(Topic ID: 218758)

Iron Maiden 1.06 bugs, code issues, and code wishlist

By PinMonk

5 years ago


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  • 664 posts
  • 151 Pinsiders participating
  • Latest reply 2 years ago by CUJO
  • Topic is favorited by 40 Pinsiders

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#135 5 years ago

If you add a player to the game, while starting Trooper-Multiball. You are playing a single ball multiball (Prem/Le)

1 week later
#144 5 years ago

New code has arrived!

V1.02.0 - July 3, 2018
======================
- Trooper Multiball - fixed issues with Trooper intro not launching balls into play and sometimes ending the ball without ever launching balls or starting ball save
- Trooper Multiball - fixed an issue where the 3rd lock would conflict with the Number of the Beast lit shots when you have Up/Down Ramp disabled, the Number of the Beast will be started in this case
- Trooper Multiball - hitting Add-A-Ball during the grace period will now restart the mode
- Trooper Multiball - fixed an issue where starting the mulitball stacked with a single ball mode doesn't award you the shot for the stacked mode if it is lit on the orbit
- Mummy Multiball - fixed an issue with Sarcophagus Jackpots not awarding playfield multiplier
- Mummy Multiball - adding callouts for Sarcophagus Jackpots for Triple and Quintuple Jackpots when multiplied by playfield multiplier
- Mummy Multiball - hitting Add-A-Ball during the grace period will now restart the mode
- Mummy Multiball - Super Jackpot now blinks center arrow red (along with Pharaoh Target and under ramp flasher light show)
- Timed Battle Modes - fixed an issue with timed modes that are killed by restarting the game (via long press of the start button), would not completely kill their timers
- Can I Play with Madness - fixed an issue where grace period shots to the scoop will bring up the lock timer to countdown and the panel never goes away when it expires
- Can I Play with Madness - hitting Add-A-Ball during the grace period will now restart the mode
- Guardian Diverter - fixed an issue where disabling only the Sarcophagus Motor would not allow the diverter to open to make the shot into the tomb
- Revive - fixed issues with revive taking a ball away when the ball saver was running during certain modes
- Skill Shot - fixed an issue where it was possible to hit 2 Secret Skill Shots on the same ball, only one allowed
- Super Skill Shot - hitting the mini loop can now extend the Super Skill Shot timer and increases the award for finishing the shot
- Secret Skill Shots - fixed an issue where plunging the Big Loop would not invalidate Secret Skill Shots from the inlane / outlane
- Center Up/Down Ramp - now formatting tech alerts properly, showing disabled status in test, and allowing operator to change disabled adjustment within test
- Sarcophagus Motor - now formatting tech alerts properly, showing disabled status in test, and allowing operator to change disabled adjustment within test
- Guardian Diverter Motor - now formatting tech alerts properly, showing disabled status in test, and allowing operator to change disabled adjustment within test
- Score Frame - fix credits overlap with the score frame when you have partial credits
- Sound - updated Big Loop and Mini Loop entry sound effects
- Speech - added more callouts to the game as well as the sound test
- Balanced skill shot scoring
- Added "dirty pool" callout and effect for aiballs landing in sarcophagus. It will also credit the player for an instant lock.

- Adjustment Changes:
- added 'BONUS COUNTDOWN USES SHAKER' - defaults to NO, turn to YES for a shaker effect during bonus countdown
- added 'SECRET SKILLSHOTS' - defaults to YES, turn to NO to disable all secret skill shots (defaults to NO in competition mode)
- changed 'AUTO REPLAY START' - maximum value to 1B
- changed 'DYNAMIC REPLAY START' - maximum value to 1B
- changed 'REPLAY LEVEL #1' - maximum value to 1B
- changed 'REPLAY LEVEL #2' - maximum value to 1B
- changed 'REPLAY LEVEL #3' - maximum value to 1B
- changed 'REPLAY LEVEL #4' - maximum value to 1B

3 weeks later
#223 5 years ago

Was playing a LE on location. Played like 3-4 games. Achieved a replay once. But then i noticed a bug at my very last game. The replay value was at 175M I ended the game wit 298M without getting one. So I guess replays aren't awarded correct sometimes.

#227 5 years ago
Quoted from DNO:

So perhaps you didn't notice the bump, ended your 298m game, then looked up to see the 175m value again?

I checked to be sure, it still said 175m on the screen, but I definitely haven't achieved it. I ended the game with 298m and 0 credits.

#229 5 years ago
Quoted from DNO:

Did you check during your game, or after completed?

After.

#231 5 years ago
Quoted from PinMonk:

It just dawned on me that you may have been at a location game that had the replay award set to points or an extra ball.

I know the operator, I take care of his games. I clean and fix them and do code updates. Everything is set to standard settings except for the coin/credit settings. It must definitely be some bug. I won replays earlier that day. But at my very last game I didn’t.

#246 5 years ago
Quoted from Kevkat:

Not a bug, as DNO said. Stern machines are set to do this by default...
Kevin

Does make sense. Well im not that familiar with Stern. As I mostly own WMS games and my only Stern is GB. I never noticed that on my GB... I thought Sterns replay system is exactly the same as WMS. WMS is using some sort of dynamic replay boost.

1 week later
#294 5 years ago

V1.04.0 - August 15, 2018
=========================
- fixed an issue introduced in 1.03.0 that would complete lit modes when draining a ball without even starting the mode

#298 5 years ago
Quoted from PinMonk:

Haha! That was fast!

Definately not as slow as GB update is doing

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