(Topic ID: 53667)

Metallica code update V1.13 - June 10, 2013


By jimbeam42

6 years ago



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  • 44 Pinsiders participating
  • Latest reply 6 years ago by PDXGeek
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#1 6 years ago

V1.13 - June 10, 2013
=====================

- Snake shot (eject) was awarding a snake letter when the snake was not
lit to score a letter. This has been corrected.
- Added a flasher lamp effect for Seek & Destroy (destroy) at the coffin.
- Fixed a problem with the initialization of the "seek" shots for Seek &
Destroy (shots were not being lit in the order in which the hurry-ups
were started/collected.
- Fixed up issues with holding/releasing balls from the snake.
- Added new hurry-up art (the background art had problems).
- Implemented a new set of adjustments for coffin hits to light lock.
(Instead of 10-10-10, it is 5-10-10 and the increment isn't as brutal.)
- Added switch sounds to drop target test.
- Added coffin hurry-up to the list of criteria that leaves the loop
post down so the ball can loop back to the flippers.
- Fixed a bug with the music. If the music ended, then it would not
always be restarted immediately. The song would also sometimes be
restarted in the middle instead of from the beginning. This has
been corrected.
- Right eject was not waiting for extra ball. This has been corrected.
- Skill shot and super skill shot not allowed if auto-firing after a
serve.
- Fixed loop issue with bonus item lamp effect. Reworked the bonus lamp
effects so they work correctly with persistent G.I.
- Fixed the wire colors for the magnets (YEL-VIO changed to VIO-YEL).
- Snakes now awarded for shooting the snake eject (unconditionally).
- Advancing captive ball hits for coffin lock lit was not awarding
coffins for advancing towards modes/EOL. This has been corrected.
- The "lars" guitar pick animation was not being requested when lars
was collected. This has been corrected.
- Coffin locks now awarded at the captive ball instead of the guitar
pick targets.
- Removed the long delay that was present after the ball was kicked
from the snake.
- Fixed some adjustment text that did not fit on the display.
- Fixed electric chair coil wire color (step-up board).
- Added an adjustment (default: YES) to carry over the state of the
guitar pick targets from ball to ball.
- Fixed a typo in the "explode from cross" lamps that was not specifying
electric chair lamp #3.
- Removed long pause at Seek & Destroy start/restart where the timer
would not count down. Implemented grace/grace. Cleaned up restart.
- Loop post lowered (to allow looping) during Seek & Destroy mode.
- Added Seek & Destroy mode total art.
- Cross multiball total stays up on the display for longer.
- Advancing the ramp mode not allowed during multiball and/or Seek &
Destroy mode.
- Cleaned up lots of issues with Seek & Destroy mode. Added an adjustment
to reset the timer when a shot is made. Added speech. Added proper
lamps. Added some sound effects.
- Coffin hurry-up start display effect was indicating that the hurry-up
was worth 20,000,000 (or some other large incorrect amount). This has
been corrected.
- Seek & Destroy champion added back into the attract mode. More changes
to the coffin hurry-up scoring. Changed the multiball autofire timer
values for cross multiball (made longer, from 10 seconds to 15 seconds
default) and electric chair multiball (made longer, from 15 seconds to
20 seconds default).
- Shot features passed off to Seek & Destroy start, so the shots will be
presented in the order in which the hurry-ups were started/collected.
- Added a timer adjustment for Seek & Destroy mode.
- Added new hammer art and more Seek & Destroy art.
- Added background display/music for the Seek & Destroy mode.
- Added new BEEPED speech.
- Coffin hurry-up start value now takes into account the number of items
that were lit on the shot that started the hurry-up and increases the
value in proportion to the number of items that are lit.
- Added new speech to Seek & Destroy mode start.
- Added art to the grave marker multiball total display effect.
- Added more hurry-up art. Added new sounds for combo jackpot award.
- Added art for combo jackpot.
- Added more art -- coffin + combos.
- Implemented combo jackpot. This is collected by hitting the fuel lane
standup target when a combo sequence is active.
- Implemented "autofire after lock" adjustment.
- Reworked ramp mode lamp effect to not turn off lamps that are not being
used by the mode.

#2 6 years ago

Looks like a good thorough update. Nice!

#3 6 years ago

How can Lyman do all this in 2 weeks & we are still waiting for Xmen code that is in testing?

#4 6 years ago

Wow, pretty awesome update!

#5 6 years ago

Has anyone confirmed that there really are going to be band memeber modes or are we just assuming base on the story boards? How does one collect a band member now anyhow?

#6 6 years ago

i will post in a few, mine is updating now

#7 6 years ago

Incredible update and a nice thorough explanation. Well done sir!

#8 6 years ago
Quoted from mandelbloom:

Has anyone confirmed that there really are going to be band memeber modes or are we just assuming base on the story boards? How does one collect a band member now anyhow?

I really hope so. I think that the 'insiders' seem to think so (Akuma, Mnpinball, etc.) Would love for one of them to confirm their thoughts. Of course, that's assuming they're not feeling too battered for schmucks giving them grief over being 'wrong' about when the Xmen code was hitting, as if it was under their control.

#9 6 years ago

Is this now downloadable on Sterns' website.

#10 6 years ago

Installing this HUGE update now!

YEEEEESSSSS

#11 6 years ago
Quoted from Kiwipinhead:

How can Lyman do all this in 2 weeks & we are still waiting for Xmen code that is in testing?

One of these kids is doing his own thing. Come on can you tell which one?....Now it's time to play our game...it's time to play our game.

#12 6 years ago

Quite the list of changes! Looks like Crank It Up still has not been implemented. Unfortunately we are running a TOPS tournament on our Metallica until June 28th so I can't update until after that.

#13 6 years ago
Quoted from damionrowe:

Is this now downloadable on Sterns' website.

Yes, it's available for download.

However, I'm stuck at work for another 4 hours

#14 6 years ago

There are callouts that reference starting a mode for the band members, like "Hey, did my mode just start!?". There are also options in the menu that seem to be mode related.

#15 6 years ago

Wow, nice update... couple more updates and MM will be falling to number 2 again!

#16 6 years ago

Band member modes are coming along with EOL wizard mode.
For now we have a new mode - Seek and Destroy to play with.
And combo jackpot like tron at the dead end!
And and and new animations and callouts.

It's like christmas in june!!!

#17 6 years ago
Quoted from Kiwipinhead:

How can Lyman do all this in 2 weeks & we are still waiting for Xmen code that is in testing?

Excellent question.

#18 6 years ago
Quoted from teekee:

Wow, nice update... couple more updates and MM will be falling to number 2 again!

teekee will be rich with all this updating!

#19 6 years ago
Quoted from Kiwipinhead:

How can Lyman do all this in 2 weeks & we are still waiting for Xmen code that is in testing?

Quoted from Apollyon:

Excellent question.

Have you watched this guy play pinball?

He is obviously a master of both pinball playing and pinball coding.
Perhaps the best ever.

My game update is half way done...then I will disappear to play and report back soon after

#20 6 years ago

Installing now as well.. 30% damn this is slow...

-1
#21 6 years ago

Props to Lyman for leaving out Lars, he should have made him wait longer

- The "lars" guitar pick animation was not being requested when lars
was collected. This has been corrected.

#22 6 years ago

I'll have to check the LE and see how much of that was already there in the LE v1.1 it shipped with a week ago. I'm pretty sure much of this was already in the works, which is how it got done.

#23 6 years ago

Is there going to be a BATTERY mode?

#24 6 years ago

no band member modes yet, lighting 2 band members lights special but thats all i see, there is animated pics for each member when completed but no modes

#25 6 years ago
Quoted from movingpictures:

Band member modes are coming along with EOL wizard mode.For now we have a new mode - Seek and Destroy to play with.And combo jackpot like tron at the dead end!And and and new animations and callouts.
It's like christmas in june!!!

Always fun to read ya Adam!
I feel your excitement,Please tell us all about the new code soon!

#26 6 years ago

And here is what just happened to Xmen owners!

tumblr_m6ocxpW83E1r2atg1o1_1280.jpg

#27 6 years ago

There will be an LE update on site as well late today or early tomorrow at latest.

#28 6 years ago
Quoted from mnpinball:

There will be an LE update on site as well late today or early tomorrow at latest.

Hearing anything about Xmen mnpinball?

#29 6 years ago
Quoted from movingpictures:

Band member modes are coming along with EOL wizard mode.
For now we have a new mode - Seek and Destroy to play with.
And combo jackpot like tron at the dead end!
And and and new animations and callouts.
It's like christmas in june!!!

Nice update Lyman. Good notes. Can someone explain combo jackpot award. Do you mean like Tron end of line into scoop?!

#30 6 years ago

Lyman is not on xmen. Hope you guys get what you want.

#31 6 years ago
Quoted from mnpinball:

There will be an LE update on site as well late today or early tomorrow at latest.

Hear anything on band member modes?

#32 6 years ago

Mine wont verify after update..any suggestions?

#33 6 years ago
Quoted from Av8:

Do you mean like Tron end of line into scoop?!

Yes but not into scoop. Collected at the dead end on extreme left.

#34 6 years ago

So how's the game with the new software??
Other thing my distributor told me it's suposed to have the LE this week or next monday
Good news

#35 6 years ago

Yes,Your Distributor told me the same thing

I c'ant wait to **RIDE THE LIGHTNING**

#36 6 years ago

And here is what just happened to Xmen owners!

Here is where the XMEN code update is:

gary.jpg

#37 6 years ago

First game after update, 102.5MM GC. Good game for me anyway.

I keep hearing "ball lock" or something along those lines from the audio of the game but I'm not sure what its referring too? Hits on sparky?

#38 6 years ago

Some nice improvements. The only thing I am not sure is right is that the coffin multiball is now too easy to start. Since it's now the only multiball you can stack with other multiballs, you can just keep shooting for the captive ball almost the entire game. Once coffin multiball starts, more big points are scored off of the captive ball. It's almost a given you will start another multiball without even trying which will extend your coffin multiball even further. I'm not saying there aren't other shots worth points, but that's a LOT of captive ball action, unless I'm missing something...

#39 6 years ago

Yes but not into scoop. Collected at the dead end on extreme left.

Nice. That is one of the reasons I like Tron. The combos and secondary scoring opportunity.

So bust out a 3 way combo and collect at Fuel shot, right?

What are the 3 inserts in front of the Fuel shot? See attached pic, Top left.

IMG_0704.jpg

#40 6 years ago
Quoted from Av8:

Nice. That is one of the reasons I like Tron. The combos and secondary scoring opportunity.
So bust out a 3 way combo and collect at Fuel shot, right?
What are the 3 inserts in front of the Fuel shot? See attached pic, Top left.

I think they might have to do with building pop bumper value?

#41 6 years ago

Not sure what they mean entirely but wen you hit a pop bumper it counts down. When a pop bumper reaches 0 it lights the corresponding lit in that area. Hit each pop bumper 10 times to lite each lite.

#42 6 years ago

First impressions:

The main addition is the new seek and destroy mode.
The main change is coffin multiball is qualified by the captive ball, 5-10-10.

Complete all five hurry ups to start Seek and Destroy.
Once you have completed a lane, the red arrow will strobe.
Seek and Destroy progress continues from ball to ball.

Collect them all and you get a sweet mode start animation.
Timer counts down with band jamming on stage.
Hit jackpots for new animation and add time.
I started it during coffin multiball so I'm not sure if it is a single or multiball mode.
When the hammer comes down for jackpot animation it has 'Metal Up Your Ass' carved into it.

#43 6 years ago
Quoted from Whridlsoncestood:

Not sure what they mean entirely but wen you hit a pop bumper it counts down. When a pop bumper reaches 0 it lights the corresponding lit in that area. Hit each pop bumper 10 times to lite each lite.

Isn't it that you light the three lights via the pop bumpers, hit the dead end target for 2x scoring?

#44 6 years ago

I dunno, the first 3 games I played I got coffin multiball. In the third game I got it on ball one. Prior to this I had only got coffin multiball maybe 5 times since I got the game. You can just keep shooting the captive ball, including during other multiballs, to start the coffin, collect hurry ups, jackpots, etc. hmmm...

#45 6 years ago

I don't mind coffin multiball being easy to get, but you definitely shouldn't be able to progress towards it with other multiballs running, and when it is running, I would disallow any other multiballs from starting. ie - you can stack in coffin MB from another MB, but not use coffin MB to stack into something else - kinda like Frank in MB. Once it's running, you can't start anything else, but you can bring modes into it.

Course I haven't played Met yet so its all just conjecture

#46 6 years ago

WTF!! Does the USB need to be fat format? And after you download does it need to be put through Winrar or just dumped onto stick?

#47 6 years ago
Quoted from Purpledrilmonkey:

I don't mind coffin multiball being easy to get, but you definitely shouldn't be able to progress towards it with other multiballs running, and when it is running, I would disallow any other multiballs from starting. ie - you can stack in coffin MB from another MB, but not use coffin MB to stack into something else - kinda like Frank in MB. Once it's running, you can't start anything else, but you can bring modes into it.
Course I haven't played Met yet so its all just conjecture

Some BSD rules would be cool I think! Make each multiball harder to get but have a reward for stacking.

#48 6 years ago
Quoted from Cobra:

WTF!! Does the USB need to be fat format? And after you download does it need to be put through Winrar or just dumped onto stick?

Yes you need to extract the contents using winrar, winzip..etc..to a usb stick with at least 128mb

#49 6 years ago

OK. Does it matter if it is Fat or NTFS?

#50 6 years ago
Quoted from Cobra:

WTF!! Does the USB need to be fat format? And after you download does it need to be put through Winrar or just dumped onto stick?

Yes to winrar. It is compressed. Then drag and drop to USB. Fat I think.

LE code is out now.

V1.13 - June 10, 2013
=====================

- The coffin was not releasing balls to satisfy requests for other
multiballs. For example, if two balls were locked in the coffin and
sparky multiball was started, only the balls from the trough (2)
would be put into play. (Sparky multiball is a 3-ball multiball
and this is wrong.) This has been corrected.
- Fixed AUX board wire colors.
- Snake shot (eject) was awarding a snake letter when the snake was not
lit to score a letter. This has been corrected.
- Added a flasher lamp effect for Seek & Destroy (destroy) at the coffin.
- Fixed a problem with the initialization of the "seek" shots for Seek &
Destroy (shots were not being lit in the order in which the hurry-ups
were started/collected.
- Fixed up issues with holding/releasing balls from the snake.
- Added new hurry-up art (the background art had problems).
- Implemented a new set of adjustments for coffin hits to light lock.
(Instead of 10-10-10, it is 5-10-10 and the increment isn't as brutal.)

V1.11 - June 6, 2013
====================

- Added a delay before kicking the ball out of the snake eject. This
allows more time for the jaw to open before the ball is kicked out
(necessary on some games).
- Added switch sounds to snake jaw up/down latch test.
- Added switch sounds to drop target test.
- Added coffin hurry-up to the list of criteria that leaves the loop
post down so the ball can loop back to the flippers.
- Fixed a bug with the music. If the music ended, then it would not
always be restarted immediately. The song would also sometimes be
restarted in the middle instead of from the beginning. This has
been corrected.

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