(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
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#58 5 years ago
Quoted from Fezmid:

Has anyone complained that it doesn't say "Up the Irons" when you get a high score anymore? Not really a bug I guess but was sad to see it go.

Yeah,

Bring it back PLEASE

#59 5 years ago

This awesome game is so heavily reliant on accurate switch registration.

I wish Keith would get a rocket up the hardware team !

These inherent hardware problems may lead to chicken and egg scenario for coders until the crappy switch and dubious design problems are sorted.

I can understand how it would be frustrating for everyone all round.

The hardware has to be up to scratch for the coders to deliver.

Here's hoping some prompt revisions will be made both hardware and code to alleviate all this frustration.

#89 5 years ago

Nice update, Thanks team Stern for powering on with code.

Great to see them coming in on a regular basis.

Good to see switch issues addressed.

Also this is great ! if it corrects the distortion

"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".

Really hoping for Jukebox ! Please make it happen Stern

I see Jukebox is in the wishlist thanks Vic

Please bring back "Up the Irons"

Also was having a think about the alternate font request this morning,
I prefer the factory font now, but surely it would not be too difficult to implement a hard core metal style but legible font ?
Then have menu option for font A or font B, would be really cool and keep everyone happy.
Font option, would be a first for pinball I think ?
Maybe there is a lot of work in that, Hard to justify ?

Of course I do realize there are more pressing priorities at this time.

Wishing the team well and hoping they stay pumped and motivated to fine tune the Beast to perfection !

1 week later
#142 5 years ago
Quoted from PinMonk:

Specs say they're 8 Ohm speakers wired in parallel to have a 4 Ohm load at the amp. So I'm *guessing* you want to set it to 4 Ohm because that's what the amp on the Spike board will see.

Bump for a great thread,

Thanks Vic for maintaining

So I guess this confirms no true Stereo 2.1 ?

I really would like to see the next Spike 3 ? with Stereo and Bluetooth

Would be nice to have the option pair headphones and other devices

and to complete the package WiFi. These features will bring Pinball to the current age

So surprised this has not happened sooner.

#143 5 years ago
Quoted from Fytr:

They should have a settings option where it solely uses the egyptian font like in the high score table.

Option A

Option B

Solved

1 month later
#269 5 years ago
Quoted from Fytr:

I just noticed this post by Mr. Elwin himself on the www.tiltforums.com site where he list differences in the IMDN sw between 1.02 and the build at pinburgh. Should provide a nice preview of the fixes we can expect in the next public release:
-----------------------------------
FYI Iron maiden code that will be running at Pinburgh will have the following changes from the current 1.02.
Aces High - fixed an issue where destroying the 2nd bomber during the grace period will start a roving shot in the mode that never ends for all players
Aces High - initial jackpot scores are boosted by 500K
Aces High - fixed a display issue where the playfield multiplier was being applied to the base value instead of the total (no effect on final scoring)
Aces High - fixed a display issue where jackpot scoring equation would not be correct after first Super Jackpot (no effect on final scoring)
Soul Shard - fixed an issue where the Tomb Award would not light after spotting a random Soul Shard through Mystery Orb Level 3 (after 2 Minutes to Midnight)
Trooper Multiball - added missing Beast 1x Jackpot callouts
Trooper Multiball - boosted volumes of selected trooper speech
Cyborg Multiball - fixed an issue with the ‘Showtime’ speech was getting called when you drain into lighting Cyborg Multiball
2 Minutes to Midnight - changed background font color to red for more contrast
Mode Totals - fixed an issue where mode totals were excluding the values of shots made in the grace period
Eddie Cards - Trooper Level 2 card is easier, can now be collected by making any 5x Jackpot shot OR lighting all shots for 3x Jackpot
Revive - when balls are being launched into play and Revive triggers, no revive will be taken and ball saver will be extended 4 seconds with no grace period
Score Frame - fixed a rare issue when adding a player during Bonus countup results in temporarily displaying 0000 scores for all players and overlapping text
Music - fixed an issue with the attenuation getting set back to ‘0’ between balls, now it resets it to whatever the adjustment says
-------------------
The most awesome of these is the "Music - fixed an issue with the attenuation getting set back to ‘0’ between balls, now it resets it to whatever the adjustment says" which has been my nemesis since I got my LE!
So happy!

Yeah its all nice,

Wish they were ready to release, was kinda hoping it would be in week 1 of August.

Oh well, 1.03 must be close now

#271 5 years ago

Awesome !

Thanks Team IMDN

V1.03.0 - August 9, 2018
=======================
- Playfield Validation - "LOAD RAMP" switch will now set valid playfield
- Attract Mode - added tutorial videos that explain how to start Battle Mode, Mummy Multiball, and Trooper Mulitball
- Mainplay - added additional text that tells players to shoot for white arrrows when EDDIE is not spelled yet
- Combos / Deathblows - base score changed from 250K to 500K
- Combos / Deathblows - active combos are indicated by a pulsing right side flasher (faster pulses for higher combo active)
- Combos - making a 6-way combo can now light the Tomb Award once per game
- Deathblows - added flasher light effect when you collect a deathblow
- Aces High - fixed an issue where destroying the 2nd bomber during the grace period will start a roving shot in the mode that never ends for all players
- Aces High - initial jackpot scores are boosted by 500K
- Aces High - fixed a display issue where the playfield multiplier was being applied to the base value instead of the total (no effect on final scoring)
- Aces High - fixed a display issue where jackpot scoring equation would not be correct after first Super Jackpot (no effect on final scoring)
- Fear of the Dark - fixed an issue where the Spinner Bank display effect would sometimes show up when the mode is not running
- Soul Shard - fixed an issue where the Tomb Award would not light after spotting a random Soul Shard through Mystery Orb Level 3 (after 2 Minutes to Midnight)
- Mummy Multiball - fixed an issue when the mode ends with a ball in the sarcophagus, it will no longer trigger M-U-M-M-Y letters or Cyborg Multiball if it is lit when unloading
- Trooper Multiball - added missing Beast 1x Jackpot callouts
- Trooper Multiball - boosted volumes of selected trooper speech
- Trooper Multiball - added flasher light show when Super Jackpot is hit
- Cyborg Multiball - fixed an issue with the 'Showtime' speech was getting called when you drain into lighting Cyborg Multiball
- Cyborg Multiball - added flasher light show when Cyborg Jackpot is hit
- 2 Minutes to Midnight - changed background font color to red for more contrast
- 2 Minutes to Midnight - instructions text for Super Jackpot is now broken into two lines to make it larger on-screen, text color changed to yellow for contrast
- 2 Minutes to Midnight - added flasher light show when Super Jackpot is hit
- Number of the Beast - instructions text now added to explain rules during intro and during the mode
- Number of the Beast - score for defeating the Beast changed from 50M to 100M
- Mode Totals - fixed an issue where mode totals were excluding the values of shots made in the grace period
- Eddie Cards - Trooper Level 2 card is easier, can now be collected by making any 5x Jackpot shot OR lighting all shots for 3x Jackpot
- Revive - when balls are being launched into play and Revive triggers, no revive will be taken and ball saver will be extended 4 seconds with no grace period
- Score Frame - fixed a rare issue when adding a player during Bonus countup results in temporarily displaying 0000 scores for all players and overlapping text
- Sound - added playfield multiplier activate sound
- Sound - added 2 Minutes to Midnight clock sounds for adding time
- Sound - added custom tilt sound
- Sound - increased tilt warning sound volume
- Sound - changed X targets complete sound
- Sound - added X targets add time sound when multiplier is active
- Music - fixed an issue with the attenuation getting set back to '0' between balls, now it resets it to whatever the adjustment says

- System - Updated to V2.07
- Update to nodeboard firmware v0.23.0
- Enhanced center channel clarity.
- Added bass frequency filter selection options: 125Hz, 250Hz, and disabled.
- Added treble frequency filter selection options: 4kHz, 8kHz, and disabled.
- 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.

- Adjustment Changes:
- added 'PLAY ATTRACT TUTORIAL VIDEOS' - defaults to YES, turn to NO to remove the tutorial videos from the attract mode

#281 5 years ago

I am loving 1.03 code !

Audio is way better ! factory default almost perfect, Thanks Audio team
Mid range is still a little raspy on most tracks through backbox speakers. Edit, I disabled treble filter. Much better
Getting close to perfection.

Beast LE #86 Dialled in now

Setting manual and auto launch to make loop is a game changer, so much more fun !
It was a little frustrating and time consuming but well worth it.
Really adds coolness to Trooper MB and Enhances gameplay big time !

Wishlist:

Prem, LE, Can we have some cool speech or reward when you start a mode and make the underworld shot before ramp drops please.

Can barely make out the sound from inlane switches, can we have a sound here please.

A can't really fault anything else.

This game is AWESOME !

#289 5 years ago

So...Stoked with 1.03

Awesome work you guys !

The hidden stuff is effing Amazing !

you guys Rock !

2 months later
#402 5 years ago

Can we have a
Midnight Madness mode please Stern.
Something unique to The Beast perhaps ?

Also im not sure if IMDN got any Easter eggs as such ?

Something unique to add to the awesomeness of this game would be cool

Many owners are getting over the honeymoon phase now and a little extra or surprise to put this game over the top would be appreciated by all.

1 week later
#406 5 years ago
Quoted from yancy:

Have you found all the super secret skill shots? I bet you haven't hit the MXV one.

Which one is MXV ?

From Vic's thread

Super Secret Skill Shots:
1. [Updated for 1.02] Soft plunge straight into the left outlane. Value: 20 Million points + 10 sec ball save! (also works with a full plunge around the orbit that goes into the left outlane immediately)
2. Full plunge then 3 orbits in a row off upper right flipper. 15 Million + 10 sec ball save!
3. Hold Left flipper up, full plunge, and one time shot to the orb. 10 Million, plus boost power jackpot X
4. Hit regular skill shot target then immediately hit the right orbit. Value: (Sorry, don't remember, I was shocked when this happened)
5. Soft plunge to flipper without hitting a switch, then hit the bullseye. Value 6 Million + 10 sec ball save!
6. [Same in 1.02] Soft plunge to left flipper then hit right orbit. 6 Million + 10 Seconds ball save
7. Soft plunge straight into left inlane. Value 5 Million + 10 sec ball save!

#407 5 years ago

Not that this is critical,

Left and Right outlane audits do not count properly on my LE

I have had hundreds of drains in the killer left outlane ! The audit count when I checked the other day was 4 !
i think Right was 2.
Switches are registering because I get the taunting callouts on drain

#408 5 years ago

1.06 this month perhaps ?

#412 5 years ago
Quoted from DNO:

I think there ar audits for this in 2 places, one works, the other doesn't

Thanks
I will have a look

#413 5 years ago
Quoted from Billy16:

I'm hoping they surprise us with a couple of new tunes.

And Jukebox

#424 5 years ago

My auto launch is driving me insane !

Originally auto launch was fine (make loop easy) for about 30 minutes. Then it would get lazy after the game warmed up.

After checking mech a finding all appeared to be okay, my distributor send me a new launch coil.

I replace the coil and sleeve and its worse its crap even when cold now.
Coil at factory default 255 Max power.

Ball is resting on prongs fine.
Mech appears good.

The game sucks when ball wont make loop !

Any ideas please guys ?

#426 5 years ago
Quoted from PinMonk:

Did you try the washer adjustment?

Under the upper right guide ?

Not as yet, I will though.

Just seems the coil does not have enough grunt to kick the ball hard enough ?

Power level setting seem to make no difference

2 weeks later
#429 5 years ago

Code usually drops second week of the month
10 days to go
IMDN Code update for Christmas please Stern

1 month later
#459 5 years ago

From what I am reading

1.06 is possibly buggy ?

1.05 appears to be solid.

Do I update or wait for next drop ?

#473 5 years ago
Quoted from hank35:

Maybe I missed this, but wouldn't it be nice if the outlane rollovers made some kinda sound when activated.
(Yes. Yes is the answer)

The outlanes usually result in a callout from The Beast or Clair, or a drain sound.
Perhaps you meant the inlanes ?
I have mentioned this as well.
It is good to know that the inlane switches are working via some audio feedback.
In saying that, I don't think inlanes achieve anything, perhaps that is why coders don't care ?

#493 5 years ago
Quoted from aeneas:

Pretty far in the game (score 480 mil) - ball 2 locked (for 2nd multiball) and that was also the last orbit shot I had to make to collect the last power orbit and last of all the power thingies to collect.
Game shows correct ball 2 locked but doesn't release ball, it stays locked on the up post in the left orbit. Game goes in ball search and I can continue playing.

May need to try a switch test ?

8 months later
#577 4 years ago
Quoted from PinMonk:

Supposedly updated code coming in Dec/Jan, so lots of stuff on the bug list should be taken care of.

Yes please

5 months later
#592 4 years ago
Quoted from Pinstym:

It would be cool if, when you use one revive (ball drains right or left), you could lane change the revive you have left.

Just experienced that situation and thought exactly what you said

3 weeks later
#604 4 years ago
Quoted from DNO:

And attract sound, I would think

There is when you hit the flippers buttons. some Beast and Clair callouts anyway.

It would be great if there was some random attracts, like ol school B/W. I think many pinheads have a line up sitting idle and flashing away, to hear some random call out see some random strobe type light show, like AFM attract is really cool. Fear of the Dark comes to mind.

3 types of random attract would be awesome.

1 callouts
2 light show
3 short riff

I believe random attracts would be easy to code in, someone correct me if i'm wrong.
Little things like this can make a game extra special.

The icing on the cake would be Jukebox

Attract and Jukebox could easily be disabled in settings if not required.

Sure is great that such an epic set list was chosen for maiden, provides a lot of opportunity for expansion.
12 of Maidens greatest tracks.......

Aces High
2 Minutes to Midnight
The Trooper
Wasted Years
Can I Play With Madness
Number of the Beast
Run to the Hills
Powerslave
Hallowed Be Thy Name
Flight of Icarus
Rime of the Ancient Mariner
Fear of the Dark

A few finishing touches for IMDN will be one of Sterns biggest hits and if license was set up correctly I can see a couple of re-runs down the track.

#610 3 years ago
Quoted from Tranquilize:

With one exception: can I play with madness is one of the worst songs ever written. The lyrics sounds like someone in grade six wrote them.

Yeah will admit its the weakest track on the set list.

The art is cool though

CIPM (resized).jpgCIPM (resized).jpg
#615 3 years ago

Has been mentioned before
The vote/option for 2 extra tracks would be Amazing !

The Met vote was one of my favorites !

I'll try again bbbb

One of the Best things Stern Pinball ever did !

https://www.pinballnews.com/games/metallica/index6.html

2 months later
#617 3 years ago

LE 1.06 Can Revive be activated quicker please, Instant ?
As in, I earned Revive but takes a second or 2 to work ( light up ) . I understand a second or 2 is a trivial number however it can make a difference.

4 months later
#627 3 years ago

Great podcast from Loser Kid with special guest KME.

Was cool to hear that Maiden has not been forgotten,
Huge thanks to KME, TS and Rick N + team for the awesome code out of the gate.

Looking forward to see, hear and play Ray Day'z code extension/update.

Thanks again team Stern for seeing Maiden through !

Awesome game deserves to ultimate polish.

https://soundcloud.com/loserkidpinballpodcast/ep-49-aiq-with-keith-elwin

https://sternpinball.com/2020/05/15/current-1-ranked-pinball-player-in-the-world-joins-stern-pinballs-game-design-studio/?utm_source=constantcontact&utm_medium=email&utm_campaign=20200518_GameroomSPAmerch

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