(Topic ID: 93954)

NEW METALLICA CODE! Version 1.6

By PinJer

9 years ago


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#1 9 years ago

Looks like the band member mode made it to the new 1.6 mode!
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.
- Increased "Fade To Black" units per level on the PRO from 10 to 15.

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