Have been playing v19 software since early Feb, and not frequently enough because two trough switches were intermitent and summer got in the way. Now that it is Fall, I had those switches replaced and uploaded v21 software. W O W - Big difference! ! ! I was floored how much the game has evolved - lots of fixes, enhancements, added call outs and instructions where to shoot. Game already had good bones but now it feels gritty, like driving around town in a dragula. Like it so much in fact that I ordered the apron lcd mod.
You may remember that Fawzma did not have prior pinball coding experience, yet has managed to create a fun and challenging pin. Exactly the kind of new blood the industry needs. In fact Spooky’s history is one of a successful startup. They had newbie Ben Heck design and code AMH, while newbie Charlie Emery built it. Then it was newbie Charlie Emery designing his first game – RZ, while newbie Fawza coded it and new kid Charlie built it too. Game three is Alice Cooper. Game four is designed and being coded by newbie Scott Denesi - TNA, while veteran Charlie Emery is building it. Spooky is growing a company that is growing talent in house.
What are the upgrades I have been missing?
RZ UPDATE V21 - 8/14/2017
Fixed - show last score routine would interfere with starting a new game. start button handled at end of routine to allow for last score display to function properly
Fixed - AV now at V008, random read error
Fixed - shooting vuk after ball launch and not hitting any switches would flake out the mode select routine
Fixed - mode select now works when using infected mode
Update - If allow match was off, game would try to play a game over clip that didn't exist
Update - VUK fires 3 times at normal power, if eject fails power reduced to 3 to attempts a light jog/unjam. If eject fails again, VUK kicks will pause for 8 seconds so not to overpower the fuse.
Update - Shaker only fired one time on VUK eject and won't trigger again for 10 seconds. This is to reduce stress on the fuse.
Update - servo adjustments going down would roll to 255 instead of 12
Update - drain switch logic was setting plunge timer to fire before a ball was ready on trough switch 1
Update - upper flippers will be forced off anytime they aren't needed
Update - Save light forced off after collecting 500 corpse in 1000c
Update - Balls search on start up kicks ball from lane instantly
Updated - "move your bra" removed.. only uses "pop your top".
Updated - Robot now moves in ball search
Updated - Lightnig mode strobes left orbit instead of blinking the hurryup
Added - Corpse mode, when all balls drained at same time. Corpse count display timer was being killed when it shouldn't be
RZ UPDATE V020 - 6/30/2017
Fixed - 7/12 - ball save timing changed to prevent premature end of ball
Fixed - 7/1 - goober didn't reset mode properly on drain
Fixed - Start to hold feature (when disabled) would end a game as soon as it was started
Fixed - Added more checks to resave settings when loaded settings are outside the normal value
Fixed - Ball save video plays when save activates on outside lanes
Fixed - Mode select flipper handling improvements. Much easier to use both flippers to select a mode
Fixed - Drop target will reset to correct position at the end of modes
Fixed - CHOP lane shifts works properly
Fixed - Using a space in your last initial works properly now
Fixed - Added a delay between name entry and match to help prevent match animation from not playing
Fixed - Reduced time between drain and extra ball eject and shows "PLAY AGAIN" instead of full animation
Fixed - Boombox switch was giving way to many points
Fixed - Ball search makes it through complete cycle witouttriggering a switch by mistake, deadswitch check increased with relation to search time set
Fixed - PF animation would hang during last score info
Fixed - added rampup debounce to VUK switch
Fixed - added rampup debounce to Drop Target
Fixed - LDG, Rob Zombie would say to hit targets 2 times to complete, when in fact you had to do it 3 times
Fixed - If you drain with drop target down and didn't lock ball, sneaking in behind drop target would gives
a lock credit on your next ball, then bug out the mode so you couldn't progress.
Fixed - Jackpot value increases now account for the multiplier
Fixed - Dead City, Some switches did not award point in MB
Fixed - Upper right sling did not award point if its the first switch hit in skill shot
Fixed - What! mode time refreshes when you roll over UPF switch.
Fixed - What! in bash mode, clips from first part of mode would play when the shouldn't
Fixed - What! mode total was being added to score when mode finished, effectively doubling your points in error
Fixed - Center ramp is worthless once superjackpot is ready, this includes the left inner lane, prevents ramp spamming in tourney
Fixed - Nasty scoring bug squashed that prevented points from being awarded.
Fixed - Infected mode, killer cards were being collected
Fixed - SuperBeast, player score now shown
Fixed - Music loops
Fixed - Extra ball only lights on 3rd ball and low score if tournament mode is off
Fixed - Match knocker moved to after reveal
Added - *NEW* mode start hurryup "Quick Lightning" light up lightning targets outside of a main mode to start timer. Get to VUK to start a mode in time to collect points reward
Added - Stop post added to ball search routine
Added - When game ends, the screen is dumped to last scores
Added - Menu setting to turn off/on the free play text - Main Menu
Added - Ballsearch time adjustable between 8 and 20 seconds. - Main Menu
Added - Last game score(s) now are part of the score tables as you hit the right flipper in attract mode
Added - PF RGB flashes when ball save is activated
Added - Game can be played with missing balls. Machine has to have at least 2 balls in the trough
Added - Game Over clip + music
Added - Dragula videomode into lightshow
Added - Shaker goes off with the Rev's in video mode intro
Added - Shaker when demon mode ends
Added - What! movie screen countdown added to start of mode, plus something extra
Added - Callout, if start pressed and no coins inserted (family and adult versions)
Added - Demonoid, voice countdown starts at 5 seconds remaining
Added - Demonoid, voices at certain points in time
Added - Lighning switches, causes lightning effect on lower RGB
Added - Shaker on thunder effect
Added - When in a mode, VUK triggers Spauldings entrance vocals
Added - Murder ride callouts for starting, and when collecting
Added - Replay value increases each game if a player reaches replay value. Replay value resets to normal when last game doesn't reach goal.
Added - Custom messages, 10..15..20..25..30 second custom message graphics. in "Operator Menu"
Added - Infected mode is back in. Infected flippers will not be used at this time.
Added - Search routine into infect drain routine
Added - Killer cards, after collecting card, value is now flashed
Added - Goober Mode, starts if you get the 6th ramp hand.. stopping short giving you points
Added - Murder Ride bonus mode for collecting all killer cards
Updated - Extraball - 1 knock, Replay - 2 knocks
Updated - Super pops changes to "Pop Your Top!" or "Move your Bra"
Updated - LDG, coffin light goes solid instead of off when collecting
Updated - Dirty pool logic cleaned up
Updated - Backbox pulses green with PF RGB
Updated - Replay value option in Game Settings, increases by 5 million instead of 10 million
Updated - Upper flipper temporary disabled when you get the JP multiplier to 4.
Updated - Drop target raised faster after LDG ends
Updated - Chop animation would play even if lane was already set, animation will play only if the lane wasn't completed already
Updated - Servos are powered down during drain to help reduce chatter
Updated - What! mode instructions play completely at first start of mode
Updated - SuperPop animation priority lowered
Updated - Inner right obit switch added to What! mode complete check
Updated - Dragula pf lights updated to only show what shots are required for mode
Updated - Dragula ramp light blinks when one ramp is left to hit
Updated - Dragula, 3,2,1 more to go callouts added
Updated - Dragula video mode now has a car rev'ing/taking off SFX with running engine sound
Updated - Dragula Added timer to videomode/jackpot selection piece of the mode.
Updated - Dragula MB, jackpots are claimed but center ramp and stops when SJP is ready
Super jackpots start on center ramp then move around the next round
Once SPJ is claimed, parts collected resets.
Super jackpot activation takes more and more jackpot shots to get to the next round
Updated - Reduced drop target power in ball search. This will prevent the target from resetting all the way when it should be down
Updated - Dragula, MB score display now shows jackpot value, ball#, score
Updated - Dragula overtime, collecting parts advanced jackpot. center ramp collects.
Updated - Dragula overtime, coffin targets now collect car parts.
Updated - Dragula, milliseconds increased per second, and takes "13" seconds
Updated - Player initials autopopulated and set to end position for each score table
Updated - Deadcity, which target to hit animation added
Updated - Deadcity, MB score display now shows jackpot value, ball#, score
Updated - Deadcity, little rocker added as a collectible in MB
Updated - Deadcity, MB mode lights updated to stay on instead of going out when targets are hit
Updated - What! mode rewrite. After collecting RH or time running out on RH, mode goes into spaulding hurryup (if not collected). 30 seconds to collect displayed value.
Updated - What! MB now shows current jackpot. Advance jackpot multiplier on coffin switches. Increase jackpot by shooting through spauling gate
Updated - Demonoid, remove upper playfield switch requirement. Only 15 switches required.
Updated - Demonoid, in MB jackpot advanced on each switch hit. center ramp collects displayed value. Super jackpot resets switches
Updated - Demonoid, jackpot multiplier advancement added to start of mode. Increase your jackpot multiplier before getting into MB.
Updated - Demonoid, add a ball light changed to blink instead of pulse
Updated - Superbeast, Rob calls out superbeast sneak attack MB if used instead of normal MB callout
Updated - Superbeast, SJP locations limited to outer orbits and center ramp
Updated - SuperBeast, in MB, advance jackpot but dropping drop target. Timer starts up and you have 20 amount of seconds to increase JP value by completing right inner orbit
Updated - Superbeast, MB JP starts at JP multiplierx2 due to difficult of increasing jackpots
Updated - Superbeast, updated the same as previous modes when in MB. shows JP values..etc. jackpot collected from center ramp, supers from random places
Updated - SuperBeast, animations updated with progress indicator
Updated - American Witch, updated the same as previous modes when in MB. shows JP values..etc. jackpot collected from center ramp, supers from random places
Updated - American Witch, in adult mode, dancing witches are only used.
Updated - Mode start flashes along with arrow instead of strobing when you are out of a main mode
Updated - Killer cards, when a card is ready to collect, that card blinks. doesn't strobe anymore
Updated - Killer cards, score values increment after Satan is collected
Updated - Spaulding hurryup blinks instead of strobes
Updated - Robot servo disabled on skillshot start to reduce wear. Enables when needed.
Updated - Rattle voice priority set to lowest
Updated - Rob calls MB for all modes except What!, Sid calls out instead.
Updated - If mode is complete and not in infected mode, mode selected shows mode complete version or clip