i was in the same situation, TRON+MET, a quite good duo, could be worse...
Hey Guys, Im starting to have some sound issues, where it is kind of cutting in and out, or fading down real low? Any ideas? Thanks!!!
Are the coffin, grave, snake, and sparky counters supposed to carry over ball to ball? I feel like mine dont. I gotta pay closer attention....but I feel like they reset after each ball, which would seem to make the crank it up modes harder to reach.
Quoted from Roostking:Hey Guys, Im starting to have some sound issues, where it is kind of cutting in and out, or fading down real low? Any ideas? Thanks!!!
Did you happen to adjust the music or speech bias/attenuation in the settings? I noticed that music would cut out at the end of a ball and fade really low if I adjusted it any.
Check your connection up at the top of the soundboard by the big white block looking things LOL mine did that briefly I reseated the connections and it hasn't done it again since
Quoted from tommyp:Are the coffin, grave, snake, and sparky counters supposed to carry over ball to ball? I feel like mine dont. I gotta pay closer attention....but I feel like they reset after each ball, which would seem to make the crank it up modes harder to reach.
The scoring doesn't but for multiball count it does
Quoted from tommyp:Are the coffin, grave, snake, and sparky counters supposed to carry over ball to ball? I feel like mine dont. I gotta pay closer attention....but I feel like they reset after each ball, which would seem to make the crank it up modes harder to reach.
I believe the counters reset after each ball to show you how many hits that ball. However the OVERALL counter toward the CIU remains so you are still getting closer as you progress through each ball. At least that is my understanding but someone can correct me if I am wrong
Quoted from pinchamp:However the OVERALL counter toward the CIU remains so you are still getting closer as you progress through each ball. At least that is my understanding but someone can correct me if I am wrong
This is correct; e.g. you need 15 hits to get the coffin lit for CIU, ball 1 you have 14 then drain, then on ball 2 you just have to get 1 to light the coffin.
Thanks. When I see the Talley for ball 2, it looks like it reset. If those are just for that ball though, it makes more sense.
Is there a published, up to date rule sheet out there? I think I found a nice one for my ww on ipdb, but I didn't see one for met. It'd be helpful.
Quoted from tommyp:Thanks. When I see the Talley for ball 2, it looks like it reset. If those are just for that ball though, it makes more sense.
Is there a published, up to date rule sheet out there? I think I found a nice one for my ww on ipdb, but I didn't see one for met. It'd be helpful.
I think having it not carry over is possible with a setting. Did you get the game second hand? Any chance somebody set it that way?
Quoted from pinchamp:I believe the counters reset after each ball to show you how many hits that ball. However the OVERALL counter toward the CIU remains so you are still getting closer as you progress through each ball. At least that is my understanding but someone can correct me if I am wrong
Oh, yeah - the bonus count up at the end shows you "hits per item this ball" - but that isn't necessarily your totals. The instant info (if you hold the flipper) should show you actual totals, so you could check on ball 2.
Quoted from Drewblood419:Check your connection up at the top of the soundboard by the big white block looking things LOL mine did that briefly I reseated the connections and it hasn't done it again since
Yep this is what happened to me as well.
Pin off
Disconnect and reconnect the connector in upper right with the big white blocks hanging on them. Off the top of my head inthink it was j10.
Pin on
Hasnt happened again.
Rick
Quoted from tommyp:Are the coffin, grave, snake, and sparky counters supposed to carry over ball to ball? I feel like mine dont. I gotta pay closer attention....but I feel like they reset after each ball, which would seem to make the crank it up modes harder to reach.
the sparky counter does carry over from ball to ball. otherwise, you would need 10 hits in a single ball for every ball in the game to score it. since mine is still residing in the garage in its shipping box, I can't check.
however, the easiest way to verify this is to play one ball and then check the status (using the flipper buttons) prior to launching ball number 2. it displays your progress for all of the modes and how many hits are still required for each.
I can confirm j_m_, at least on the code tommyp and I have (v1.64) that Sparky shots are the only ones I've found that carry ball to ball as it was the first mode I kept going for since it was easiest. I've had mine now for two weeks and only in the past several days able to get all the multiball modes albeit not all in one game!
Quoted from tommyp:I should clarify...I'm talking for ciu counters, not multi ball modes.
With default scoring, the CIU counters carry over from ball to ball. However, if you have lit Cross, Snake, and ElectricChair inserts but have not "locked" them on via hitting the captive ball hurry up (after getting all 3 lit and then shooting that spider shot again), those lights will go off during a drain.
Is that what you're asking about?
I'm combing through the differences in the 1.63/1.64 code and one thing I can tell is that Stern added a bunch of NODE BOARD TEST sequences. I'm guessing this has to do with service bulletin #184 published on June 12 where 3rd party shaker motors were damaging the node boards. http://www.sternpinball.com/service-bulletins/service-bulletin-184-third-party-shaker-motors
The only other adjustment I can see is "Snake Multiball Combos for SJ lit" I'm assuming this is an option to reduce or increase the number of snake multiball combos needed for super jackpot. Default is 3, Minimum is 2, Maximum is 4
Quoted from knockerlover:I'm combing through the differences in the 1.63/1.64 code and one thing I can tell is that Stern added a bunch of NODE BOARD TEST sequences. I'm guessing this has to do with service bulletin #184 published on June 12 where 3rd party shaker motors were damaging the node boards. http://www.sternpinball.com/service-bulletins/service-bulletin-184-third-party-shaker-motors
The only other adjustment I can see is "Snake Multiball Combos for SJ lit" I'm assuming this is an option to reduce or increase the number of snake multiball combos needed for super jackpot. Default is 3, Minimum is 2, Maximum is 4
Isn't the node/shaker thing specific to Spike hardware? If that stuff is in 1.64, it makes me wonder if Metallica might be re-run for a longer time than we thought!
Quoted from TOK:Isn't the node/shaker thing specific to Spike hardware? If that stuff is in 1.64, it makes me wonder if Metallica might be re-run for a longer time than we thought!
Lets hope so!
Has someone posted a list of mods and protective addons for Metallica Pro / Premium- LE somewhere? I think it would be a great idea to have one post or thread listing everything available and where to get it from. If done already please point me to the spot, thanks.
Quoted from GravitaR:Has someone posted a list of mods and protective addons for Metallica Pro / Premium- LE somewhere? I think it would be a great idea to have one post or thread listing everything available and where to get it from. If done already please point me to the spot, thanks.
here you go todd
http://bfy.tw/bZL
Quoted from GravitaR:Has someone posted a list of mods and protective addons for Metallica Pro / Premium- LE somewhere? I think it would be a great idea to have one post or thread listing everything available and where to get it from. If done already please point me to the spot, thanks.
I don't think there is consensus. Watch your sparky magnet, make sure it's adjusted - consider mylar. plastic protectors if you want, specifically by sparky which keeps the airballs in control around that magnet. For the right scoop, I use the mantis-style but others use a cliffy. For mods, the only must have for the Prem/LE is the captive ball instead of the newton block.
Quoted from GravitaR:Has someone posted a list of mods and protective addons for Metallica Pro / Premium- LE somewhere? I think it would be a great idea to have one post or thread listing everything available and where to get it from. If done already please point me to the spot, thanks.
I would add that if you get bounce backs from the orbit post, consider a metal replacement. It helps a great deal.
I've got a mylar circle on order for the magnet. Any issues working through the mylar? And what adjustment are you referring to the magnet?
Quoted from tommyp:I've got a mylar circle on order for the magnet. Any issues working through the mylar? And what adjustment are you referring to the magnet?
The magnet needs to sit flush with the playfield. It likely will be adjusted just fine, but if it's too low wood chips could occur and if it's too high airballs will occur. The magnet core is threaded for adjustment. If it feels fairly flush I wouldn't mess with it, but every now and then they need it.
Quoted from btw75:I don't think there is consensus. Watch your sparky magnet, make sure it's adjusted - consider mylar. plastic protectors if you want, specifically by sparky which keeps the airballs in control around that magnet. For the right scoop, I use the mantis-style but others use a cliffy. For mods, the only must have for the Prem/LE is the captive ball instead of the newton block.
Very good advice and noted.
Quoted from Pinhead-Seattle:That is some funny s..t
Entirely useless info provided by jim.
Snake tongue decal showed up today. Did you guys remove the top of the head to install it? or did it fit without?
No need to remove the top of the head. Slides in just fine. Be sure to clean the mating surface for as residual wax could be transferred there from the ball which will hinder the decal from staying down long term.
Quoted from tommyp:Snake tongue decal showed up today. Did you guys remove the top of the head to install it? or did it fit without?
I put mine in without removing the head, I would use a little rubbing alcohol to clean the surface as 85vett said. On mine I had a small bit of decal sticking up on one side in the back that I used an xacto knife to cut off.
Quoted from Drewblood419:Scored aurich's hammer mod from a good buddy of mine at SFGE. My METLE is looking badass!!! I also added a backalley creations eyeball pinball as the captive ball image.jpg
image_1.jpg
Nice side rails.
Quoted from GravitaR:Entirely useless info provided by jim.
it was useful for those that don't need to be spoonfed, however here's the "I'm a baby and can't search for myself list" just for todd
mods
- added shaker motor
http://www.pinballlife.com/index.php?p=product&id=1352
- replaced newton "block" with a proper newton ball system (for LE/premium only)
http://www.pinballlife.com/index.php?p=product&id=3414
- snake tongue
http://www.pingraffix.com/#!product/prd1/1700952425/metallica-snake-mouth-decal
- snake fangs
http://mezelmods.com/products/fangs
- sparky EL wire for skullcap
http://mezelmods.com/collections/metallica/products/metallica-pinball-sparky-2-wire-electrocution-helmet-mod
protection
- mylar magnet protection
http://www.marcospecialties.com/pinball-parts/803-5000-MG
- neon ball guide protectors
http://www.iamdarras.bigcartel.com/product/met-ball-guide-plastic-neon-protectors
- playfield plastic protectors
http://www.marcospecialties.com/pinball-parts/CG2539
- sparky protector
pm rickwh here on pinside.com
- wire wire ball guide (plastic sneeze guard replacement)
pm S37VEN here on pinside.com (he's making one last batch)
https://pinside.com/pinball/forum/topic/met-mod-bye-bye-ugly-ramp-plastic#post-1861056
- mystery hole guard (I doubled up my protection and purchased both the mantis and cliffy style protectors)
http://www.marcospecialties.com/pinball-parts/HG-40
- cliffy protectors (mystery scoop, shooter lane eject protectors [3 pcs])
http://www.passionforpinball.com/Metallica.htm
images
http://www.passionforpinball.com/Metallica/Met_Mystery1.JPG
http://www.passionforpinball.com/Metallica/Met-EJ1.JPG
http://www.passionforpinball.com/MetInstall/RtEject1.JPG
http://www.passionforpinball.com/MetInstall/Cliffy-Rail-Guard.jpg
additional things to consider:
tim mezel offers some nice 3D printed stand-up target splints that keep the targets from bending backwards (which eventually lead to "air balls") and bases for those spot lights to sit in so that the metal hex posts do not tear up the sling plastics
on a lighter note, blackened and S&D coloring is looking great mike!
I'm going to steal a quote from burningman here.. But I can definitely relate. "Blackened? What's that?"
Quoted from j_m_:additional things to consider:
tim mezel offers some nice 3D printed stand-up target splints that keep the targets from bending backwards (which eventually lead to "air balls") and bases for those spot lights to sit in so that the metal hex posts do not tear up the sling plastics
on a lighter note, blackened and S&D coloring is looking great mike!
Many more additional things to consider. Guys can pick and choose how far they want to go with it:
ColorDMD
Light-up flipper buttons
Speaker light kit with optional acrylics
eject protector
launch lane protector
color gels for FUEL gauge
color gels for FUEL inserts
TFTC eyeball standup target in FUEL lane
Scared Stiff boney flippers
remove spotlights on slings and re-route to light up FUEL targets/bar and Mystery scoop
coffin decal for pro (I can't get ahold of the guy on Pinside who sells these)
Cemetary arch
cross grave markers
Micro Display Mod with video
coffin with skeleton
custom score cards
toppers
Lollipop siderails for pro
powder coated armour
and probably still more
Quoted from Sparky:coffin decal for pro (I can't get ahold of the guy on Pinside who sells these)
No need to talk to him. If you want them, just order via his site and you'll get them in a week or two.
PRO V1.64 - April 23, 2015
======================
- Seek & Destroy mode has been changed so it now awards 1 cross,
1 snake, and 1 electric chair each time one of the main shots (left
loop, cross lane, left ramp, right ramp, right loop) is made when
lit. This allows progress towards lighting "Crank It Up" during
Seek & Destroy. This rule change also solves the problem of not
being able to light the snake to collect SNAKE letters during
Seek & Destroy, since only a shot on the playfield would allow this.
- Boosted Seek & Destroy scores from 750k to 1M (seek shot) and 375k
to 500k (regular shot).
- Added lamp status on the sparky lamps for electric chair multiball
and battery mode that indicate progress toward lighting the super
jackpot and completing the mode, respectively.
- Added art to the combo high score to date display effect in the
attract mode. Changed the font for the combo award and the combo
jackpot award.
- Increased lady justice "big value" score.
- Added design team members to the default (factory reset) HSTD.
- Increased the display/lamp/sound priorities for the multiball modes
(Coffin, Cross, Electric Chair, Snake). Previously, these were the
same as Fuel/Seek & Destroy, which caused interference. The priority
for Coffin was set to something higher than Cross/Electric Chair/Snake,
as Coffin is rare to get, and alternates between shots and the captive
ball (so there will be opportunity to see Cross/Electric Chair/Snake
effects on the shots when Coffin is available on the captive ball).
- Changed the names of the diagnostic buttons (these are translated now).
- Fixed a problem with the mystery sound effect not coming through due
to higher priority sound effects from previous effects taking too long
to finish up.
- Removed track #4 from outlane drain sound so big effects will not get
cut off.
- Fixed text running off the display.
Additional updates: PREMIUM V1.64 - April 23, 2015
======================
- The coffin magnet was not honoring the "disabled" adjustment. This
has been corrected.
Quoted from knockerlover:No mention of the NODE board messages added.
This just makes it seem like they're using the same underlying system/test code for Sam and Spike.
Quoted from epthegeek:This just makes it seem like they're using the same underlying system/test code for Sam and Spike.
Probably true. But, release notes should state that.
"Added art to the combo high score to date display effect in the attract mode. Changed the font for the combo award and the combo jackpot award"
So I was wondering......if they added new art animation/changed dots to the attract mode, how does that effect those who are running a colorDMD? Will the new frames still appear, but just not colorized? Just curious.
It's fine, it just wasn't zipped this time. I updated mine a few minutes ago and everything is okay. I don't know why .BIN files are associated with internet explorer on your computer, but it doesn't matter unless you double click on it to try and open it there.
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