(Topic ID: 93942)

New Metallica Code is up ... V1.6

By rotordave

9 years ago


Topic Heartbeat

Topic Stats

  • 284 posts
  • 99 Pinsiders participating
  • Latest reply 9 years ago by Frax
  • Topic is favorited by 5 Pinsiders

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#16 9 years ago

The Premium/LE changes for the lazy:


V1.6 - June 5, 2014
===================

- Implemented the coffin lock behavior adjustment. There are 3 settings:
1) COFFIN, NO STACKING
Balls must be locked in the coffin to start coffin multiball.
Once a lock is lit, the ball must be locked in the coffin before
the next lock can be lit.
(This is the behavior that existed in version 1.51.)
2) COFFIN, STACK LOCKS LIT
Balls must be locked in the coffin to start coffin multiball.
Once a lock is lit, additional locks can be lit by hitting the captive
ball.
(This is the default setting.)
3) COFFIN, CAPTIVE BALL
Balls do not need to be locked in the coffin to start coffin
multiball.
Once a lock is lit, the magnet is activated to lock the ball in
the coffin.
If the captive ball is hit when a lock is lit, the lock is awarded
and the magnet is deactivated.
(This is roughly the same behavior as the PRO).
- Disabling the coffin magnet via the adjustments results in behavior that
is identical to COFFIN LOCK LIT BEHAVIOR = COFFIN, CAPTIVE BALL, with
the exception that the magnet is never activated. (This is exactly the
same behavior as the PRO.)
- Added switch compensation for the snake jaw. If the snake jaw is
disabled via adjustment and the latch switch is active (meaning the jaw
switch is not accessible), or there is a "stuck up" device error, or
the snake jaw switch is bad, then the awards for hitting the snake jaw
are given from the captive ball and the right ramp standup target that
is closest to the snake.
- Snake up/down latch was (sometimes) making the wrong sound when the
minus (-) button was pressed. This has been corrected.
- The G.I. effect for coffin multiball was not specifying the correct
resources. This has been corrected.

- Added "Blackened" (target) mode for collecting all of the band members.
- Added an adjustment to award extra coffins from the captive ball. The
default is "+1 W/ RETURN LANE" which will award 1 extra coffin if the
captive ball is hit within ~2.5 seconds of a return lane switch.
- Corrected some loop logic.
- Lowered 2nd+ combo extra balls from 100 combos to 50 combos. Lowered
the 2nd+ fuel lane extra balls from 40 pistons to 30 pistons.
- Skill shot and super skill shot lamp effects were (occasionally) not going
away when their respective awards were no longer available. (This was
noticeable when the mystery eject was made for super skill shot.)
- Reworked the guitar pick targets rule. Collected band members carry
over from ball to ball. Sets of band members reworked to require more
completions next time around, but not as brutal as before.
- Added settings for snake eject kick and right eject kick power settings.
- Changed the increment for the item requirements for qualifying Crank It
Up from 1-5 to 1-3.
- Added new right eject ramp-up sound for the right eject kickout.
- Added adjustments for the cross magnet and the electric chair magnet so
the user can turn off or lighten the magnet effects.
- Added an adjustment for the number of shots required during the super
jackpot stage of cross multiball to bump the super jackpot multiplier.
The old (hard-coded) default was 4; this has been lowered to 3 to make
it easier to increase the multiplier. (Adjustment range: 2-4).
- Fixed a problem with setting the slingshot power during factory reset.
- The slingshot power was not being updated after the adjustment was
changed in the game adjustments menu -- it was only ever updated at
power-up. This has been corrected.
- Fixed a problem with mystery. The "electric chair" awards were displaying
the coffin icon, and the "coffin" awards were displaying electric chair
icons.

#17 9 years ago

Definitely some real changes to the coffin shot, shouldn't be anything to complain about if you're a Prem/LE owner now and you don't like how the hammer works. Feature adjustments to make it behave more like (or exactly like) the Pro, plus the return lane bonus looks designed to cut down on grinding that shot a bit.

#20 9 years ago
Quoted from smassa:

Balls no longer need to be locked into the coffin to start the multiball now. Now what are the Pro owners going to point too to make the Pro seem better then the Premium/LE. Lol

If you were really desperate you could just remove the hammer all together, add the captive ball assembly, and please hammer haters while still having all other other features.

#37 9 years ago
Quoted from o-din:

As have I. The place will never be the same...

Still haven't fixed that door quite right?

#80 9 years ago

Four sounds like too many. Collect all the band members and start the band mode. Makes sense to me. There's plenty to do in this pin, better to not crowd it with little dinky modes.

#223 9 years ago
Quoted from Rickwh:

Is there design history here i dont know about where they were gonna have a 4 horseman mode?

Yes, my understanding is that was the song planned and then the fan voting thing happened instead, so not really surprising. Honestly the theme of Blackened is pretty apocalyptic, so seems like a fine fit to me, even though I haven't seen the new animations yet.

#235 9 years ago

New code with new rules > any score.

Besides, it seems like the new code has more scoring opportunities, so you'll probably end up higher anyways.

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