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This page provides an overview of all that's in Black Knight Sword of Rage (Pro) pinball machine (and all that's not)!
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Stern Pinball, Inc.
March 26th, 2019
Black Knight Sword of Rage (Pro) on the IPSND.
This machine has been rated by 212 users and currently ranks #38 in the Top 100
The machine either has no notable features or, more likely, no one has entered them in our database yet.
It is unknown wether any backbox ornaments were available for this machine.
This machine has no dot matrix or video display, so it has no videmode.
V1.02.0 - November 23, 2020
PRO V1.02 - November 23, 2020 ========================== Fixed: - "TOPPER EFFECTS IN ATTRACT MODE" would not prevent the topper motors from moving during attract mode. This has been fixed. Tweaked: - Retro Multiball scoring changed. - Base values for each shot start at 350,000. - Scores increase by 25,000+5,000 for each shot made. - Various sound and music tweaks. - Flipper Power adjustments now take a decimal value from 100 to 255 (max) instead of the SOFT, NORMAL, HARD adjustments. The default flipper strength values remain the same and at the designer's recommendations, but now give the operator more precise control over flipper coil strength adjustment. New: - Added support for DJ MIXER - Choose between the following playlists: - Black Knight: Sword of Rage original soundtrack - Black Knight: Sword of Rage alternate soundtrack - Retro Black Knight soundtrack Moved to System 2.63: - 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. - 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". - 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. - Updated 10 band graphic EQ to have 15 slider settings (was 120) above/below the neutral center line. - 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. Moved to OS V2.0.18 PRO V1.01 - February 11, 2020 ========================== Fixed: - Fixed an issue that sometimes prevented players from earning KNIGHT letters from a mode that had been continued on a subsequent ball. - Fixed an issue that sometimes kept foreground display effects on the screen during KNIGHT multiballs. - Fixed an issue that sometimes prevented the war hurry up display effects from playing over the main play display effects. - Fixed an issue during modes where players could sometimes share mode shot progress. - Extra ball is lit display effect will no longer play if extra ball is not lit. - Fixed an issue that could sometimes cause the left ball save not to save a ball when the player took a tilt warning. - Fixed an issue that prevented the War Hurry up champion high score from getting updated. - Fixed an issue that caused the mystery awards to be shared among players in a competition game. Each player's mystery awards are now tracked individually in competition play. - Fixed an issue that could cause Black Castle mode to remain lit if a player tilted while playing Black Castle mode. Tweaked: - Deep Freeze mode shots will always start with the same shot array, even when the mode continues from ball to ball. - Reduced the intensity of GI effects during the mystery award light show. - Shield Diverter Disabled adjustment will allow you to start all shield features by bashing the shield. - Removed critical lights from skill shot and war hurry ups light shows. - Changed the TKC Multiball start video to play after the mode start video. Lock videos still play before the mode start videos. - Locked out the Horse Whinny sound for game start - no credits for 30 seconds after it is played. - Moved the War Hurry up priority above mode priority. This makes it easier to see hurry up and score values for the war hurry up shots. - Added flail movement logic to Retro Multiball. - Added additional flail movement logic to Triple Knight's Challenge Multiball. - Removed shoot again light from the Magna-Save light show. - Added a display effect to show how many left bank completions are required to earn Ball Save. - Lowered the default slingshot power to 16. Competition install will set slingshot power to 24. - Modified the Extra Ball display effect to show the score if the game is set to award points instead of an extra ball. - Changed KNIGHT feature start rules. KNIGHT modes can be started while modes and WAR Hurry ups are running. Doing so will end all running modes. KNIGHT modes cannot be started while any multiball or wizard mode is running. - Made Sword of Rage easier to qualify. - SWORD OF RAGE DIFFICULTY adjustment defaults to EASY - Prior to starting 1st mode - Sword is 70% completed. - After power is activated - Sword is 40% completed. - Rest of game - Sword is 0% completed. - Center target and right drop target bank add more progress to filling sword meter. - Sound balancing and additional audio enhancements. - Various Scoring Tweaks - Reset the value of upper playfield loops on every ball. - Increased the value of Magna-Save bonus. Starts at 2.5m. Increases by 750k for every successful Magna-Save. - Removed all the existing score mystery awards (250k, 750k, 1.5m, 2.5m) and replaced with high scoring awards (2m, 3m, 4m, 5m.) - Increased mode scoring. - All modes have a base value starting at 2m. - Increased by +200k for each mode completed. - Increased by +950k for each lap of modes completed. - Draining while a mode is active will reset the mode scores to the base 2m. - Increased the score bonuses for shooting the flail prior to starting a mode. - Flail bonuses are reset when the mode starts and cannot be earned until the next mode is qualified. - Flail bonuses are reset when the ball drains. - Shooting through the spinning flail awards +250k (increases by 25k.) - Shooting the flail when it's closed awards +200k. - Shooting the flail when it's spinning awards +400k. - Shooting the flail when it's open awards +250k (increases by 25k.) - Increased the scoring in Hydra and Lich mode on mode shots that did not progress toward completing the mode. - Changed default mode difficulty to MEDIUM. - Tweaked the number of mode shots required to complete modes. - Molten Fire (Magma Beast) - Easy: 6 shots to complete. 2 shots for KNIGHT letter. - Medium: 8 shots to complete. 3 shots for KNIGHT letter. - Hard: 10 shots to complete. 4 shots for KNIGHT letter. - Wicked Cavern (Hell Hand) - Easy: 6 shots to complete. 2 shots for KNIGHT letter. - Medium: 8 shots to complete. 3 shots for KNIGHT letter. - Hard: 10 shots to complete. 4 shots for KNIGHT letter. - Mud Bod (Hydra) - Easy: 3 heads sealed to complete. 1 sealed for KNIGHT letter. - Medium: 4 heads sealed to complete. 2 sealed for KNIGHT letter. - Hard: 5 heads sealed to complete. 3 sealed for KNIGHT letter. - Deep Freeze (Lich Lords) - Easy: 3 liches defeated to complete. 1 defeated for KNIGHT letter. - Medium: 4 liches defeated to complete. 2 defeated for KNIGHT letter. - Hard: 5 liches defeated to complete. 3 defeated for KNIGHT letter. - Burning Sands (Sand Worm) - Easy: 6 shots to complete. 2 shots for KNIGHT letter. - Medium: 8 shots to complete. 3 shots for KNIGHT letter. - Hard: 10 shots to complete. 4 shots for KNIGHT letter. - Increased war hurry up scoring. - Base Value for all hurry ups is 3m. - Score for subsequent hurry ups is set to the value of the hurry up when it was awarded or when it was terminated. - The left pop bumper increases the value of the flail hurry up by +225k+(5k*number of left pop bumper hits for this player this game) - The bottom pop bumper increases the value of the target hurry up by +175k+(5k*number of bottom pop bumper hits for this player this game) - The right pop bumper increases the value of the target hurry up by +195k+(5k*number of right pop bumper hits for this player this game) - Increased max value of each hurry up to 25m. - Modified the Super Feature rules and scoring - Super Features now run with no timer. - Super Features are started at level 1 (Green) by hitting the center target. - All running Super Features are boosted by 1 level when a player shoots the Left VUK during single-ball play. - The Super Jackpot value shown on the UI is now collected by having a ball roll over the right return lane switch within 5 seconds of a player activating their Magna-Save. - The Castle Spinner (Pro Only) will score 5,000 points. Super Spins scoring will not boost the value of this spinner. - New Super Feature Scoring - Super Lanes Level 1 (Green) -- 50,000 - Super Lanes Level 2 (Yellow) -- 75,000 - Super Lanes Level 3 (Red) -- 115,000 - Super Lanes Level 4 (Magenta) -- 140,000 - Super Orbits Level 1 (Green) -- 115,000 - Super Orbits Level 2 (Yellow) -- 185,000 - Super Orbits Level 3 (Red) -- 275,000 - Super Orbits Level 4 (Magenta) -- 400,000 - Super Pops Level 1 (Green) -- 35,000 - Super Pops Level 2 (Yellow) -- 50,000 - Super Pops Level 3 (Red) -- 95,000 - Super Pops Level 4 (Magenta) -- 115,000 - Super Slings Level 1 (Green) -- 100,000 - Super Slings Level 2 (Yellow) -- 200,000 - Super Slings Level 3 (Red) -- 350,000 - Super Slings Level 4 (Magenta) -- 500,000 - Super Spins Level 1 (Green) -- 14,000 - Super Spins Level 2 (Yellow) -- 20,000 - Super Spins Level 3 (Red) -- 28,000 - Super Spins Level 4 (Magenta) -- 38,000 - Super Targets Level 1 (Green) -- 100,000 - Super Targets Level 2 (Yellow) -- 150,000 - Super Targets Level 3 (Red) -- 250,000 - Super Targets Level 4 (Magenta) -- 350,000 New: - Added topper support. - Custom Black Knight speech plays when the flipper buttons are pressed during attract mode and during gameplay with a topper installed. - Full animatronic motion of the Black Knight head is synchronized with all Black Knight speech effects and interacts with events during gameplay. - Additional test menu support added for topper calibration. - Added speech calls for WAR when war hurry ups start and RAGE when mystery is lit from the inlanes. - Added announcer speech calls on mode completion. - Added alternate game soundtrack. - Added adjustment for shield hold power. - Added diagnostics icons to game menu. - Added flame panel test menu entry. - Added adjustment for backpedaling speech frequency. Defaults to NEVER. Also has adjustments for Occasional (30% of the time) and Frequently. - Added Butcher skeleton speech to Skill Shot. - Added auto-adjusting Extra Ball to U-Turn Combo rule. - Added new Adjustment "REQUIRE MODE FOR CATAPULT LOCK" - If enabled, a mode must be started to light subsequent Catapult Locks. - If enabled AND CATAPULT LOCK DIFFICULTY is set to hard, a mode must be started before Catapult Locks can be lit. - Install Competition sets CATAPULT LOCK DIFFICULTY to HARD and REQUIRE MODE FOR CATAPULT LOCK to YES. Moved to System 2.43: - Updated to nodeboard firmware v0.56.0 - 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. - Using LEFT+START to end a game during bonus count could leave game graphics on screen while in attract mode. This has been corrected. - 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. Moved to OS V2.0.17 PRO V1.00 - July 24, 2019 ========================== Fixed: - Fixed an issue that sometimes prevented a player from starting super features. - During ball search, the right drop target bank would always try to reset 3 times. This has been changed to try up to 3 times if the bank fails to reset. - Fixed the formatting of high score entries that did not show score on enter initials screens. - Fixed an issue in Hell Hand mode where players could sometimes have an incorrect number of shots remaining. - Fixed an issue in Lich Lords mode where when multiple shots were collected at once they would not always advance toward a KNIGHT letter. - Fixed an issue where adjustment "Attract Flipper Speech" would not control flipper speech. - Fixed an issue which could infrequently cause the flail to move at a slow speed when it should have been in the open position. - Fixed an issue where the Ball Saved animation could show when the ball was not saved. Tweaked: - Refactored Black Castle mode. - Increased scoring for all shots. - Timer set to 99 seconds. - Black Castle mode requires hitting all 3 center shots, then hitting a remaining outside shot. - After hitting an outside shot, the center 3 shots are lit again with added difficulty to hitting the flail and shield devices. - Once 4 sets of inner shots are completed, as well as 4 outer shots, the shield will raise for a shot to start RAGE MULTIBALL. - Final shot scoring includes a bonus for time remaining. - If Black Castle mode times out, or is not completed, the Black Knight survives and all modes become available once again. - Changed default mode difficulty to EASY for all modes. - After every time playing Black Castle mode during a game, all modes will increase by 1 difficulty level up to the max difficulty level. - Modified super feature timer. Timer now pauses during multiball. - Default super feature time is now 20 seconds. Max time is 30 seconds. Starting a new super feature adds 15 seconds. - Increased the base scoring for WAR Hurryups to 2,000,000. - Changed display effect priority when WAR Hurryups were running so you can see the value of collected hurry-ups when a higher priority mode was running. - Changed the WAR Hurryup final shot display effect to show the value collected at the final shot before going to mode total. - Changed Extra Ball display effect to wait for other display effects. - Changed Extra Ball is Lit display effect to allow flipper buttons to dismiss. - Modified the Extra Ball light show to keep all the GI on. - Changed KNIGHT Spellout display effect to wait for mode shot display effects. - Changed Hold Bonus so it cannot be chained together from a previously held bonus. - Modified POWER rules. POWER will only last until end of ball, mode completed, or mode timed out. - Changed Black Knight's Eyes to pulse throughout the game. - Boosted the vocals in the Retro and Ransom multiball tunes. - Increased volumes of RANSOM sound effects. - Changed Black Knight's mask color to green when he announces a ball lock. - Improved handling of outlane ball save during situations where multiball ball saver is active or in grace period. - Modified the Triple Knights lock light shows to include backbox lamp effects. - Changed the relight shots in Lich mode to the same color as unfreeze shots. - Changed the rules for WAR and RAGE lanes to keep the same lanes lit for a player on their next ball in play. - Volume Adjustments and Tweaks. - Install Competition Mode sets - LAST CHANCE MODE ENABLED to NO - PLAY BLACK KNIGHT INTRO to NO New: - Added RAGE Wizard Mode. - Started by defeating the Black Knight. - Frenzy-based scoring. - 6-Ball multiball. - Added RANSOM Wizard Mode - Lit by spelling KNIGHT a second time in a single game. - Started by shooting the left VUK. - Classic Black Knight 2000 Sounds, Speech, and 14-Segment Display. - Timed 60 Second 3-Ball Multiball. The ball saver does not expire. - +5x Bonus - FLAIL = MILLIONS - ORBITS = 750,000 - WAR = MILLIONS - EXTRA BALL IS Lit - EVERYTHING IS LIT - Added scoring increases to the base value of modes. - Each mode completed boosts a new mode's starting value by 200,000. - All modes boosted by 950,000 after Black Castle is played. - Additional shots to the flail before starting the mode will boost the starting value of the mode. - Added U-Turn scoring. U-Turns are lit by shooting an orbit shot. U-Turns are started by making another orbit shot and will open the gates. Making U-Turn shots in succession without hitting another shot will increase scoring and progress toward Extra Ball (Default 25 U-Turns.) - Display Effects - Added text to mode award display effects showing shots remaining for KNIGHT letter and shots remaining for mode completion. - All modes when completed now have a (monster name) defeated display effect. - Added a Triple Knights lock status screen to instant info. - Added the pending super jackpot value to the game interface. - Added Black Knight Sword of Rage game logo to power on display. - Added U-Turn high score entry. - Added a Black Knight icon to diagnostics menu. - Lamp Effects - Added a light show for building Sword of Rage power at the right drop target bank. - Added additional light effects to indicate when POWER is active during a mode. - Added skill shot and super skill shot lamp effects. - Added KNIGHT spellout letter award light show. - Added light shows for War Hurryup shots and War Hurryup Complete. - Added light show for Match sequence. - Sound Effects - Added mode complete and mode timeout sound effects. - Added new Black Knight speech to mode progression after a few modes have been completed. - Added speech to KNIGHT spellout display effect. - Added speech for Extra Ball, Extra Ball is Lit, and Shoot Again. - Added additional speech calls for mode intros. - Added shaker motor to the game intro when the Black Knight screams. Moved to System 2.31: Updated to nodeboard firmware v0.49.0 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" PRO V0.94 - May 29, 2019 ========================== Fixed: - Fixed the skill shot lights being hidden in the top lanes. - "INVALID" could sometimes show as a tease award during mystery but could not be awarded. This has been corrected so "INVALID" will never show. - Fixed an issue where sometimes the ball search would not raise the shield for long enough to free a ball trapped behind it. - Mystery Award: Light Ball Save now actually lights ball save instead of advancing the ball save. - Fixed an issue that would set shot values to 0 points during grace period. - Fixed an issue where the wrong color would show progress on Black Knight bashes later in the game. - Fixed an issue which caused some display effects not to play from the beginning on a jackpot shot or mode award. - Fixed an issue where modes would be randomized at ball start, even if the realm was locked in. - Fixed an issue that could cause the ball to sit in the Castle VUK if the VUK shot was the final shot in a mode and it would also start Retro Multiball. Tweaked: - Pause the game timers while certain display effects are running. - Excluded shoot again light from knight bashed and realm ready light shows - Changed the skill shot behavior so the shield is not repeatedly activated during skill shot. - Changed default Modes complete for Extra Ball to 1. - Changed Mystery and Triple Knights Multiball locks so mode lights are not hidden while a multiball is running. - Super Features now light more frequently. - Increased the duration of the magna-save hold. - Modified the rules for Deep Freeze - Red shots collect all red shots on the playfield with a bonus added for each shot that it lit. - Added scoring increases for all Cyan shots. - Added scoring increses for non-seal shots in Hydra mode. - Added adjustments for default ball save time for all multiballs. - Changed default times for multiball ball savers. - Add time now adds 3 seconds on a hit to any target to start the timer and 12 seconds on a completion of the Add Time target bank. - Lower base scoring for spinners. New: - Modified the behavior of the 5 main modes. - Modes now continue from ball to ball if a player drained while the mode was running. - Modes continue with the time the player had left when they drained. - If a player drained with little time left, modes continue with a minimum of 12 seconds. - Modes are only marked as completed if a player beats the modes. Modes that are started but not completed can be restarted from where a player left off. - All 5 modes must be completed (not just started) to play Black Castle mode. - Added additional shooter groove tunes for all modes. - Added grace period to all multiballs. Add-a-ball can restart all running multiballs. - Added Glowy font treatment to retro multiball score font. - Added light shows for: - Ball Save - Add-a-ball Lit - Add-a-ball Awarded - Game Over - Knight 1 Locked - Knight 2 Locked - Added shaker effects for: - Bonus - Ball Save - Mystery - Added Magna-Save bonus scoring and displays. - Competition mode sets the starting mode to SAND WORM for all players at first ball. - Added attract mode game tutorial videos. Moved to System 2.28: Updated to nodeboard firmware v0.48.0 Coin door interlock switch support for Spike2. PRO V0.93 - May 2, 2019 ========================== Fixed: - Fixed an issue which sometimes caused balls to become trapped behind the shield on weak shots. - Fixed an issue that could cause top lanes to appear lit for skill shot when they shouldn't have been. - Removed top and bottom lanes from award light shows. - Fixed an issue that prevented 2.5m from being scored as a possible award and sometimes skipping mystery as a result. - Fixed an issue where Mystery would show Light Super and Start a super feature. - Fixed an issue where multiple flail impact sounds could play. - Fixed an issue which caused the shield diverter duty-cycle to expire when it shouldn't have. - Fixed an issue where some display effects would stop on the tilt display effect. Tweaked: - Boosted the amount of sword power earned from drop target hits, bank completions, and center shot hits. - Added multiple scoreboxes to each Skeleton during a Pop Bumper session. - Modified Wicked Cavern mode so it will never have only 1 shot lit on the center target. - Change the Ball 1 Locked and Ball 2 Locked videos so that they show as full screen display effects. - Modified the presentation order of effects on the Shield VUK. Mode Start will always be the last display effect shown. - Updated the light show for End of Ball Bonus. - Added the Flame Panel to attract light show. - Revised attract light show to make them more smooth. - Default number of modes for extra ball updated to 2. - Modified spinner display effect to use full-length scores instead of abbreviated. - Speech, FX, and Music volumes and tweaks. - Score balancing. - Tweaked the order of some speech calls. - Default lower flipper power set to Hard. - Verified consistency in fonts to display scores. New: - Added additional high score entries. - Combo Champion - KNIGHT Champion - Black Castle Champion - WAR Champion - Bonus Champion - Triple Knight's Challenge Champion - Molten Fire Champion - Deep Freeze Champion - Mud Bog Champion - Wicked Cavern Champion - Burning Sands Champion - Super Champion - Added sounds to sound test. - Updated the UI to show the following information: - Lightning Effect while POWER modifier is active during a mode. - Pulsing background glow to running super feature icons. - Values for Super Orbits, Super Lanes, Super Slings, and Super Targets. - Super Feature Collect Jackpot value. - Add game adjustment for Shield Diverter power. - Add game adjustment for Trough power. - Added 5 difficulty settings for KNIGHT letters. Install competition defaults to Extra Hard (0 Letters spotted) - Updates to Flail Motor: - Enabled STALL TIMEOUT mechanism. - Motor can detect stalls caused by a stuck ball. - Enhanced flail motor opto detection/compensation - Added start effects for Black Knight Original Multiball. - Added light effect for Combos on the orbit shots. - Added additional Black Knight Taunts throughout the game. - Competition mode now makes the order of mystery effects deterministic. - Added display effects for Magna Save Available and Ball Save Lit. Moved to System 2.27: Updated to nodeboard firmware v0.40.0 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. PRO V0.91 - April 11, 2019 ========================== Fixed: - Fixed an issue that could cause the flail to continue spinning during a wizard mode. - Prevented Black Knight shooter lane speech from playing after valid playfield is set. Tweaked: - Modified some sound effects so they did not get cut off by other game sounds. - Flail Test Menu displays a minimum speed value. Minimum speed can be set in game adjustments. - Adjusted text for awards of all modes on the lightning wheel. - Add sound effects for flail impact any time the ball hits the flail. - Increased mode timers default to 65 seconds. New: - Added Announcer Speech calls from voice actor Brendon Small. Moved to System 2.26: Correct Euro Coin Door/Electronic Coin Mech configuration. 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 Custom Pricing Editor to display Pricing Format description in the title area when it is being edited. PRO V0.90.0 - Apr. 8, 2019 ========================== - Initial release.
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