(Topic ID: 50762)

Metallica owner's thread


By swampfire

6 years ago



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#14751 12 months ago

Seeking someone with PinBrowser experience.
I'm looking to swap tracks on my MET Pro
-One (1066) 7:24
for Hit the Lights/Motorbreath 7:25
-Unforgiven (1494) 6:26
for No Remorse 6:27
If someone here has experience with audacity and pinbrowser swapping tracks please PM me.
I would be looking to get the 2 songs changed as well as any accompanying track titles on the display.
I'm willing to spend a small amount of cash for someone's time. I've got $25USD in my PayPal if someone is willing to help me out. Cheers.

#14752 12 months ago

Also if anyone has changed their t molding to purple, could you post a pic please?
I took the chrome off to put some black on but now that it off I'm thinking purple could work since I have the creeping death theme

#14753 12 months ago
Quoted from HankScorpio:

Hi Everyone,
My MET Insert Mod is back in stock. You can see it here:
https://pinside.com/pinball/market/shops/1082-pin-mods/00828-stern-metallica-pro-led-insert-mod-
Thanks!
[quoted image]

Pm'd

#14754 12 months ago
Quoted from Graysonsdad:

I have yet to set high scores on seek and destroy, blackened and of course end of the line.
I believe blackened is collecting all the band member picks, correct me if I'm wrong.
How do I go for seek and destroy?
Thanks

Blackened comes from hitting the pick targets. I'm not exactly sure how you exactly collect all band members from doing that but it happens if you hit all pick targets enough times. I don't get it very often but if I do it's during a long game.

#14755 12 months ago
Quoted from jawjaw:

Blackened comes from hitting the pick targets. I'm not exactly sure how you exactly collect all band members from doing that but it happens if you hit all pick targets enough times. I don't get it very often but if I do it's during a long game.

The first time you hit all 4 picks, you light one of the four. Then you have to hit each of them twice to light the next pick. Then each three times. Finally hit them all 4 times. So basically 10 each for a total of 40.

#14756 12 months ago

Posted in this thread.
https://pinside.com/pinball/forum/topic/so-you-changed-your-t-molding-post-pics
5F9D5D2B-2C08-4A40-8D49-90AE83C167B9 (resized).jpeg

#14757 12 months ago

What size is this t molding? 13/16? 3/4 isnt going to be big enough. So hard to tell. What a strange size.

#14758 11 months ago
Quoted from Graysonsdad:

What size is this t molding? 13/16? 3/4 isnt going to be big enough. So hard to tell. What a strange size.

It says 3/4 in the other thread but I haven't changed any of mine

#14759 11 months ago

I just set up my new Metallica Premium and played it for the first time last night. Man, I love it! However, I've only played Pro versions for the past 5 years or so (Love them too) and was surprised that when the raising grave marker on the Premium is down, there is one or two white flasher LEDs totally exposed with a direct line of sight right to your eyeballs, LOL. Man, they are quite blinding. Does anyone make cover mod for those, or has anyone made a cover? I apologize as I'm sure this has been discussed and there's probably something buried in the last 296 pages. Just looking for ideas before I go gung-ho and make my own flasher cover. I just want to tone down the blinding white flashes a tad.

#14760 11 months ago
Quoted from Rum-Z:

I just set up my new Metallica Premium and played it for the first time last night. Man, I love it! However, I've only played Pro versions for the past 5 years or so (Love them too) and was surprised that when the raising grave marker on the Premium is down, there is one or two white flasher LEDs totally exposed with a direct line of sight right to your eyeballs, LOL. Man, they are quite blinding. Does anyone make cover mod for those, or has anyone made a cover? I apologize as I'm sure this has been discussed and there's probably something buried in the last 296 pages. Just looking for ideas before I go gung-ho and make my own flasher cover. I just want to tone down the blinding white flashes a tad.

See my post above. I put those flex flashers from Comet in place of the OE bulbs.

#14761 11 months ago
Quoted from kcZ:

See my post above. I put those flex flashers from Comet in place of the OE bulbs.

Awesome, thanks! And it was only on the last page too. Talk about timely.

#14762 11 months ago
Quoted from Rum-Z:

I just set up my new Metallica Premium and played it for the first time last night. Man, I love it! However, I've only played Pro versions for the past 5 years or so (Love them too) and was surprised that when the raising grave marker on the Premium is down, there is one or two white flasher LEDs totally exposed with a direct line of sight right to your eyeballs, LOL. Man, they are quite blinding. Does anyone make cover mod for those, or has anyone made a cover? I apologize as I'm sure this has been discussed and there's probably something buried in the last 296 pages. Just looking for ideas before I go gung-ho and make my own flasher cover. I just want to tone down the blinding white flashes a tad.

Congrats on your new game! Its alot of fun especially when you get to the CIU modes and do good, what a rush!

#14763 11 months ago

Just made it to Blackened for the first time. Cool animation. Hit one pick and drained. 600,000 points achieved in that mode. So low!

15
#14764 11 months ago

New code!!!

http://f0727d06e1d39b514478-a613b39d02a32124478c749a23d19af0.r44.cf5.rackcdn.com/MTL180-README.TXT

This fixes a lot of bugs (blown piston collect!) and also adds small thing like new sounds. Unbelievable after more then 2 years!

Great work Stern! Thanks!

It does surprise me that a lot of changes have been made to The End of the Line CIU. Although most people will never reach it.
Maybe I should start lowering the required amount of items someday.

#14765 11 months ago
Quoted from Koos:

New code!!!
http://f0727d06e1d39b514478-a613b39d02a32124478c749a23d19af0.r44.cf5.rackcdn.com/MTL180-README.TXT
This fixes a lot of bugs (blown piston collect!) and also adds small thing like new sounds. Unbelievable after more then 2 years!
Great work Stern! Thanks!

Are you shitting me???

#14766 11 months ago
Quoted from snakesnsparklers:

Are you shitting me???

Euh... nope!

I’m wondering if the changes they made to animations (extra ball animation changed/shortened?) requires an update from ColorDMD.

#14767 11 months ago

End of the line seems way better now. It was really lame before. Glad to see it got attention.

Blown pistons fixed!

#14768 11 months ago
Quoted from snakesnsparklers:

Are you shitting me???

No shittin!

Screenshot_20181119-173527_Instagram (resized).jpg
#14769 11 months ago
Quoted from Koos:

Euh... nope!
I’m wondering if the changes they made to animations (extra ball animation changed/shortened?) requires an update from ColorDMD.

Oh man!! Good question...can anyone from ColorDMD answer this for us?

#14770 11 months ago

#14771 11 months ago

For all of you with custom music mixes that need to make them again here are the new song locations as they changed from v1.7 to v1.8:

Battery-No change
Blackened-No change
Creeping Death-No change
Enter Sandman-1.7: 0x16B, 1.8: 0x16C
Fade to Black-1.7: 0x1B4, 1.8: 0x1B5
For Whom the Bell Tolls: 1.7: 0x1EA, 1.8: 0x1EB
Fuel-1.7: 0x211, 1.8: 0x212
Master of Puppets-1.7: 0x24C, 1.8: 0x24D
One-1.7: 0x290, 1.8: 0x294
Ride the Lightning-1.7: 0x315, 1.8: 0x319
Sad But True-1.7: 0x367, 1.8: 0x36B
Seek and Destroy-1.7: 0x3AD, 1.8: 0x3B2
End of the Line-1.7: 0x3FB, 1.8: 0x402
Unforgiven-1.7: 0x43C, 1.8: 0x445

#14772 11 months ago
Quoted from Koos:

Maybe I should start lowering the required amount of items someday.

Looks like the new code autos to 12 instead of 15. I'd still take it a step further to 10. That's what we started doing for tournaments to help increase the excitement and it was well worth the change.

#14773 11 months ago
Quoted from jardine:

Oh man!! Good question...can anyone from ColorDMD answer this for us?

Wondering the same before I update-

#14774 11 months ago

Anyone have a quick refresher on how to update the code. It’s been a while for me.

I found it. Service bulletin #164 if anyone is interested.

#14775 11 months ago

Do we have to update our color dmds too or does this work? Anyone have a color dmd and the newest code?

Edit: I see this was already asked. For those that have the total light show mod on their pros, I guess I'm gonna be a genuine pig for you guys, too. Currently updating and I'll report back to you guys if it fucks anything up.

20181119_184526 (resized).jpg
#14776 11 months ago
Quoted from Monk:

Anyone have a quick refresher on how to update the code. It’s been a while for me.
I found it. Service bulletin #164 if anyone is interested.

Flip dip switch 8.

#14777 11 months ago
Quoted from jorant:

Flip dip switch 8.

Thank you. I found it in the service bulletin. Updating now. I feel like it’s going to be a whole new game.

#14778 11 months ago
Quoted from Monk:

Thank you. I found it in the service bulletin. Updating now. I feel like it’s going to be a whole new game.

I was just telling a friend the other day how the blown pistons don't award correctly when you hit so many pops. It's like Lyman heard me.

#14779 11 months ago
Quoted from jorant:

I was just telling a friend the other day how the blown pistons don't award correctly when you hit so many pops. It's like Lyman heard me.

If that’s he case, thank you very much.

#14780 11 months ago

My game is not updating. I’ve updated before and never had a problem. I went into the service menu to the “update game code”. Flipped dipswitch 8 to on, then power cycle like it tells me. The game just stays on a “rebooting....” screen. The usb stick is not even in the machine yet.

What’s up with this?

image (resized).jpg
#14781 11 months ago

Updated. I have a pro with a color dmd and timebandit's total lightshow mod. So far, everything is perfect. So if you're thinking of upgrading, do it. I see no ill effects so far. I did fade to black and the lightshow mod still fades the lights as before. The end of ball bonus still lights like a premium. All is well. Color dmd looks the same so far.

There's my report

#14782 11 months ago

I dropped my snake wireform off at the powdercoat guy today. I won't be playing for at least a few days so of course this happened
Awesome news.
This will be my first time updating but it seems pretty straight forward.

#14783 11 months ago

As seen across the world in every gameroom containing a Metallica!

IMG_20181119_203028556 (resized).jpg
#14784 11 months ago

Here's a copy and paste of the changes.
Yay!!!

V1.80.0 - November 16, 2018
===========================

- Reworked ball locked lamp effect.
- Captive ball extra ball #1 (default for auto setting) lowered to 10
hits (from 15 hits).
- Combo champion # of combos lowered to 10 combos (from 20 combos).
- Added new marker to The End Of The Line music for better shooter groove.
- One (lady justice) mode was not being restarted when a shot was made
during the mode. This has been corrected.
- Added a "reset timer" adjustment for the One (lady justice) mode.
- Added combo lights adjustment. Default is FLASH ONCE (show lamps once
for a small period of time, then turn the lights off). Other settings:
ALWAYS and NONE. Competition + Director's Cut are set to FLASH ONCE.
- Coffin hurry-up now leaves all shots lit to reset the hurry-up score
when multiple hurry-ups are available instead of requiring the player
to complete them individually before they all re-light.
- "The End Of The Line" song is now selectable at the start of the game
if the player has made it to "The End Of The Line" (the 5th Crank It Up
mode).
- Shot features shot lit (the blinking arrow at the start of the ball)
will no longer move to a shot that is ready to start the coffin hurry-up,
nor will it move to a shot that is associated with a currently running
coffin hurry-up.
- Super skill shot to light a shot for the coffin hurry-up will now always
be on the active shot for lighting items (the blinking arrow at the start
of the ball).
- Reworked guitar pick target lamps. The unscored lamps now blink only
when they are available to light the snake lock (and during Blackened).
Otherwise, the unscored lamps are OFF.
- Added explosion sounds to the start of the fuel mode.
- Changed the sound for completing a pop bumper to something slightly
louder.
- Reworked song transition markers for "Sad But True" so more of the song
can be heard.
- Added lamp effects for "The End Of The Line" super jackpot.
- Added shaker motor effects to "The End Of The Line".
- Shortened the extra ball and replay effects during multiball and "The
End Of The Line".
- Fixed the timing of the snake bite sound at the start of the long
version of the extra ball display effect.
- Added more speech for snake lock.
- Added snake talk scripts (ADULT CONTENT and BEEPED) for completing the
guitar pick targets when doing so lights the snake lock during multiball
or during "The End Of The Line". This was implemented, but the scripts
were missing from the snake script table.
- Updated some HSTD initials.
- Crank It Up modes now wait for collect/continue to finish obtaining
user input before terminating. This allows the player to "collect" the
mode points even though the song (mode) has technically ended.
- Changed the Crank It Up default collect/continue relight difficulty
from EASY to HARD. This requires the player to re-collect the Cross,
Electric Chair, Coffin, and Snake to relight collect/continue during
the Crank It Up mode.
- Some work on The End of the Line:
- Starts as a 2-ball multiball.
- The music does not start until the mode start animation has
finished playing.
- Removed the timer. The mode will continue running during single
ball play.
- Added mystery award for single ball play. This awards the first
available shot from left to right (even if that shot is the super
jackpot).
- If the mode is played through until the song ends at 7:51, the
flippers are turned off and the balls are collected.
- The first part of the rule has been changed from all 6 shots lit
to light the super jackpot to 1 shot lit to light the first super
jackpot, 2 shots lit to light the second super jackpot, etc. up
to a maximum of all 6 shots lit to light the sixth super jackpot.
If an unlit shot is made during this stage, that shot will light
to advance to the next stage (super jackpot).
- Removed "failed" super jackpot award display effect and moved it
to "ended". (This is the animation of the car not making the jump
and crashing at the bottom of the canyon.)
- Removed the failed shots from the second stage (super jackpot).
There is now only one shot available during this stage (the super
jackpot); it moves around randomly.
- Removed some audits (super jackpot failed, completed). The mode
cannot be completed, it can only be played until the song ends.
- Added jackpot speech.
- Added super jackpot lit speech.
- Added instructions to the start display effect.
- Added instructions/status to the background display effect.
- Changed the scoring for the super jackpot. The first super
jackpot awards the total points scored during the first Crank
It Up mode played. The second super jackpot awards the total
points scored during the first Crank It Up mode played plus
the total points scored during the second Crank It Up mode
played, ... etc.
- Corrected the mode tune. The full song is now played from the
beginning, and it ends in silence.
- A ball is added when lighting the super jackpot and for scoring the
super jackpot, always.
- Added logic to shut down some rules, as this rule is not covered
under the normal multiball handling (it can be single ball play)).
- Added item collects (Cross, Electric Chair, Coffin, Snake) to light
collect/continue.
- Added collect/continue so the mode can be ended (it does not end
normally when play goes down to single ball). Collect/continue is
only available during single ball play.
- Snake lock for 2x scoring now allowed.
- Reworked the replay effect so it is more efficient.
- Shortened the replay effect if the replay is awarded during bonus (as
a result of the bonus putting the player over the replay score).
- Inhibited the trailing "free game" speech at the end of the replay
effect if the replay effect is run immediately after bonus.
- Added small explosion sound for completing a pop bumper.
- Broke out right eject kick settings into TIME and POWER. This gives
better resolution/control over the behavior of the kick.
- Added a setting to carry over the fuel lane (piston) awards (lights)
from ball to ball.
- Changed default cross hits from 2 to 1.
- Changed default item requirements for Crank It Up from 15 to 12.
- Fixed a bug in the Blackened mode where the super jackpot light would
stay lit (blinking) after it was collected and no longer available.
- Added a custom sound previewer when changing the MODE COMPLETION SOUND
adjustment so the user can preview the sound before having to try it out
in the game.
- Implemented alternate Crank-It-Up completion sounds. The sound that
is played when "completing" a Crank-It-Up mode is controlled by a new
game-specific adjustment: "CRANK IT UP COMPL. SOUND". The sound that is
played is a new sound that is more appropriate for a Metallica game
(less fanfare-y, more metal-y).
- Game over effects are now killed when entering test mode.
- Fixed a bug in the auto-percentaged extra ball module that would
sometimes set the extra ball values (captive ball hits, combos) to an
out of range value.
- Mystery award text now expedited when the mystery award display effect
is blown off.
- Flipper blowoff for mystery locks the last frame so the player can see
the award.
- Score type changed from 32-bit to 64-bit.
- Updated to new game versioning scheme.
- "The End Of The Line" mode background lamps now higher than BLACKENED
lamps.
- Fuel mode start was also scoring the first letter of "FUEL" for
lighting double scoring during "FUEL". This has been corrected.
- If all piston lights are blinking and the fuel lane target is hit
then the score value is doubled.
- Changed fuel lane scoring. Changed fuel lane "blown pistons" so a
blown piston is awarded for each light that is lit instead of only
awarding one blown piston for any number of lights lit.
- Increased the priority of the fuel lane target hit display effect
so the extra ball lit display effect would not cut it off.
- The three lights by the fuel lane are now reset when the blown pistons
are collected.
- Fixed an issue with the skill shot where the 2x right lane award was
not being re-enabled on short plunges.
- Fixed an issue where fading the music volume would cause the music
to cut out entirely (bonus, game over).
- Snake multiball background display effect was not showing the correct
shot value when the super jackpots were lit. This has been corrected.
- Lowered the score for the snake multiball super jackpot.

#14785 11 months ago
Quoted from Jakers:

My game is not updating. I’ve updated before and never had a problem. I went into the service menu to the “update game code”. Flipped dipswitch 8 to on, then power cycle like it tells me. The game just stays on a “rebooting....” screen. The usb stick is not even in the machine yet.
What’s up with this?
[quoted image]

I’ve tried resetting with the reset button, the select button and a total power cycle. The game will not enter the update screen. It just locks up every time.

If I turn dipswitch 8 back to the off position it powers up fine and is still playable.

I want this new code! Haha. Help!

#14786 11 months ago
Quoted from Jakers:

I’ve tried resetting with the reset button, the select button and a total power cycle. The game will not enter the update screen. It just locks up every time.
If I turn dipswitch 8 back to the off position it powers up fine and is still playable.
I want this new code! Haha. Help!

Try a different usb stick and try downloading the code again, possibly corrupt. Happened to be Saturday when I put a ColorDMD in my Spider-Man. Everytime I tried to load the dmd code it went all wacky. Downloaded again and it was fine. First download was corrupt.

#14787 11 months ago

So more observations.

Is this a glitch? I've hit the piston target (dead end) shot a few times in a row, and the game doesn't actually update it. I hit it, is says "you hit it four times," I hit it again, and it still says "you hit it four times." I notice this when I was trying to get the extra ball for 15 dead ends, and it kept saying 12, 12, 12, 12.... finally, after (what I believe was) 16 hits, it finally gave the the "collect extra ball" callout to cash in. I wonder what has changed? Does it have to be ended with a combo to collect all the dead end shots? I also didn't notice any 2x dead end collections when you hit a ton of pops? Is this a glitch or is this a new.... feature?

Color DMD and light show mod still working great, BTW!!! This game is so good.

#14788 11 months ago
Quoted from snakesnsparklers:

Are you shitting me???

That's what my buddy with GB said too! stern does have a few games needing code updates..I'm kinda surprised they did this one too.. wooot!

#14789 11 months ago

I think the at least one of the 3 little lights has to be lit to collect a blown piston.

#14790 11 months ago
Quoted from Monk:

I think the at least one of the 3 little lights has to be lit to collect a blown piston.

Yup. I guess I was used to the old code where you got one no matter what. So thanks for confirming that.

#14791 11 months ago
Quoted from WackyBrakke:

Try a different usb stick and try downloading the code again, possibly corrupt. Happened to be Saturday when I put a ColorDMD in my Spider-Man. Everytime I tried to load the dmd code it went all wacky. Downloaded again and it was fine. First download was corrupt.

The usb stick isn’t even in the game yet, although I’ve tried every combination of usb stick in/out and power cycle methods. It locks up every time.

#14792 11 months ago
Quoted from Jakers:

The usb stick isn’t even in the game yet, although I’ve tried every combination of usb stick in/out and power cycle methods. It locks up every time.

Put the usb stick in, flip dip switch 8, update, take out usb, flip dip switch 8 off.

Is it the order you're doing it?

#14793 11 months ago
Quoted from Jakers:

The usb stick isn’t even in the game yet, although I’ve tried every combination of usb stick in/out and power cycle methods. It locks up every time.

Sounds like a bad boot rom. Do you have access to a burner and a spare 8 megabit eprom? I can send you the file to burn.

#14794 11 months ago
Quoted from jorant:

Put the usb stick in, flip dip switch 8, update, take out usb, flip dip switch 8 off.

It locks up at your “update” step every time.

#14795 11 months ago
Quoted from Koos:

Euh... nope!
I’m wondering if the changes they made to animations (extra ball animation changed/shortened?) requires an update from ColorDMD.

I didn't see any issues with the extra ball animation with the new code on my ColorDMD. Everything was fully colored and the animation didn't look different to me.

Here is some info from Pinball Browser:
v1.7: 6987 images
v1.8: 6992 images

#14796 11 months ago
Quoted from snakesnsparklers:

Sounds like a bad boot rom. Do you have access to a burner and a spare 8 megabit eprom? I can send you the file to burn.

I do not, unfortunately. The update to 1.7 went flawlessly a few months ago. I’m bummed.

#14797 11 months ago
Quoted from snakesnsparklers:

Sounds like a bad boot rom. Do you have access to a burner and a spare 8 megabit eprom? I can send you the file to burn.

Ok, this is really strange. After your comment I looked at my BOOT chip and it looks like a leg is bent. I’m the first owner and have NEVER touched any of the circuitry in this game. Can anyone tell me if this bottom leg is bent or am I just going crazy?

3DC3C81B-CF11-4BC8-8A97-F897A9AABF80 (resized).jpeg5ED943B9-B807-4B22-8535-4C08A55B5DF2 (resized).jpeg
#14798 11 months ago
Quoted from Jakers:

Ok, this is really strange. After your comment I looked at my BOOT chip and it looks like a leg is bent. I’m the first owner and have NEVER touched any of the circuitry in this game. Can anyone tell me if this bottom leg is bent or am I just going crazy?[quoted image][quoted image]

2 are bent

#14799 11 months ago

Bottom 2 are definitely bent. Bummer man. Might be able to get the chip off and bend them back.

#14800 11 months ago

You should be able to remove the chip , carefully bend the legs back and then carefully reinsert it. Good luck! Report back, and keep in mind that if a leg breaks it's not the end of the world. In that case you would just need a new boot rom to update the code and your game is still 100% functional in the meantime.

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