in V1.05 Audits 94-96, relating to RotAM all read zero.
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Also in V1.05
While looking at status info (with a ball trapped on flipper) Replay value actually shows current bonus value
Not major bugs, but it goes back to the audits.
I got a Soul Shard from a mystery award.
Went into audits to see how many times that had happened, but it wasn't listed as an audit. I thought I'd check what the sum of the mystery awards listed (5mil, add a ball, more time, etc. etc. )was and work backwards to calculate it.
However the audits said I had collected 551 mystery awards, but the sum of the individual mystery awards was actually 670, with certain awards missing altogether! Just makes no sense at all
Quoted from metwurcht:hello
what is the "? master "
thanks
[quoted image]
This is for how many times you hit the standup above the left inlane after 'shatzing' the left inlane.
If you do this in a mode it helps progress, out of a mode it lights one of the 'x's to progress towards playfield multiplier.
My record is 7, although mainly got during multiball, rather than true shatzing.
That's the intention - yes. But in multiball if you trigger the left inlane with 1 ball, and then hit the target with another, it can't differentiate and awards it as a 'shatz'
Not sure the exact reasons this happened but:
Started Icarus, then started Mummy MB, had 2x playfield running.
Hit mystery award standup - which gave add more time (assume it was either Icarus or 2x playfield).
Drained down to single ball, really quickly
Screen showed mummy multiball 300,000 for a looooong time.
Timers in Icarus were frozen and I proceeded to play until Icarus was well over 150mil, before draining the ball. Timer didn't count down at all, so I was stuck in that mode with no way to end or collect, without draining or tilting.
Quoted from PinMonk:I don't *think* so. Pretty sure this happened on the first time in Mummy Multiball. It was like it mixed up the rules from all levels of it.
It doesn't matter how many times you've gone into Mummy MB.
Once you have collected the first SJ (and lit the Eddie card) by hitting the correct no' of switches then captive ball, 5 times, you then go into the 2nd stage.
You still need to hit the correct no' of switches to activate the captive ball, but a light starts strobing from M to Y. You have to hit the captive ball when the letter is lit. This means you don't actually have to hit the letters in order.
Once all 5 letters have been hit you get the Lv2 Eddie card.
Completely normal/designed behaviour.
Quoted from Billy16:Just scored a billion something. Pretty sure there must be a major bug for a hack like me to do that. Did finally get a level 2 Eddie card, and scored enough to play Madness--my favorite mode (so far).
I'm guessing the Lv2 Eddie card was either Trooper or Cyborg? Getting enough JPs to reach Lv2 card, especially with 3x scoring running, and maybe super slings (which you would have qualified from Tomb Treasure 2) can easily rack up enough points to pass a billion.
Cyborg (resized).jpgQuoted from KnockerPTSD:This.
Also.....
Right orbit to lock 2nd trooper ball
Ball drops and i smack it right back up the inner left orbit to lock ball 3(immediately)......
It zips all the way around and sewers because I was expecting trooper activation. I've had this happen more than once. It's the only time I've seen the loop not register so I dont think it's a switch/opto issue.
It's a coding issue, not just related to the lock.
Once you hit a right loop/orbit, the game needs you to hit another switch (not counting spinner or switch around loop) before hitting the left loop/orbit. Otherwise it just assumes that the spinner is still spinning from the original left loop.
I've had this numerous times when I've hit the right loop, live caught, then hit the left loop - it simply doesn't recognise that you've hit it.
Pretty sure the same is true when going left loop, live catch, right loop - it doesn't register the second loop unless you've triggered a switch elsewhere on the playfield.
There are a few issues like this at various points of the game.
In mb a ball in the pops, will mean that you can't get reward for hitting the lower spinner (even if it's with a different ball) until a second or so after the last pop has been triggered.
If a good hit to the left spinner is the last shot to claim a JP in 2mtm, it often also awards the left spinner JP again, "2 for the price of 1".
Can't see any coding resolution for any of these with the current configuration of switches.
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