels unintended: After draining to one ball on a Mummy MB with a ball in the captive ball lock, the ball was dumped into the underworld, which immeditely started Cyborg MB that was lit prior to starting Mummy. I don't think they want a free Cyborg start in that instance.

2. Selected song for general play was Trooper, and mid ball, I believe coming out of Trooper MB, the song got stuck playing that same few bars over and over until I started a mode that caused a song change.

#10 14 days ago
Quoted from Stratman:

I've seen two things on my LE since upgrading.
1. Not sure if this is a bug or intended but feels unintended: After draining to one ball on a Mummy MB with a ball in the captive ball lock, the ball was dumped into the underworld, which immeditely started Cyborg MB that was lit prior to starting Mummy. I don't think they want a free Cyborg start in that instance.
2. Selected song for general play was Trooper, and mid ball, I believe coming out of Trooper MB, the song got stuck playing that same few bars over and over until I started a mode that caused a song change.

I've seen #2 on the Pro, but forgot about it until you mentioned it. Added both to the OP, thanks!

#11 14 days ago

Posted this on Tilt Forums, but I'll also post here.

1.0 Pro

I had a single ball trooper multiball. Here are the steps that I think can recreate this state.:

- have mummy multiball ready
- have third lock lit for trooper multiball
- graze captive ball to start mummy and collect third trooper lock simultaneously.

This will start a single ball trooper multiball. No additional balls are launched into play. You are stuck in this multiball mode until you drain your single

#12 14 days ago
Quoted from Spraynard:

Posted this on Tilt Forums, but I'll also post here.
1.0 Pro
I had a single ball trooper multiball. Here are the steps that I think can recreate this state.:
- have mummy multiball ready
- have third lock lit for trooper multiball
- graze captive ball to start mummy and collect third trooper lock simultaneously.
This will start a single ball trooper multiball. No additional balls are launched into play. You are stuck in this multiball mode until you drain your single

That setup is supposed to give you a 4 ball trooper multiball, but I've had it give me a single ball trooper, too.

Thanks for the writeup. I've added it to the OP.

#13 14 days ago

Just upgraded to 1.0 today (Prem/LE), and played a few games. Two different times I made a shot to load a ball into Trooper multiball lock, and it killed the power to the flippers. Going to try and manually recreate it now to see if I can determine what is causing that.

#14 14 days ago
Quoted from jk2171:

Just upgraded to 1.0 today (Prem/LE), and played a few games. Two different times I made a shot to load a ball into Trooper multiball lock, and it killed the power to the flippers. Going to try and manually recreate it now to see if I can determine what is causing that.

Did the power come back once the "Ball Locked" animation was over? I haven't heard of anyone with this issue yet, but if it's on purpose in 1.00 on the Prem/LE, it's a terrible idea because sometimes the posts don't get the ball and you have a ball loose while the "Ball Locked" animation is playing. That would be a disaster with dead flippers.

#15 13 days ago
Quoted from RyThom:

The music doesn't just cut out when you add service credits - it cuts out when you adjust the volume mid-game, too.

Sorry, but this is just bitching rather than a "bug".
It is not an intended purpose of the machine.
When playing the game, you should be playing the game, not trying to add service credits and adjust volume.
They have the music play during volume adjustment anyway, and if you have a key, put it on free play!!
I mean come on, you're clogging a bug thread with crap that is just not relevant.

#16 13 days ago
Quoted from vireland:

Did the power come back once the "Ball Locked" animation was over? I haven't heard of anyone with this issue yet, but if it's on purpose in 1.00 on the Prem/LE, it's a terrible idea because sometimes the posts don't get the ball and you have a ball loose while the "Ball Locked" animation is playing. That would be a disaster with dead flippers.

Yes came back. I’ve been having multiple issues all day with this game...spitting out multiple balls in the shooter lane, multi ball going and I hit an upper target (don’t know which one) and it ends the ball). I don’t know what is going on. I checked switches, reseated connectors, looked for broken wires... can’t find what is causing these issues. It’s almost as if a target and the ball drain switch are confused.

#17 13 days ago
Quoted from DNO:

Sorry, but this is just bitching rather than a "bug".
It is not an intended purpose of the machine.
When playing the game, you should be playing the game, not trying to add service credits and adjust volume.
They have the music play during volume adjustment anyway, and if you have a key, put it on free play!!
I mean come on, you're clogging a bug thread with crap that is just not relevant.

Relevant to you or not, it is a bug. That's not expected behavior. They can choose to fix it or not, but it's documented.

#18 13 days ago
Quoted from jk2171:

Yes came back. I’ve been having multiple issues all day with this game...spitting out multiple balls in the shooter lane, multi ball going and I hit an upper target (don’t know which one) and it ends the ball). I don’t know what is going on. I checked switches, reseated connectors, looked for broken wires... can’t find what is causing these issues. It’s almost as if a target and the ball drain switch are confused.

Sounds like your ball trough optos are intermittent or not working right (or you have too many balls loaded in the game). Have you cycled through clearing the ball trough a few times from the menu? That shows what balls it thinks are in the trough as it cycles through. If it disagrees with reality, start debugging there.

#19 13 days ago
Quoted from vireland:

More
Sounds like your ball trough optos are intermittent or not working right (or you have too many balls loaded in the game). Have you cycled through clearing the ball trough a few times from the menu? That shows what balls it thinks are in the trough as it cycles through. If it disagrees with reality, start debugging there.

Yes manually plunged the balls out of the trough and went into switch test mode. Rolled them back in one at a time to make sure each switch got triggered. They did.

#20 13 days ago

LE/premium code: When a tomb award is lit on the left ramp the arrow blinks white/red indicating a double award of an Eddie letter and the tomb award or ball lock, but you currently cannot collect an Eddie letter when the tomb is open.

#21 13 days ago
Quoted from Stratman:

LE/premium code: When a tomb award is lit on the left ramp the arrow blinks white/red indicating a double award of an Eddie letter and the tomb award or ball lock, but you currently cannot collect an Eddie letter when the tomb is open.

Thanks, added to the OP!

#22 13 days ago
Quoted from jk2171:

Yes manually plunged the balls out of the trough and went into switch test mode. Rolled them back in one at a time to make sure each switch got triggered. They did.

If you leave the ball trough loaded and go into the clear ball trough mode but do not unload balls, if you hit the playfield with the palm of your hand near the flippers to create vibration, to any of the ball indicators flicker (showing intermittent opto)?

If that doesn't do it, this is probably more for the tech section. I'd make a post in that section to continue.

#23 13 days ago

I wish we had a simple music volume control that goes all the way down to OFF. The "music attenuation" setting only goes to 60, and the music is still easily audible at that level.

#24 13 days ago
Quoted from Russell:

I wish we had a simple music volume control that goes all the way down to OFF. The "music attenuation" setting only goes to 60, and the music is still easily audible at that level.

Yeah, I don't understand the stupid, counter-intuitive "attenuation" settings, either. I'll add this to the wishlist. I'd like to see it, too.

#25 13 days ago
Quoted from vireland:

If you leave the ball trough loaded and go into the clear ball trough mode but do not unload balls, if you hit the playfield with the palm of your hand near the flippers to create vibration, to any of the ball indicators flicker (showing intermittent opto)?
If that doesn't do it, this is probably more for the tech section. I'd make a post in that section to continue.

I will try this tonight. Thank you. I gotta guess a sticky switch in the trough is causing most of these issues.

#26 13 days ago

Wishlist - skip the mode highscore screens with flipper buttons or let the player already start a new game.
Especially now with new update the first games I play give me highscores for multiple modes.. after entering my initials it'll show for each of the modes what score I had. I can't skip this - flipper buttons or start buttons don't work ? I don't want to know and wait, I just want to play another game.
Or is there a setting I'm not aware of ?

#27 13 days ago
Quoted from aeneas:

Wishlist - skip the mode highscore screens with flipper buttons or let the player already start a new game.
Especially now with new update the first games I play give me highscores for multiple modes.. after entering my initials it'll show for each of the modes what score I had. I can't skip this - flipper buttons or start buttons don't work ? I don't want to know and wait, I just want to play another game.
Or is there a setting I'm not aware of ?

I agree - I hate that I can't just start another game right away. Added to the OP.

#28 13 days ago
Quoted from jk2171:

I will try this tonight. Thank you. I gotta guess a sticky switch in the trough is causing most of these issues.

Following up...I checked this last night. Banged on the playfield near the slings with my hands and nothing happened with the trough switches. I'm at a loss as to why one game I will have a perfect working game; then others I will have my turn end while I still have a ball in play. Sometimes I'll even have just one ball in play, hit a switch somewhere and the flippers die and that turn is over. Super frustrating. Part of me thinks there is so much going on at one time that the code isn't sufficient enough to cover all the possibilities? I've tested every switch individually; all register fine in test mode. My hunch is the sarcophogus switches causing this problem. Like the ball getting knocked out of there but the upper switch doesn't sense it left so I drain one of the two balls and the game thinks there was only one ball on the playfield. Is that logical?

#29 13 days ago
Quoted from vireland:

Relevant to you or not, it is a bug. That's not expected behavior.

What's not expected behavior is people changing volume and adding service credits mid-game.

#30 13 days ago
Quoted from jk2171:

My hunch is the sarcophogus switches causing this problem. Like the ball getting knocked out of there but the upper switch doesn't sense it left so I drain one of the two balls and the game thinks there was only one ball on the playfield. Is that logical?

Very logical, no would be my guess as well. I believe this has happened to a few folks with the premium. If you haven’t already check out the Iron Maiden Issues thread a lot of good info in there.

#31 13 days ago

Wish - a new replay animation. This one looks like its from the matrix.

#32 13 days ago
Quoted from aeneas:

Wish - a new replay animation. This one looks like its drom the matrix.

Agreed that it does seem out of place. Added to OP wishlist.

#33 13 days ago

Feature adjustment #159 on the pro will freeze and reboot the game if you change it from its default.

Would be nice if someone can confirm this anyway. I did it once and don’t plan to try again

#34 13 days ago
Quoted from Eskaybee:

Feature adjustment #159 on the pro will freeze and reboot the game if you change it from its default.
Would be nice if someone can confirm this anyway. I did it once and don’t plan to try again

What adjustment is that, and how soon does it reboot? I'll try it if it's an instant thing just to verify it's not your machine alone.

#35 13 days ago
Quoted from vireland:

What adjustment is that, and how soon does it reboot? I'll try it if it's an instant thing just to verify it's not your machine alone.

It’s for the new can I play with madness mode which doesn’t exist in the pro. So I assume that’s why it barfs when you make the adjustment. And it’s instant.

#36 13 days ago
Quoted from Doot77:

Very logical, no would be my guess as well. I believe this has happened to a few folks with the premium. If you haven’t already check out the Iron Maiden Issues thread a lot of good info in there.

Thanks, Matt.

Does anyone know how the sarcophagus lock keeps the locked ball in there? Is it held in place by a post until mummy multiball is active and available?

#37 13 days ago

Not sure if this has happened or not on other games, but on ocassion the ball will jump the rail at the very end of its path And right into the drain on that left ramp.
It would be nice if the code could recognize that you just hit that ramp and the next switch was a drain, even if it was just a five second recognition.

On aces high, at the very beginning of the mode as a ball is being fed, I’ve hit that loop with the other ball and it won’t credit the shot, I’ve also hit it consecutively with the ball being fed, so two shots to it and it still hasn’t registered, in other words, it takes a few seconds while the second ball is on the playiekd before you can get that shot to register.

#38 13 days ago

Suggestion/wishlist item:

Make the sacophagus lock flasher (under the PF facing up through the mech) pulsate when a ball is being loaded into it. Basically start pulsating when a ball is detected at the "gate" until it's been loaded and the mech has returned to level. Let's throw some attention/light onto the cool stuff!

Long-shot Wishlist item:

Add 6 more Maiden songs that you can select to listen to while you are playing. Surely there must be enough storage available for this, and all you really need is a single graphic image for each song when it appears in the selection list. Zero impact on gameplay, etc. this should be easy.

#39 13 days ago

As a guy that does audio for a living, the thing that bothers me greatly is the lack of adjustments that can be made to the audio. You can't turn up the music for fuck sake..... you can slightly turn it up with the
-attenuation, but no where near enough. Attenuation is not volume! Totally different..... Google it. If you have music attenuation set at -60 and drain a ball, next ball starts with the song at a lower volume.... that is a bug. The attenuation sounds like they are using compression to attenuate and it blows. The whole audio menu is a bug. Everything is being attenuated behind the sound effects.....Ideally, VOLUME control for all three settings.... voice, sfx, and music. I want to be able to turn the music up on my music pins. I had more control of music volume on .97 Rant over

#40 13 days ago

My game seems to take longer to boot up with the 1.0 update. Anyone else?

#41 13 days ago

This has nothing to do with IM specifically however why aren’t there team scores anymore? Should be super easy to code and i love the feature.

#42 13 days ago
Quoted from mollyspub:

My game seems to take longer to boot up with the 1.0 update. Anyone else?

Yes, I noticed this too, stays dark for longer than usual.

#43 13 days ago
Quoted from Stratman:

LE/premium code: When a tomb award is lit on the left ramp the arrow blinks white/red indicating a double award of an Eddie letter and the tomb award or ball lock, but you currently cannot collect an Eddie letter when the tomb is open.

Echo this. I was one card away from NOTB. At that level only the ramps are lit for getting "EDDIE" letters and the left ramp was only redeeming the tomb awards and not awarding an EDDIE letter. It was really frustrating, as I hit the ramp enough times to have spelled Eddie, which would have allowed me to start Two Minutes to Midnight lighting the fourth Eddie card, which in turn would have lit the wizard mode, Number of the Beast... But I drained trying to get the letters from subsequent additional ramp shots. Oh well...20180609_165348 (resized).jpg

#44 13 days ago
Quoted from Eskaybee:

It’s for the new can I play with madness mode which doesn’t exist in the pro. So I assume that’s why it barfs when you make the adjustment. And it’s instant.

Got it. Added to the OP, thanks.

#45 13 days ago
Quoted from shacklersrevenge:

Not sure if this has happened or not on other games, but on ocassion the ball will jump the rail at the very end of its path And right into the drain on that left ramp.
It would be nice if the code could recognize that you just hit that ramp and the next switch was a drain, even if it was just a five second recognition.
On aces high, at the very beginning of the mode as a ball is being fed, I’ve hit that loop with the other ball and it won’t credit the shot, I’ve also hit it consecutively with the ball being fed, so two shots to it and it still hasn’t registered, in other words, it takes a few seconds while the second ball is on the playiekd before you can get that shot to register.

The ball jumping the ramp rails is being discussed in the issues thread. Doesn't need a software fix, just some hardware tweaking.

#46 13 days ago
Quoted from Eskaybee:

Feature adjustment #159 on the pro will freeze and reboot the game if you change it from its default.
Would be nice if someone can confirm this anyway. I did it once and don’t plan to try again

I can confirm this as I tried it after updating my game and it froze up. I powered it off before it could reboot.

#47 13 days ago
Quoted from T-800:

Echo this. I was one card away from NOTB. At that level only the ramps are lit for getting "EDDIE" letters and the left ramp was only redeeming the tomb awards and not awarding an EDDIE letter. It was really frustrating, as I hit the ramp enough times to have spelled Eddie, which would have allowed me to start Two Minutes to Midnight lighting the fourth Eddie card, which in turn would have lit the wizard mode, Number of the Beast... But I drained trying to get the letters from subsequent additional ramp shots. Oh well...

Wow, so that's what three lit Eddie card lights look like--cool! I figured all 4 of my Eddie Card lights must not work...

#48 12 days ago

Since download 1.00 when you push the flippers it scores points and makes noise? Strange. Is this a code issue or problem. Did not happen until i downloaded code 1.00. Any ideas?

#49 12 days ago
Quoted from calprog:

Since download 1.00 when you push the flippers it scores points and makes noise? Strange. Is this a code issue or problem. Did not happen until i downloaded code 1.00. Any ideas?

Bang on the playfield and see if same points are awarded. Typically, it’s a sling shot switch registering. May need to be adjusted.

#50 12 days ago
Quoted from calprog:

Since download 1.00 when you push the flippers it scores points and makes noise? Strange. Is this a code issue or problem. Did not happen until i downloaded code 1.00. Any ideas?

Your lower captive ball is mis-firing. Lots of us have had this issue. Just gap the switch.

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