(Topic ID: 223219)

New Iron Maiden 1.03 code

By MRG

5 years ago


Topic Heartbeat

Topic Stats

  • 19 posts
  • 11 Pinsiders participating
  • Latest reply 5 years ago by yancy
  • Topic is favorited by 2 Pinsiders

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    10
    #1 5 years ago

    =======================
    - 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)
    - 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
    - Timed Battle Modes - fixed an issue with timed modes that drain when waiting for sarcophagus lock would not be completed and would still be lit on the next ball
    - 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

    #2 5 years ago

    Whuuuut? Sweet!

    #4 5 years ago

    I hope center channel clarity means the cabinet speaker. Im assuming thats what they mean.......hope so anyway.

    #5 5 years ago

    STERN PINBALL (code department)

    Great Job Stern keep them coming!

    #6 5 years ago

    I noticed the sound quality had diminished.
    Same thing happened in latest GOTG release.

    Now they are getting around to Iron Maiden.

    Really like what they are doing with Combos Value in the game. Deathblow!

    #7 5 years ago

    BOOM !!!

    #8 5 years ago
    Quoted from ASOA:

    STERN PINBALL (code department)
    Great Job Stern keep them coming!

    Gary and the boys are pretty much kicking everbodys ass right now in the pinball world and its not even close!

    #9 5 years ago
    Quoted from MRG:

    - Attract Mode - added tutorial videos that explain how to start Battle Mode, Mummy Multiball, and Trooper Mulitball

    This seems cool and new. I'll have to check these out tonight

    #10 5 years ago

    I miss the single song option that was in the code before. Really want that back not sure why it was removed.

    #11 5 years ago
    Quoted from Dirk:

    I miss the single song option that was in the code before. Really want that back not sure why it was removed.

    I agree. Most of the time after I drain I hit the flippers to speed up going through the bonuses. Every now and then as I'm hitting the buttons the bonus will end and cause the song to change.

    #12 5 years ago

    Don't hit the flipper buttons after a drain if you have a shaker. Generally if your bonus is greater than 3 - 5 million you will get a cool shaker effect as the bonus counts down.

    #13 5 years ago
    Quoted from Dirk:

    I miss the single song option that was in the code before. Really want that back not sure why it was removed.

    There was some kind of bug related to that option in the menu, and I assume it was easier to remove the option that fix the bug. But yeah, I miss it too. Mostly because it keeps people from slowing down the game between balls.

    #14 5 years ago

    Attract tutorial sounds interesting, love the similar thing on my centaur when ya press flippers in attract

    #15 5 years ago

    I like the more points per death blow... And I like the aces high greater starting jackpot points... Minor changes to be sure... But, I think necessary... Still haven't gotten to the beast, but I can't wait to update code this weekend!!!!

    #16 5 years ago
    Quoted from Diospinball:

    And I like the aces high greater starting jackpot points... Minor changes to be sure... But, I think necessary.

    Definitely helps. Aces High and Mariner are worth so little (unless you absolutely crush them) that I will often purposely drain out of them to avoid wasting a valuable revive. Also prevents double draining out of them, which is a disaster in relatively worthless modes.

    #17 5 years ago
    Quoted from yancy:

    Definitely helps. Aces High and Mariner are worth so little (unless you absolutely crush them) that I will often purposely drain out of them to avoid wasting a valuable revive. Also prevents double draining out of them, which is a disaster in relatively worthless modes.

    You are right about them being worthless.
    However, I don't drain out of them. Because, I enjoy them. They're fun... But, just weak modes. I get like at best 21 million from aces high, and thats a good score for me for that mode, not an average. Fear you can really light up, same with Hallowed, and I have a few times lit up Flight of Icarus. I think fear might be my best on average blow up mode... However, I don't always kick its butt. Sometimes I get really nothing out of it...

    And maybe that is why Aces and Mariner are like that. You have more a chance for points in the mode, if not high points.
    Don't know... I just hate Icarus to be honest... And that is because I suck at it... One time I did get like a 4 or 5x combo in the mode... That was cool... But must times if I hit 2 ramps I'm doing good.

    #18 5 years ago
    Quoted from yancy:

    Aces High and Mariner are worth so little

    Try starting Mariner with 2 or 3x going already, then get close to a 3m starting value on the hurry up, see what happens.

    #19 5 years ago
    Quoted from DNO:

    Try starting Mariner with 2 or 3x going already, then get close to a 3m starting value on the hurry up, see what happens.

    Sad truth is I'm not good enough to hit those left side shots with multiple balls in play no matter how big the initial value is. Tons of ways to blow this game up if you're great player (and you are), I just don't think Mariner is worth the trouble.

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