(Topic ID: 213089)

Up the Irons - Stern Iron Maiden Owners and True Fans Club!

By AlexSMendes

6 years ago


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Topic index (key posts)

17 key posts have been marked in this topic, showing the first 10 items. (Show topic index)

There are 15,872 posts in this topic. You are on page 158 of 318.
10
#7851 3 years ago

This will be most helpful for me:
- Run to the Hills - allow players to get to Run to the Hills more than once in a game
Not

#7852 3 years ago

I have the pro version and after the update the insert below the center ramp that points to the small loop is much brighter than it was before the update. And it's much brighter than the other inserts. The picture doesn't really show how much brighter it is. But did this happen to anyone else? It's the one circled in red.

Edit: It doesn't get that bright until you start a game.

20201223_080930 (resized).jpg20201223_080930 (resized).jpg

#7853 3 years ago

Keith said in his last interview on the LoserKid podcast that there was going to be a Super Mode game (Esacpe Nublar-style) where you play as the Beast battling Eddie. I wonder why that’s not in here. Still a fantastic refinement, but that’s what I was most looking forward to.

#7854 3 years ago
Quoted from bigehrl:

Keith said in his last interview on the LoserKid podcast that there was going to be a Super Mode game (Esacpe Nublar-style) where you play as the Beast battling Eddie. I wonder why that’s not in here. Still a fantastic refinement, but that’s what I was most looking forward to.

When I heard that it sounded pretty sarcastic to me. I think he was joking around.

11
#7855 3 years ago

I was expecting some fixes, a DJ mixer, maybe some point values changed, but Jesus this is a massive update. With IMDN out of production, this was a huge surprise. Good on Stern for polishing off one of their best games.

Edit: the new full screen animations look great, always wondered why they didnt realign them when future Spike2 games were fullscreen. The new Flight of Icarus animations are awesome, heard some great new callouts as well. Draining right off the bat in Icarus had the announcer yelling "BURN BURN BURN" and I was laughing my ass off.

#7856 3 years ago
Quoted from kguenther6:

I have the pro version and after the update the insert below the center ramp that points to the small loop is much brighter than it was before the update. And it's much brighter than the other inserts. The picture doesn't really show how much brighter it is. But did this happen to anyone else? It's the one circled in red.
Edit: It doesn't get that bright until you start a game.

From the README:

- Battle Modes - mini loop is now always lit for an Eddie letter collection during spellout phase

#7857 3 years ago

Ok, this code update thing is all new to me as well. I don't even have a computer at home anymore that works since I have one at work I use every day. So I downloaded the update off Sterns site, and opened it. This is what it shows. When I get back to work on Monday with a SD card, how do I get the update to the SD card and do I just use the one in my machine with 1.06 code or get a new one? And how big if I go new? Not a computer nerd by far, so this software stuff is very foreign to me

20201223_083939 (resized).jpg20201223_083939 (resized).jpg
#7858 3 years ago
Quoted from Bohdi:

Ok, this code update thing is all new to me as well. I don't even have a computer at home anymore that works since I have one at work I use every day. So I downloaded the update off Sterns site, and opened it. This is what it shows. When I get back to work on Monday with a SD card, how do I get the update to the SD card and do I just use the one in my machine with 1.06 code or get a new one? And how big if I go new? Not a computer nerd by far, so this software stuff is very foreign to me
[quoted image]

you don't need an SD card if you have a USB Thumb Drive. just extract both files, copy both to a USB Thumb drive. with game off, plug it into the USB port on the main center board in the backbox, then power on. game should automatically prompt you to update from there.

#7859 3 years ago
Quoted from mattosborn:

From the README:
- Battle Modes - mini loop is now always lit for an Eddie letter collection during spellout phase

But the light is much brighter than it was before and much brighter than the other inserts. It wasn't that bright when it came on in the older code.

#7860 3 years ago
Quoted from Taygeta:

I was expecting some fixes, a DJ mixer, maybe some point values changed, but Jesus this is a massive update. With IMDN out of production, this was a huge surprise. Good on Stern for polishing off one of their best games.

To be fair, this update was originally expected literally a year ago, so I'm sure a lot of it was already in the can then. But yeah, better late than never.

#7861 3 years ago

I was really hoping to something similar to Ghost Busters and Jurrasic Park, how you can go directly to the wizard mode. I was hoping to actually be able to play Run to the Hills. I don't know of anyone who can get there except maybe the top players. It's a challenge for me to get to Number of the Beast, but I have no shot at Run to the Hills.

#7862 3 years ago
Quoted from bigehrl:

you don't need an SD card if you have a USB Thumb Drive. just extract both files, copy both to a USB Thumb drive. with game off, plug it into the USB port on the main center board in the backbox, then power on. game should automatically prompt you to update from there.

That's it huh? Just extract both to the Thumb/Flash drive and plug it in in the backbox. Can my Thumb/Flash drive already have files on it, or do i need a new/empty one? Just want to make sure.

#7863 3 years ago
Quoted from Bohdi:

That's it huh? Just extract both to the Thumb/Flash drive and plug it in in the backbox. Can my Thumb/Flash drive already have files on it, or do i need a new/empty one? Just want to make sure.

You don't have to, but I always have an empty USB stick to upgrade with. Better safe than sorry....

#7864 3 years ago
Quoted from CTHOMAS1998:

You don't have to, but I always have an empty USB stick to upgrade with. Better safe than sorry....

Same here.
USB with nothing else on it and both files directly on the drive, no folders allowed.

#7865 3 years ago
Quoted from kguenther6:

But the light is much brighter than it was before and much brighter than the other inserts. It wasn't that bright when it came on in the older code.

It's now lit white to indicate you can collect an EDDIE letter. That's new.

#7866 3 years ago
Quoted from Bohdi:

Can my Thumb/Flash drive already have files on it, or do i need a new/empty one?

It will work with other files as long as there's enough room for the update on the USB. Plug it into the backbox, turn on the game and it will recognize that it's in code update mode. From there you can toggle to the appropriate code before starting the update. It will only recognize the SPK files. I've had updates for multiple games on the same USB and was able to select and update without issue.

With that said, I try to keep an empty one handy.

#7867 3 years ago
Quoted from MutterFudder:

When I heard that it sounded pretty sarcastic to me. I think he was joking around.

sarcastic? weird. didn't sound it to me. he even elaborated on how it was something they wanted to do when they put out one last update. he might be great at pinball design, but his sarcasm could use some work.

#7868 3 years ago
Quoted from Bohdi:

That's it huh? Just extract both to the Thumb/Flash drive and plug it in in the backbox. Can my Thumb/Flash drive already have files on it, or do i need a new/empty one? Just want to make sure.

extract them to the folder the zipped folder is in. then make sure you copy both files seperately to the flash drive. NOT as one folder containing both.

#7869 3 years ago

Do you need both files now?

#7870 3 years ago
Quoted from Lethal_Inc:

Do you need both files now?

assume so. copy both to the flash drive.

#7871 3 years ago

Saved by a lit REVIVE. Callout was "what's wrong, balls finally dropped?" Think that's one of the new ones, made me laugh.

#7872 3 years ago
Quoted from Snux:Saved by a lit REVIVE. Callout was "what's wrong, balls finally dropped?" Think that's one of the new ones, made me laugh.

Oh man heard this while playing with my daughter last night and I started laughing so hard.

Quoted from luckyjab:

I was really hoping to something similar to Ghost Busters and Jurrasic Park, how you can go directly to the wizard mode. I was hoping to actually be able to play Run to the Hills. I don't know of anyone who can get there except maybe the top players. It's a challenge for me to get to Number of the Beast, but I have no shot at Run to the Hills.

BUT - 2 Minutes to Midnight, and the Beast, is now much easier (IMO) to get since the eddie letter shots are no longer just ramps for the last two modes.

#7873 3 years ago
Quoted from Thunder90:

Oh man heard this while playing with my daughter last night and I started laughing so hard.

BUT - 2 Minutes to Midnight, and the Beast, is now much easier (IMO) to get since the eddie letter shots are no longer just ramps for the last two modes.

Yeah, it makes getting there easier...but...its a necessary trade off. One of the big disadvantages IMDN had previously was the game gets TOO ramp-centric as you progress...ruins the gameplay.

#7874 3 years ago

When updating should I pick full or quick update? I couldn't tell from the readme file what the difference is.

#7875 3 years ago

Never had issues like this for updating code.

Usually just drop folder in USB. Done.

That did not work, so took both spike files out and put on USB.

Now getting invalid spk file message.

That was on an empty 16GB Sandisk.

Last attempt on a 64GB USB stick, that has a load of other stuff on it.

It worked!!

#7876 3 years ago
Quoted from Bohdi:

Ok, this code update thing is all new to me as well. I don't even have a computer at home anymore that works since I have one at work I use every day. So I downloaded the update off Sterns site, and opened it. This is what it shows. When I get back to work on Monday with a SD card, how do I get the update to the SD card and do I just use the one in my machine with 1.06 code or get a new one? And how big if I go new? Not a computer nerd by far, so this software stuff is very foreign to me
[quoted image]

I just dl code on my phone then use a usbc to usb to put it on a stick

#7877 3 years ago

Premium/LE update:

V1.08.0 - December 22nd, 2020
=============================
* NOTE * - Upgrading to this version of software will reset all High Score tables, Audits, and Adjustments. Any potential future updates will retain these settings.
- Flight of Icarus - all mode display videos updated and sound effects adjusted
- Flight of Icarus - added value needed to qualify Soul Shard on the background display effect
- Flight of Icarus - upper beacon in back right corner will pulse when the Soul Shard is qualified
- Flight of Icarus - added speech for qualifying Soul Shard
- Flight of Icarus - added bailout shot at Bullseye when you qualify Soul Shard, continue to build value at Ramps or shoot Bullseye to advance to Soul Shard Hurry Up
- Revive - all display videos updated and sound effects adjusted
- Revive - spinner value is boosted when Revive is maxed out (both outlane saves already lit, +150k/spin)
- Revive - added new display effect to show number of spins left for next letter
- Revive - added new display effect for 'Revive Maxed' to show the value of the maxed spin building
- Revive - added Left Spinner Flasher light pulse when Revive is Maxed
- Revive - added speech calls as each letter in R-E-V-I-V-E is collected
- Revive - added a variety of speech calls when Revive is collected
- Revive - added light show when each letter is collected
- Revive - added more generous handling when in a multiball and a ball drains down the outlane when Revive is lit during ball saver grace periods
- Revive - letter collect and Revive collect display effects now made full screen
- Cyborg Multiball - all display videos updated
- Cyborg Multiball - added Cyborg Jackpot display effect and sound effects
- Cyborg Multiball - Cyborg Jackpot display effect now made full screen
- Cyborg Multiball - added 10 second grace period time ran out speech
- Two Minutes To Midnight - Super Jackpot display effect now made full screen
- Aces High - added a kill tracker to the background display effect to track 'Aces High Air Ace'
- Aces High - improved Soul Shard detection logic
- Aces High - Super Jackpot display effect has been made full screen
- Aces High - added sound effects to the total screen
- Aces High - fixed an issue with display effects that get queued up during a grace period award carrying over to next Aces High mode
- Fear of the Dark - added spinner combo (Right Spinner -> Left Spinner will cause Left Spinner to score 4x instead of 2x)
- Rime of the Ancient Mariner - improved Soul Shard detection logic
- Hallowed Be Thy Name - adjusted text awards to cover up less of Eddie's face
- Battle Modes - Eddie letter hard difficulty (Left Ramp / Right Ramp) replaced with random shots that move around when collected
- Battle Modes - changed Eddie letter collect sound effect
- Battle Modes - added Eddie letter collect light show flash
- Battle Modes - fixed an issue where the Eddie letter collect arrow would not flash red every time
- Battle Modes - mini loop is now always lit for an Eddie letter collection during spellout phase
- Battle Modes - adding a variety of mode failed speech for Eddie modes that don't result in a collected Soul Shard
- Battle Modes - all mode start and total display effects have been made full screen
- Battle Modes - all modes now award 500K just by starting them
- Skill Shots - all display effects have been made full screen
- Sarcophagus Lock - display effect has been made full screen
- Mummy Multiball - fixed an issue where the total screen could get into a endless state causing timed modes to continue forever
- Mummy Multiball - Super Jackpot display effect has been made full screen
- Trooper Locks - display effect has been made full screen
- Trooper Locks - sound effects have been updated
- Trooper Multiball - fixed an issue where Super Jackpots were not being seen because of lower priority
- Trooper Multiball - Super Jackpot display effect has been made full screen
- Trooper Multiball - added a start mode light show
- Soul Shard - fixed an issue where Soul Shard Collect Awards were not being seen because of lower priority
- Soul Shard - fixed an issue where Soul Shard drain out on final ball would result in Soul Shard background showing up in Attract mode
- Soul Shard - award display effect has been made full screen
- Soul Shard - added Hurry Up fail speech
- Tomb Award - display effect has now been made full screen
- Number of the Beast - improved Tilt Warning and Tilt handling
- Run to the Hills - allow players to get to Run to the Hills more than once in a game
- Loop Jackpots - hitting mini loop during Loop Jackpot round will reset the timer based on new default for 'LOOP JACKPOT TIMER BOOST' adjustment being 'RESET TIMER'
- Death Blow - added a timer for death blows, light effect on upper right flipper flasher to indicate they are available
- Mystery - added callouts for qualifying Orb and collecting Orb awards
- High Score Tables - fixed bug in forward navigation of the Obelisk, was skipping a page
- Pop Bumpers - pop bumper light show improvements
- General Illumination - left pop bumper flasher now behaves as the rest of GI when not being used
- Outlane Drain - added more variety on speech calls
- Last Ball Outlane Drain - adding Beast display effect to last ball drain
- Last Ball Outlane Drain - adding new Beast callouts to last ball drain speech
- Bonus - added a bonus lightshow
- Bonus - changed bonus X sound effect
- Bonus - bonus X countup is now faster
- Bonus - move music fade out from when Bonus meltdown starts to when Bonus screen comes up
- Game Mode Menu - added Game Mode Menu accessed by holding both flippers, options are Normal Game, Competition, and DJ Mixer (note: DJ Mixer only available in Free Play)
- DJ Mixer - select this option from the Game Mode Menu to listen to all 12 Iron Maiden songs in their entirety (Free Play Only)
- Extra Ball - display effect has been made full screen
- Extra Ball Lit - display effect has been made full screen
- Replay - adding sound effects and speech
- Tilt - speech for Tilt now has a higher percentage chance of insulting the player
- Song Select - after Bonus countup fade make sure the attenuation isn't reset until the Song Select is started again so that a blip of the previous song isn't heard
- Song Select - fix an issue where adding credits during Song Select would dismiss the screen and not bring it back
- Attract - adding pricing information to lower left corner of Attract screens
- Attract - updated Legacy of the Beast tour dates
- Switch Test - fixing an issue where you can hear a plunge sound effect during Switch Test
- Startup - added custom Iron Maiden: Legacy of the Beast graphic

- Adjustment Changes:
- added 'DJ MIXER BACKGROUND' - default: RANDOM - randomly chooses 1 of 6 background types to play for the DJ Mixer session, change this to lock in your favorite
- added 'POP BUMPER POWER' - default: 32 (min: 8 / max: 32)
- added 'DROP TARGET BANK RESET POWER' - default: 64 (min: 35 / max: 64)
- added 'SONG SELECT EVERY BALL' - default: YES - set to NO to only see Song Selection screen on the first ball
- added 'START GAME FROM LOCKDOWN BUTTON' - default: NO - set to YES to start a game from the lockdown button if your game is modified to have one
- changed 'LOOP JACKPOT TIMER BOOST' - default: 'RESET TIMER' which resets the timer for mini loops (min: 0 = no timer boost / max: 10)
- changed 'LEFT FLIPPER POWER' - default: 240 (min: 100 / max: 255) - removed preset SOFT / NORMAL / HARD
- changed 'RIGHT FLIPPER POWER' - default: 250 (min: 100 / max: 255) - removed preset SOFT / NORMAL / HARD
- changed 'UPPER LEFT FLIPPER POWER' - default: 190 (min: 100 / max: 255) - removed preset SOFT / NORMAL / HARD
- changed 'UPPER RIGHT FLIPPER POWER' - default: 225 (min: 100 / max: 255) - removed preset SOFT / NORMAL / HARD
- changed 'LOOPS TO AWARD EXTRA BALL' - default: from 50 to 30 (min: 20 / max: 60)
- 'ADD-A-BALL BALL SAVE TIMER' - minimum changed from 2 to 5
- 'ACES HIGH BALL SAVE TIME' - minimum changed from 2 to 5
- 'RIME/MARINER BALL SAVE TIME' - minimum changed from 2 to 8
- 'CYBORG MULTIBALL BALL SAVE TIME' - minimum changed from 2 to 12
- 'TROOPER MULTIBALL BALL SAVE TIME' - minimum changed from 2 to 8
- 'MUMMY MULTIBALL BALL SAVE TIME' - minimum changed from 2 to 8
- 'TROUGH EJECT POWER' - minimum changed from 176 to 64

- System - Updated to V2.64
- Updated to nodeboard firmware v0.65.0

- When starting a game ramp the backbox GI from "ATTRACT MODE B.BOX BRIGHTNESS" to
"GAME PLAY B.BOX BRIGHTNESS".
- When ending a game ramp the backbox GI from "GAME PLAY B.BOX BRIGHTNESS" to
"ATTRACT MODE B.BOX BRIGHTNESS".

- New Standard Adjustment "START BUTTON ATTRACT MODE ILLUM."
This adjustment, which is only available and active when the game is in FREE PLAY mode, controls
the behavior of the Start Button Light.
Values are:
"ALWAYS OFF" - Start Button Light is always off when in attract mode.
"BLINKING" - Start Button Light will blink when in attract mode. This is the DEFAULT and previous behavior.
"ALWAYS ON" - Start Button Light is always on when in attract mode.

- Update TARGET_GAME_TIME adjustment to ensure a minimal ballsaver even after
the target game time is met.

- Do not display LOCATING NODE BOARD at boot when coin door interlock switch
has disabled node board power.

- Improve backbox and cabinet audio synchronization.

- Update the HSTD reset counter when the Standard Adjustment is changed.

- Added TARGET_GAME_TIME adjustment, accessible when the BALL_SAVE_TIME
adjustment is enabled.
TARGET_GAME_TIME enables a multi-use ball saver, whose duration is
dynamically calculated for each ball to help ensure the player has
a guaranteed amount of play time per game.
TARGET_GAME_TIME has a range of 1m 30s to 3m 00s and defaults to
NO_TARGET_TIME (disabled).
When disabled a traditional single-use BALL_SAVE_TIME ball saver will be
used for each ball in play.
When enabled the first ball of play will have a multi-use ball saver of
BALL_SAVE_TIME sec. The second ball will have a multi-use ball saver
which is 25% of (TARGET_GAME_TIME - player_game_time).
The third and beyond will have a multi-use ball saver which is 50% of
(TARGET_GAME_TIME - player_game_time).

- Rename Util->Volume->Speaker Balance to Speaker Fade. This adjusts the volume
levels of the cabinet (front) and backbox (back) speakers. The term Balance
was misleading and implied adjusting the level of the left and right backbox speakers.

- Added UTIL->VOL Adjustment "SELECT AUDIO FILTER". Values are:
"NONE", "HIGH/LOW SHELF", and "10 BAND EQ". Default value is "HIGH/LOW SHELF".
"NONE": No filtering will be performed on the audio output. Useful when using
the Line Out as input for an external device.
"HIGH/LOW SHELF": A High/Low Shelf Filter is applied to the audio output.
The Bass Frequency can be set to: 125Hz, 250Hz, or Disabled.
The Treble Frequency can be set to: 4KHz, 8KHz, or Disabled.
The Gain can be set to -12dB .. +12dB
On Spike 2 the Shelf Frequency and Gain can be set independently for the BackBox and Cabinet speakers.
"10 BAND EQ": A full 10 Band EQ is applied to the audio output.
Sliders are used to adjust the Gain of a specific range of frequencies.
The Frequencies are: 31Hz, 62Hz, 125Hz, 250Hz, 500Hz, 1KHz, 2KHz, 4KHz, 8KHz, 16KHz.
The Gain curve has a 60dB dynamic range across the -120 .. +120 Slider settings.
On Spike2 the Gain can be set independently for the BackBox and Cabinet speakers.

- Allow the knocker sound effect to play completely when a replay is
awarded during the last ball bonus and ensure the normal game
volume is restored.

- Added Standard Adjustment "MAX PLAYERS PER GAME". Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game.

- Added Service Menu selection UTIL->ENDGAME. This selection is only available
when there is an active game. When selected the operator will be prompted
to confirm that they wish to end the current game. Once confirmed and upon
exiting the Service Menu, the game will be in attract mode.

- Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
"NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
During an active game, if the LEFT FLIPPER+START BUTTONs are held for
two seconds, the game will be ended.

- Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
a game is ended via the Service Menu or FLIPPER+START BUTTONs.

- Added Standard Adjustment "CREDIT FORMAT". Values are:
"ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
For a USA coindoor when inserting three quarters:
"REDUCED FRACTION" would display "1/4", "1/2", "3/4"
"ACTUAL FRACTION" would display "1/4", "2/4", "3/4"

- Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI"

- Coin door interlock switch support for Spike2.

- Updated instructions for RESTORE SETTINGS.

- Reordered items in UTIL->VOL, moved CABINET SPEAKER TYPE to be after
BACKBOX SPEAKER TYPE.

- Added UTIL->RESET->VOL which will reset all audio settings to their
default values.

- Append (MAX) to the credit message if the number of credits equals
the CREDIT LIMIT adjustment.

- Updated Custom Pricing Editor to display Pricing Format description in the
title area when it is being edited.

- Added Standard Adjustment #57 "PRICING FORMAT". Values are:
"STANDARD", "MINIMAL", "STD W/ MONETARY SYMBOL", and "MIN W/ MONETARY SYMBOL".

"MINIMAL" will replace consecutive identical coin/credit increments with "..".

"MONETARY SYMBOL" will add the leading or trail monetary symbol appropriate
for the currency is use. For CUSTOM PRICING this can be TOKEN, COIN, SWIPE,
or TAP.

USA 13 (as opposed to the current active GAME PRICING) is used to demonstrate
the effects of the different options in the Service Menu as there is a
difference between STANDARD and MINIMAL formatting. (and there may not be in the current
active pricing).

STANDARD - USA 13 would be formatted as: 1/1.00 2/2.00 3/3.00 4/4.00 7/5.00
- USA 7 would be formatted as: 1/0.50 2/1.00 4/1.50 6/2.00

MINIMAL - USA 13 would be formatted as: 1/1.00 .. 7/5.00
- USA 7 would be formatted as: 1/0.50 .. 4/1.50 6/2.00

STD W/ MONETARY SYMBOL - USA 13 would be formatted as: 1/$1.00 2/$2.00 3/$3.00 4/$4.00 7/$5.00
- USA 7 would be formatted as: 1/$0.50 2/$1.00 4/$1.50 6/$2.00

MIN W/ MONETARY SYMBOL - USA 13 would be formatted as: 1/$1.00 .. 7/$5.00
- USA 7 would be formatted as: 1/$0.50 .. 4/$1.50 6/$2.00

- Updated Custom Pricing Editor to display using Pricing Format. Use <BACK and NEXT>
to select the pricing and EDIT to change the Pricing Format. The
Pricing Format adjustment will also be updated upon EXIT.

- Updated TechAlert switch numbering to be consistent with the game manuals.

- Updated Custom Pricing Editor - Uses button navigation to select and edit
fields. Use <BACK and NEXT> to select the "CREDIT" or "AT:" field and
EDIT to change their value. RESET has the options of setting the
custom price to the FACTORY default or CURRENT pricing as a starting
point for creating the custom price. RESET can also CLEAR the custom price
to create one from scratch. Use EXIT to save and install the custom
price. Added support to specify money format descriptions for: country
monetary symbol ("$", "EUR", etc), "TOKEN", "COIN", and "SWIPE".

- Updated Custom Coin Door Editor - RESET has the options of setting the
custom coin door to the FACTORY default or CURRENT settings as a starting
point for creating the custom coin door. RESET can also CLEAR the custom
coin door to create one from scratch. Added error message when attempting
to EXIT when the custom coin door is not valid (UNITS PER PULSE is zero or
all coin switches have zero PULSES set).

- Updated Pricing Table:
Standard Euro Coin Door now configured as:
"10 units per pulse, Left 5, Center 10, Right 20, 4th 2, 5th 0, 6th 0"
Italian Euro Coin Door now configured as:
"10 units per pulse, Left 5, Center 1, Right 5, 4th 1, 5th 0, 6th 0"

Updated Australia 5 from "1/$2.00, 2/$5.00, 5/$10.00 AU" to "1/$2.00 AU, 2/$3.00 AU"
Removed Australia 7 "1/$2.00, 3/$4.00, 4/$5.00 AU"

Removed Italy 1 "1/EUR 0.50"
Removed Italy 2 "1/EUR 1.00, 3/EUR 2.00"

Added New Zealand 3 "1/$2 NZ, 2/$3 NZ"

Updated Switzerland 2 from "1/1 SwF, 3/2 SwF, 5/3 SwF, 7/4 SwF, 9/5 SwF" to "1/2 SwF, 2/4 SwF, 3/5 SwF"
Removed Switzerland 3 "1/2 SwF, 3/5 SwF"

Updated UK 1 from "3/1.00 GBP, 7/2.00 GBP" to "1/2.00 GBP"
Updated UK 2 from "4/1.00 GBP" to "1/1.00 GBP"
Removed UK 6 "3/2.00 GBP"

Removed Portugal "1/EUR 0.50"

Removed Germany 1 "1/EUR 0.50"
Removed Germany 2 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 5/EUR 2.00"
Removed Germany 3 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"

Removed Euro 4 "1/EUR 0.50, 2/EUR 1.00, 3/EUR 1.50, 6/EUR 2.00"
Removed Euro 5 "1/EUR 0.50, 3/EUR 1.00, 4/EUR 1.50, 7/EUR 2.00"
Removed Euro 6 "2/EUR 0.50"
Renamed Euro 7 to Euro 4 "1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00"
Renamed Euro 8 to Euro 5 "1/EUR 1.00, 3/EUR 2.00"
Renamed Euro 9 to Euro 6 "1/EUR 1.00, 2/EUR 1.50, 3/EUR 2.00"
Renamed Euro 10 to Euro 7 "1/EUR 1.00, 3/EUR 2.00, 7/EUR 3.00"
Renamed Euro 11 to Euro 8 "1/EUR 1.00, 4/EUR 2.00"
Renamed Euro 12 to Euro 9 "2/EUR 1.00, 4/EUR 2.00, 6/EUR 3.00, 9/EUR 4.00"

Removed USA 4 "1/$0.50" "25 units per pulse, Left 1, Center 1, Right 1, 4th 1, 5th 0, 6th 0"
Removed USA 6 "1/$0.50" "25 units per pulse, Left 1, Center 6, Right 1, 4th 1, 5th 0, 6th 0"
NOTE: USA 3 "1/$0.50" "25 units per pulse, Left 1, Center 4, Right 1, 4th 1, 5th 0, 6th 0" remains unchanged

Updated Austria default pricing to Euro 5
Updated Belgium default pricing to Euro 5
Updated Finland default pricing to Euro 5
Updated France default pricing to Euro 7
Updated Germany default pricing to Euro 2 and Euro Coin Door
Updated Greece default pricing to Euro 5
Updated Italy default pricing to Euro 5 and Euro Coin Door
Updated Netherlands default pricing to Euro 5
Updated Portugal default pricing to Euro 1 and Euro Coin Door
Updated Spain default pricing to Euro 5
Updated Switzerland default pricing to Switzerland 1

- Added UTIL->SAVE and UTIL->LOAD which save and restore all game settings to/from a USB thumbdrive.
When restoring the settings to the SAME MACHINE, you can choose to restore:
"RESTORE ALL SETTINGS"
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"
"RESTORE ONLY HIGH SCORES"
"RESTORE ONLY AUDITS"

When using the saved settings with another machine of the SAME TITLE and MODEL (for example
settings file created on a DeadPool Pro and restoring to a different DeadPool Pro)
you can choose to restore:
"RESTORE ALL ADJUSTMENTS"
"RESTORE ONLY STD ADJUSTMENTS"

When using the saved settings with another machine of a DIFFERENT TITLE or MODEL (for example
settings file created on a DeadPool Pro and restoring to a Munsters Pro)
you can only choose to restore:
"RESTORE ONLY STD ADJUSTMENTS"

"RESTORE ALL ADJUSTMENTS" will restore the Standard Adjustments listed below and
all Feature Adjustments.

"RESTORE ONLY STD ADJUSTMENTS" will restore the following Standard Adjustments:
Custom Message
Custom Pricing
Custom Coin Door
"REPLAY TYPE"
"REPLAY PERCENTAGE"
"REPLAY AWARD"
"REPLAY LEVELS"
"REPLAY BOOST"
"SPECIAL LIMIT"
"SPECIAL AWARD"
"SPECIAL PERCENTAGE"
"FREE GAME LIMIT"
"EXTRA BALL LIMIT"
"EXTRA BALL PERCENTAGE"
"GAME PRICING"
"MATCH AWARD"
"MATCH PERCENTAGE"
"BALLS PER GAME"
"TILT WARNINGS"
"TILT DEBOUNCE"
"CREDIT LIMIT"
"FREE PLAY"
"KNOCKER VOLUME"
"START GAME ON CREDIT"
"GAME RESTART"
"TIMED PLUNGER"
"FLIPPER BALL LAUNCH"
"COINDOOR BALL SAVER"
"COMPETITION MODE"
"CONSOLATION BALL"
"PLAYER COMPETITION"
"TEAM SCORES"
"ALLOW HIGH SCORES"
"HIGH SCORE AWARD"
"GRAND CHAMPION AWARDS"
"HIGH SCORE #1 AWARDS"
"HIGH SCORE #2 AWARDS"
"HIGH SCORE #3 AWARDS"
"HIGH SCORE #4 AWARDS"
"HSTD INITIALS"
"HSTD RESET COUNT"
"COIN INPUT DELAY"
"LOST BALL RECOVERY"
"COIN DOOR DISABLE TILT"
"TIME FORMAT"
"PRICING FORMAT"
"FAST BOOT"
"LANGUAGE"
"PLAYER LANGUAGE SELECT"
"PLAY ATTRACT TUTORIAL VIDEOS"
"ATTRACT MODE B.BOX BRIGHTNESS"
"GAME PLAY B.BOX BRIGHTNESS"
"SERVICE MENU B.BOX BRIGHTNESS"

- Games will now persist ALL SETTINGS after a software update. This functionality will be available
in the game release AFTER the release which uses system 2.24.

- Correct the delay between multiple Q24 knocker requests. Previously the
knocks would happen too rapidly and sound like a single loud knock. Now
there will be a 3/4 second delay between knocks. If the sound effect
knocker is also enabled, it will be synchronized with the Q24 knocker.

- Updated COIN DOOR EDITOR to display the selected settings and whether they
are the FACTORY default or CUSTOM configuration.

- Added Custom Coin Door Editor.
You can specify the UNITS PER PULSE for the base coin and the number of PULSES
generated by each coin switch (left, center, right, 4th, 5th, 6th). The
UNITS have a range of 1 to 10000 and PULSES have a range of 0 to 100. For
example the USA coin door has a UNIT of 25 and the left and right slots
generate 1 PULSE and the center slot (the DBV) generates four PULSES. The
coin mechanisms accept quarters and the DBV dollars. Therefore, the UNIT is
25 (for 25 cents) and the left and right generate 1 PULSE for a single quarter
and the center slot generates 4 PULSES for a dollar bill being four quarters.
If Standard Adjustment "Game Pricing" is changed to a selection with different
UNITS PER PULSE than the active CUSTOM coin door, the custom coin door will
be reset to the factory default for that Game Pricing selection.

- Added system adjustment for Spike 2 games when a headphone kit is installed:
"MUTE KNOCKER IF HP DETECTED" - will not play replay knocker sound when
headphones are in use. Default value is NO (not muted).
"DISABLE Q24 KNOCK IF HP DETECTED" - will not fire Q24 knocker coil when
headphones are in use. Default value is NO (not disabled).

- DIAG->NODE->BRD->Overcurrent Test now displays Drive/Coil and Light/LED
description instead of device address.

#7878 3 years ago

My Faves:

- Fear of the Dark - added spinner combo (Right Spinner -> Left Spinner will cause Left Spinner to score 4x instead of 2x)
- Battle Modes - Eddie letter hard difficulty (Left Ramp / Right Ramp) replaced with random shots that move around when collected
- Battle Modes - mini loop is now always lit for an Eddie letter collection during spellout phase
- Loop Jackpots - hitting mini loop during Loop Jackpot round will reset the timer based on new default for 'LOOP JACKPOT TIMER BOOST' adjustment being 'RESET TIMER'
- DJ Mixer - select this option from the Game Mode Menu to listen to all 12 Iron Maiden songs in their entirety (Free Play Only)
- Tilt - speech for Tilt now has a higher percentage chance of insulting the player
- added 'SONG SELECT EVERY BALL' - default: YES - set to NO to only see Song Selection screen on the first ball YES YES YES YES YES YES!

- Run to the Hills - allow players to get to Run to the Hills more than once in a game
Um... YEAH RIGHT!

#7879 3 years ago
Quoted from greenhorn1:

When updating should I pick full or quick update? I couldn't tell from the readme file what the difference is.

Didn't even pay enough attention when i went to Stern to download the update. Is it the Read Me file or the other? Dam!

#7880 3 years ago

This is the most excitement we've had in this thread for a long time--excellent!

Edit: Wow, what a great update--just the light show and video improvements alone are worth the price of admission--nice work!

#7881 3 years ago
Quoted from Bohdi:

Didn't even pay enough attention when i went to Stern to download the update. Is it the Read Me file or the other? Dam!

Need to know soon which code update i'm downloading, Read Me code or the other?? Won't be back to work til Monday and need it downloaded before i leave at 2. Please someone specify which one. Thanks>>>>>>>>>>>>

#7882 3 years ago
Quoted from Bohdi:

Need to know soon which code update i'm downloading, Read Me code or the other?? Won't be back to work til Monday and need it downloaded before i leave at 2. Please someone specify which one. Thanks>>>>>>>>>>>>

The other, the read me file is just what they updated

#7883 3 years ago
Quoted from finnflash:

The other, the read me file is just what they updated

Just noticed that. Me Dumb!!!

#7884 3 years ago

Hey guys. Im getting my Maiden spruced up for the new code. Thisnis my first time swapping coil stops on anything newer than the 80s. I assumed it would be straight forward but i have questions...
When i removed the coil stop from the upper right flipper it had a warped washer aroumd it. I dont have this washer with my new coil stops. Should i? Is it more reasonable to flatten these ones out for reuse or to omit them? My city is under lockdown so i wont be running to the hardware store anytime soon.

20201223_122049 (resized).jpg20201223_122049 (resized).jpg20201223_122053 (resized).jpg20201223_122053 (resized).jpg20201223_122102 (resized).jpg20201223_122102 (resized).jpg20201223_122117 (resized).jpg20201223_122117 (resized).jpg20201223_122129 (resized).jpg20201223_122129 (resized).jpg
#7885 3 years ago

Some awesome new animations in attract mode

#7886 3 years ago
Quoted from KnockerPTSD:

Hey guys. Im getting my Maiden spruced up for the new code. Thisnis my first time swapping coil stops on anything newer than the 80s. I assumed it would be straight forward but i have questions...
When i removed the coil stop from the upper right flipper it had a warped washer aroumd it. I dont have this washer with my new coil stops. Should i? Is it more reasonable to flatten these ones out for reuse or to omit them? My city is under lockdown so i wont be running to the hardware store anytime soon.
[quoted image][quoted image][quoted image][quoted image][quoted image]

It's a spring washer, it should look like that.

#7887 3 years ago
Quoted from KnockerPTSD:

Hey guys. Im getting my Maiden spruced up for the new code. Thisnis my first time swapping coil stops on anything newer than the 80s. I assumed it would be straight forward but i have questions...
When i removed the coil stop from the upper right flipper it had a warped washer aroumd it. I dont have this washer with my new coil stops. Should i? Is it more reasonable to flatten these ones out for reuse or to omit them? My city is under lockdown so i wont be running to the hardware store anytime soon.
[quoted image][quoted image][quoted image][quoted image][quoted image]

That's how they are supposed to look, as noted above. Just move the washers over to your new coil stops.

#7888 3 years ago
Quoted from kguenther6:

I have the pro version and after the update the insert below the center ramp that points to the small loop is much brighter than it was before the update. And it's much brighter than the other inserts. The picture doesn't really show how much brighter it is. But did this happen to anyone else? It's the one circled in red.
Edit: It doesn't get that bright until you start a game.
[quoted image]

Yes, just noticed this

#7890 3 years ago

I'm a bit disappointed in this new update... why can you only get to Run to the Hills mode twice in a game? Why not 3 or more? That's really limited my scoring ability Keith. Come on.

#7891 3 years ago

What is the new Competition mode? Accessed by holding both flippers.

#7892 3 years ago
Quoted from Shapeshifter:

Never had issues like this for updating code.
Usually just drop folder in USB. Done.
That did not work, so took both spike files out and put on USB.
Now getting invalid spk file message.
That was on an empty 16GB Sandisk.
Last attempt on a 64GB USB stick, that has a load of other stuff on it.
It worked!!

You will get the invalid message if you moved the two spk files to the root directory but kept the empty folder. Delete the empty spk folder.

#7893 3 years ago
Quoted from luckyjab:

What is the new Competition mode? Accessed by holding both flippers.

Pretty sure that's just Tournament mode renamed (i.e. randomness removed)

#7894 3 years ago

Checking out the read me, I’m thrilled keith returned the option to stop a song change on every ball. I hated accidentally messing up my “jam” when starting second or third balls!

#7895 3 years ago
Quoted from KnockerPTSD:

Hey guys. Im getting my Maiden spruced up for the new code. Thisnis my first time swapping coil stops on anything newer than the 80s. I assumed it would be straight forward but i have questions...
When i removed the coil stop from the upper right flipper it had a warped washer aroumd it. I dont have this washer with my new coil stops. Should i? Is it more reasonable to flatten these ones out for reuse or to omit them? My city is under lockdown so i wont be running to the hardware store anytime soon.
[quoted image][quoted image][quoted image][quoted image][quoted image]

Personally I like to tell myself I'm going to reinstall those spring washers and realize I forgot them after I finish the rebuild. Has anyone noticed a difference with or without? I haven't, but they must be there for some reason.

#7896 3 years ago
Quoted from Shredso:

Personally I like to tell myself I'm going to reinstall those spring washers and realize I forgot them after I finish the rebuild. Has anyone noticed a difference with or without? I haven't, but they must be there for some reason.

If the flipper buzzes a lot, you can throw a neoprene washer in there to kill the noise.

#7897 3 years ago
Quoted from mattosborn:

If the flipper buzzes a lot, you can throw a neoprene washer in there to kill the noise.

Whoa...does that work for the older stern titles like LOTR, iron man, etc that have flipper buzz due to how they power cycle the flippers since they don't have a "low power" setting?

#7898 3 years ago
Quoted from Gogdog:

Whoa...does that work for the older stern titles like LOTR, iron man, etc that have flipper buzz due to how they power cycle the flippers since they don't have a "low power" setting?

Yes, should help quiet them down. You want 1/64" thickness. Someone on here was selling them, but I'm not sure if he still is. But you can easily cut your own.

Found it: https://pinside.com/pinball/forum/topic/metallica-owners-thread/page/336#post-5215370

#7899 3 years ago

Was hoping a change would be made to an open sarcophagus gate. The start of aces and rime it will close but remain open on others which can really kill flow on FOI and FotD. But really...nice update.

#7900 3 years ago
Quoted from wyopin:

Checking out the read me, I’m thrilled keith returned the option to stop a song change on every ball. I hated accidentally messing up my “jam” when starting second or third balls!

Agreed. The crazy part is that this was a feature before! They literally removed it for some reason. Glad it's back, will have to go into settings to change it.

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