(Topic ID: 229780)

New code 1.80 for Metallica

By KLR2014

5 years ago


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There are 231 posts in this topic. You are on page 1 of 5.
40
#1 5 years ago

http://www.sternpinball.com/game-code

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.

24
#2 5 years ago

HOLY SHIT

THANK YOU LYMAN

#3 5 years ago

Wow. Cool beans.

But what about <insert game>?!

#4 5 years ago

I did not expect this....

13
#5 5 years ago

Booooom

Lyman mystery code drop strikes again!

What a champ.

rd

-108
#6 5 years ago

Stern sucks. A dozen games long overdue for code updates and instead they put out new code for a game widely already seen as well polished and awesome. Nice move Stern.

#7 5 years ago

Wow! I don't think anyone was expecting this.

#8 5 years ago

Of course they did, I just traded it Saturday hahaha. Congrats all, and all praises to Lyman!

32
#9 5 years ago
IMG_0537 (resized).jpgIMG_0537 (resized).jpg
33
#10 5 years ago
Quoted from JMcDonald:

Stern sucks. A dozen games long overdue for code updates and instead they put out new code for a game widely already seen as well polished and awesome. Nice move Stern.

That's all Lyman man. I'm sure he did it in his spare time. If you want this degree of love stick to his games.

#11 5 years ago

Nice surprise for a game I thought was at the end of the line.

#12 5 years ago
Quoted from BOBCADE:

Nice surprise for a game I thought was at the end of the line.

TWD was a year out of production and got a great code update.

Thank you LS.

#13 5 years ago

They may be refining the code for a new production run...

#14 5 years ago
Quoted from Pin_Guy:

They may be refining the code for a new production run...

Didn’t they just announce that it was going out of production?

#15 5 years ago
Quoted from DK:

HOLY SHIT
THANK YOU LYMAN

Those exact words were leaving my mouth as I scrolled down and saw the first comment.

#16 5 years ago

Here is the Premium/LE readme (the differences appear to be the top section)...

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

- Add RED G.I. to coffin hammer strike LED G.I. effect.
- Added LED GI effects for mode items, snake multiball ready, and
snake multiball start.
- Changed EoL start and background LED GI effects.
- Added LED GI effect for the super spinners.
- Loop post stays DOWN when a shot is made for the super spinners.
- Reworked EoL RGB lamps: blinking bright green = super jackpot, solid
dark green = scored, blinking medium green = available.
- Added lamp effects (background) and LED GI effects (background) for the
coffin magnet diverter lock sequence.
- Implemented lamp effects and LED GI effects for super spinners.
- Added a setting (currently, game-specific adjustment #91) that
controls the amount of time the coffin magnet remains down during
ball search (default: 5 seconds, range: 2 seconds - 10 seconds).
- Ball search coffin/magnet will activate the coffin magnet when
the coffin magnet diverter is held down. This may or may not help
free balls that may be jammed in the back of the coffin behind the
magnet.
- Improved the coffin magnet sequence in an effort to minimize balls
getting jammed behind the magnet.
- Switch compensation for the snake jaw now only done when the snake
jaw is UP.
- RGB test was not freeing the rgb layer before exiting. This has
been corrected.
- Added a background lamp effect for the super spinners.

---------------------- Premium/LE Only Changes Above This Line -------------------

- 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.

#18 5 years ago

#19 5 years ago

Another reason to stay home for the holidays... Lyman just brought gifts!!!

.

#20 5 years ago

Are you serious? Out of the blue.... bam! I’m completely shocked. Especially at
how large this update is.

#21 5 years ago

Must've been that heart to heart we had
IMG_99131 (resized).jpgIMG_99131 (resized).jpg
haha
THANK YOU LYMAN!

#22 5 years ago

Awesome, but now I lose all my high scores!!

#23 5 years ago

I own a lot of Lyman games. He's the man.

#24 5 years ago

Oh hell yes!! Now if they just come out with a killer code update for KISS it’ll be a Merry Christmas!

#26 5 years ago
Quoted from BudManPinFan:

Oh hell yes!! Now if they just come out with a killer code update for KISS it’ll be a Merry Christmas!

Kiss update (resized).jpgKiss update (resized).jpg

#27 5 years ago

Yessss! Installing now....

#28 5 years ago

Holy Sheats!!!

11
#29 5 years 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. Pinball Browser's sound bookmarks don't recognize the new firmware yet so you will have to manually change these until the database is updated.

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

22
#30 5 years ago

Lyman.... you’ve blown away the entire community again. Your dedication to this hobby, and our community is second to none! Can’t wait to battle on this, and fall in love with it all over again.

Bravo!!!

#31 5 years ago
Quoted from PinLen83:

Lyman.... you’ve blown away the entire community again. Your dedication to this hobby, and our community is second to none! Can’t wait to battle on this, and fall in love with it all over again.
Bravo!!!

The guy is an absolute legend!

#inlymanwetrust

#32 5 years ago

Uploaded and digging what I'm seeing so far - especially like the red GI effects every time you lock a ball in the coffin!

Not seeing it in the readme, but grave multiball starts with only 4 hits now.

#33 5 years ago

Of course this happen the same day i drop off my snake director at the powder coaters. Won't be playing for at least a few days
Awesome news

#34 5 years ago

“Fixed an issue where fading the music volume would cause the music
to cut out entirely (bonus, game over).”

Man I thought he was never going to fix that bug. So awesome! Too bad I sold my MET for IMDN. Ah well...

#35 5 years ago

Lyman, what were you thinking??? Releasing this on a night I’m not home? Why do you torture me like that?

#36 5 years ago
Quoted from Fytr:

“Fixed an issue where fading the music volume would cause the music
to cut out entirely (bonus, game over).”
Man I thought he was never going to fix that bug. So awesome! Too bad I sold my MET for IMDN. Ah well...

yes finally!

#37 5 years ago
Quoted from yzfguy:

Awesome, but now I lose all my high scores!!

that's an easy fix, just beat the hell out of the game again!

Thanks Lyman! you are a ROCK STAR!!!!

#38 5 years ago

I'm psyched for any update. I only played three games, but the only difference I noticed was the fuel lane lights working now.

#39 5 years ago

Great to see my favorite game getting a new reason to play it more and more thanks LS !

#40 5 years ago

Buncha changes for a mode i’ll Never get to. Great!

#41 5 years ago

Wow very nice.....guess my total light show will need updated also......

#42 5 years ago
Quoted from epthegeek:Buncha changes for a mode i’ll Never get to. Great!

My wife played the first game with new code. She got 2 CIU modes and got her highest score yet with a 142 mil. I love that she can play the game with a better chance to get a high score now. I know most of these changes could have been achieved by changing the settings, but I hate straying from the factory settings. Excellent update.

#43 5 years ago

Cool, waiting for Medieval Madness polish next.

#44 5 years ago
Quoted from bigd1979:

Wow very nice.....guess my total light show will need updated also......

Not that I can tell. I played the crap out of the new code, and it works great still.

End of the Line is within reach with this new code. I did three CIU modes tonight, and that was after accidentally starting Seek and Destroy. If I had left the last insert column alone, getting a fourth would have been within my grasp!

#45 5 years ago
Quoted from Doctor6:

Not that I can tell. I played the crap out of the new code, and it works great still.
End of the Line is within reach with this new code. I did three CIU modes tonight, and that was after accidentally starting Seek and Destroy. If I had left the last insert column alone, getting a fourth would have been within my grasp!

I did 3 CIU as well so I will try to do 4 soon. I love the super spinner!

Rob

#46 5 years ago

Anyone have issues with the mystery kickout? A couple times it launched the ball out like a pitcher throwing a nasty changeup and draining straight down the middle. Never seen this before until I installed the update. Only happened a couple of times though

#47 5 years ago
Quoted from Doctor6:

Not that I can tell. I played the crap out of the new code, and it works great still.
End of the Line is within reach with this new code. I did three CIU modes tonight, and that was after accidentally starting Seek and Destroy. If I had left the last insert column alone, getting a fourth would have been within my grasp!

Good to know

#48 5 years ago

Lyman again reminds us he is the best at polishing off code!

#49 5 years ago

Can you skip the electric chair multiball startup?

#50 5 years ago

Havent got to play much on the new code but i can already tell the game is much more fun. Thank you Lyman for making a great game even better!

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