See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
This page provides an overview of all that's in Ghostbusters (Pro) pinball machine and all that's not.
See something on this page that is incorrect? Wanna add something new? You can do it yourself! Well, if you have a Pinside user account that is.
Note! There are multiple versions of this game!
This is "Ghostbusters (Pro)".
The other version is: Ghostbusters (Premium/LE)
Stern Pinball, Inc.
March 10th, 2016
Ghostbusters (Pro) on the IPSND.
This machine has been rated by 435 users and currently ranks #35 in the Top 100
It is unknown wether any backbox ornaments were available for this machine.
"Dr. Venkman's Negative Reinforcement on ESP Ability Test" &amp;amp; "Don't Cross the Streams"
V1.17 - October 8th, 2019
PRO V1.17 - October 8th, 2019 ============================= New: - Added a Full Credit sound Fixes: - River of Slime will no longer score inflated values from playfield multipliers. - Left captive ball Arrow will now show when pink slime is available correctly. - Collecting ghost during Storage Facility Multiball will no longer stop minor rules when you cross the 60 or 80 ghost threshold until the multiball is over. - Super Jackpot value will now display correctly in the background - If you start a game in God Mode then change the adjustment mid-game, the Normal mode will not be in effect until the next game. - Draining during the grace of a scene will now give you the proper credit for the scene. - God mode should now end correctly and not continue into normal play. Tweaks: - Skill shot - Changed base skill shot award from 10% to 5% of your score - Left Eject : changed award from "Light Tobin's Guide" to "Award Tobin's Guide" - Left Ramp : changed award from "Award Super Jackpot" to "Light Super Jackpot" - Right Orbit : changed award "10% of score" to "Award River of Slime" - PKE will no longer be available on the right ramp if PKE is currently ready. - Tightened up exploits - Improved coil power management - Changed playfield multiplier 6X. It has an initially slightly longer timer but then not be extendable. - Spinner now activates the topper - One Add A Ball or light add a ball from Picto pops per multiball - Improved the Are You A God? messaging. Moved to SYSTEM 2.35 - - Updated to nodeboard firmware v0.52.0 - 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. PRO V1.16 - September 25th, 2019 ================================ New: - Collecting Ghost and starting Looping Supers, PKE Frenzy, and Mass Hysteria have changed: - Looping Supers will no longer stack with anything. All ghost collection will stop until you play Looping Supers. Once completed ghost collection will resume. - Looping Supers will wait to run until you have nothing else running. While paused the Looping Supers Light will pulse to indicate its waiting to run. - Added a Looping Supers ready state. When nothing else is running the game will go into a state where the only thing you can start is Looping Supers. Shoot the left ramp to start it. - PKE Frenzy will now only stack with Mass Hysteria. Ghost collection will stop until you start PKE Frenzy. While paused the PKE Light will pulse to indicate its waiting to run. - Added a PKE ready state. When nothing else is running the game will go into a state where the only thing you can start is PKE Frenzy. Shoot the left ramp to start it. - Mass Hysteria will no longer stack with anything except PKE Frenzy. Ghost collection will stop until you finish the multiball. While paused the Mass Hysteria Light will pulse to indicate its waiting to run. - Added a Mass Hysteria ready state. When nothing is running, or only PKE is running, the game will go into a state where the only thing you can start is Mass Hysteria. Shoot the left ramp to start it. - If the skill shot is still active when the Ghosts Collected thresholds of 60, 80, or 100 are crossed, the skill shot is ended. This handles the edge case where one of the Ghost threshold modes is ready to run (Loopin's Supers, PKE Frenzy, or Mass Hysteria) and a skill shot will start a mode. In this case, the mode should not be allowed to start. - Added an adjustment called ENABLING MODE CHAINING. It allows modes to no longer start the next mode in order for that ladder. The adjustment defaults to NO. Modes will not chain by default. - When modes are not chained you have more time to do other game features and it allows you to change ladders for your next mode. - Added an adjustment called GHOST TARGET SPOTS MODE SHOT. During all ladder modes, after a normal advancement within that mode, the G H O S T target will spot advancement within the mode. The G H O S T target will never spot the final shot of a mode. The adjustment defaults to YES, mode shots will be spotted. This was added to make it easier to progress through the game. - Added Ghost Collected threshold awards for 10, 30, and 50 Ghost to more better communicate why STORAGE FACILITY multiball is being lit. - Added Super Jackpot growing on each spinner spin. Each ball the super can grow to a maximum value. As long as the Super Jackpot value is less than the maximum, each spinner spin will increase the value. The Super Jackpot value will reset to its minimum value each ball. - The GEAR feature now advances the playfield multiplier rule. When you collect the GEAR feature on the left 3-bank if the 2X is not lit or blinking it will light the 2X. If the 2X is lit or blinking and 3X is not it will then light 3X. - Added an adjustment called 2ND SCENE COMPELTE EXTRA BALL. This allows a 2nd Extra Ball to be awarded for completing scenes. It defaults to PLUS 3, meaning when the player completes 3 more scenes past the first Extra Ball awarded they will be awarded with a new lit Extra Ball. - Added an adjustment called BALL SAVE LIMIT AT START. This adjustment allows the game to give more than one ball back per ball start during the ball-start ball-save. The default is 2. You now will get two balls back at the start of each ball if needed. The range is 1 to 5. - Added a small flasher lamp effect each time the Gozer target is hit and the Terror Dog hurry-up value is increased. - Added varied speech calls to the start of "OKAY WHO BROUGHT THE DOG?" - Added Topper effects all throughout the game. The topper will light up much more often. - Revamped some of Mass Hysteria Multiball. - The scoring changed. The only way to increase the value of the awards is to hit the center captive ball and change the flippers. Then you need to shoot at least one shot, collect the new value, to enable it to be increased again. - Added sound and light show when the flippers are changing - Also the shot colors now change based on if the flippers are normal or if they are reversed. - Terror Dog target spots Right Ramp - Added 3 second ball save at end of multiball - Added award light show - Revamped the mode STAY PUFT MARSHMALLOW MAN. There are now 4 stages: - STAGE 1 - CHOOSE OR PERRISH Here you are presented with 4 shots. Each shot has a multiplier associated with it. When you shoot one of the four you will lock in that multiplier for STAGE 2. Every few seconds one of the 4 multipliers goes down by one. This continues until you shoot one of the four. - STAGE 2 - WHAT HAVE YOU DONE RAY Here you have 30 seconds to shoot as many shots as you can to collect awards at the multiplier "chosen" in STAGE 1. - STAGE 3 - ONE TWO THREE ROAST 'EM Here you need to shoot 4 shots to roast the Marshmallow man. - The Terror dog target will spot the right ramp. - STAGE 4 - CROSS THE STREAMS HURRY UP Shoot the STAY PUFT MARSHALLOW MAN one more time to collect the hurry-up and complete the mode. - Revamped WE CAME WE SAW - Sped up how fast you work your way through the movie. Each new award will work your way through the movie about 4X faster now. - A bonus is awarded for completing the movie. - Increased the maximum scores per award. - Added a new WE ARE READY TO BELEIVE YOU. - This wizard mode completely displaced the old one. - It starts as a four ball multiball, but it will continue if you get down to one ball. - You have 60 seconds to catch as many ghosts as you can. As you cross thresholds of ghost caught you will receive new titles: JUNIOR (You start here), TEX, APPRENTINCE, GHOSTBUSTER, DEMIGOD, LESSER DEITY and finally "MAYBE A GOD?" - Each time you cross a threshold a new ball will be added in to play. - If you reach the end, run out of time, or drain down to zero balls in play, the mode will end and it will recap how well you did. - If you reach the end you will start ARE YOU A GOD? - If you don't reach the end you will continue to receive "WE ARE READY TO BELEIVE YOU" at the end of each new ladder you complete instead of "WE CAME WE SAW...". - Each time you hit the middle captive ball, the stack of books will start timing out. If you hit the captive ball while it is timing out you will add time to the clock and the Scolari Brother targets will rise. - Added ARE YOU A GOD? - This wizard mode is a one ball mode with 2 main stages. - STAGE 1 - Shoot two combos before they time out. - STAGE 2 - Shoot all 7 Major Ghost in the game one at a time. - Each stage has a timer. If a stage times out you will have to start that stage from the beginning. - Hitting the captive ball will add time. - If you reach the end, the game will go into Victory Laps Multiball and will kick out balls until you have six balls in play. - Completing this will award a bonus ONE BILLION points. - Added a Champion for ARE YOU A GOD. - Added new River of Slime rules - Increased the scores - When you collect River of Slime in the right scoop, the rule may spread pink slime to other shots to be collected again. - Added a Librarian mini-mode to the list of little features that can start with the Symmetrical Book Stacking feature. It will only insert itself in the list if you have played one or more of the Librarian ladder modes. - When inserted it will go here: - Scolari Brothers, Terror Dog hurry-up, Librarian, Terror Dog hurry-up, and last Gozer Hurry-Up. Then it repeats. - When it is lit you need to shoot the Librarian scoop. You will only have a few seconds to do so and then it will begin. - Once started the ball will kick out and you will have the choice. - 1 - Shoot the middle captive ball to increase the value of the Librarian award. - 2 - Shoot the ball back into the Librarian scoop to collect the award and end the mini-mode. - Added adjustments LEFT FLIPPER POWER and RIGHT FLIPPER POWER to vary flipper power. - Added adjustment AUTO-SHOOTER POWER to vary the autofire power. - Added adjustment SLINGSHOT POWER to set the slingshot power. - Added Adjustment ENABLE BALL SEARCH (For development only): set to NO to disable ball search. - Revamped the whole 3-ball captive ball area: - LIGHT SUPER JACKPOT - LIGHT SUPER JACKPOT is lit solid when SUPER JACKPOT can be lit and a multiball is not running. - Load 2 captive balls to start LIGHT SUPER JACKPOT timer. - Load 3rd captive ball to light SUPER JACKPOT. - This is the main rule of the 3-ball captive ball area. - LIGHT PLAYFIELD MULTIPLIERS - When PLAYFIELD VALUES 2X and 3X are not both either solid or blinking, LIGHT PLAYFIELD MULTIPLIERS can be lit from the left ramp on a timer. Hitting the captive ball or the left target bank will light either PLAYFIELD VALUES 2X or 3X. - LIGHT ADD-A-BALL - LIGHT ADD-A-BALL is lit solid when ADD-A-BALL is not lit and ADD-A-BALL is available (a multiball is running and a ball can be added) - Load 2 captive balls to start LIGHT ADD-A-BALL timer. - Load 3rd captive ball to light ADD-A-BALL. - Collect ADD-A-BALL to relight LIGHT ADD-A-BALL - LIGHT STORAGE FACILITY - LIGHT STORAGE FACILITY is lit if STORAGE FACILITY can be lit. - Load 1 captive ball to start LIGHT STORAGE FACILTY timer - Hit blinking LIGHT STORAGE FACILITY to light STORAGE FACILITY - These rules displace all the old rules that were on this area. - Add an adjustment called MAX SUPERJACKPOTS STACKED. It specifies the number of SUPER JACKPOTs that can be stacked at a time. It will default to 3. There are no longer 2X or 3X Super Jackpots. They just stack instead. - Added to the Slimer Motor Test a Slimer hit switch status - Added an adjustment to allow ball save for a ball kicked from the left scoop. The adjustment is called LEFT EJECT BALL SAVE TIME and it defaults to OFF. - Added GOD MODE adjustment. - The settings are NORMAL or GOD MODE. The game defaults to NORMAL. - If set to GOD MODE, when you start a game you will start at the begining of "We Are Ready To Believe You" wizard mode. You can add players or you can plunge the ball. Plunging the ball will start the multiball. - If you complete "We Are Ready To Believe You" you will start "ARE YOU A GOD?". When "ARE YOU A GOD?" ends your game will end. - If you do not complete "We Are Ready To Believe You" the game will end. - Added a GOD MODE champion. If the game is set to NORMAL this will not be seen in the attract mode. - If GOD MODE is enabled you cannot MATCH, win a replay, or qualify for other high scores champions. Fixes: - Changed how the orbits start modes and award skill shots. - Shooting the right orbit to start a Stay Puft ladder scene will now only start on a full orbit that goes up the right, across the back and to the pin in the left orbit. - Plunging the ball and letting it drain and then plunging again really fast will no longer give the skill shot. - Adjustment #6 and #7 no longer have the same name. - Adjustment #21 name is no longer too long - Removed the ACTION BUTTON BALL LAUNCH adjustment. - The Subway would sometimes award the eject shot erroneously. - Spook central timer would start before it should have. - SCOLERI BROTHERS rules adapt when the adjustments "DISABLE LT DROP TARGET" and/or "DISABLE RT DROP TARGET" are set to YES. - Scream volume - Fixed issue "If you turn off the game during the crazy loud scream, the volume will be set to MAX when you power the game back up." - The scream will not happen if the game is set to volume zero. - When a ball is kicked from the right scoop during multiball and quickly drains it will return normally. - Slimer will no longer move in ball search if its disabled. - Slimer will move more during ball search. - Scolari Brothers targets will now go down at game start if they are up. - Should no longer be able to start We Got One during Spook Central. Tweaks: - Increased the initial Super Jackpots value. - Changed the rate Ghost are collected during the first 70 ghost. Collecting Ghost near the beginning of the game are collected faster now. - Left over Slime is now cleaned up at the end of each ball. - Removed Scolari Brothers from PICT-O-POPS. - When and how often Scolari Brothers pop up was too messy. - Changed the color of Librarian Ladder Modes shoot me arrows. They are now yellow. The old color was too confusing with the pink of the River of Slime feature. - The Spooked Librarian Mode no longer lights the spinner to grow the Super Jackpot. - The GEAR feature value has been increased by about 10 times what it was. The value now resets at the start of the ball. - Player scores are shown at ball start more often. The first thing you see will be the skill shot instructions then it will change to the skill shot options. Then it will change to the normal players scores display. It will stay on scores for a few seconds before it shows the skill shot instructions one last time and go back to the scores display. If you press a flipper it will show the current skill shot options for a few seconds and then revert to the scores. - ESP Video mode scores were increased but no longer double each iteration. - Dont Cross the Streams video mode scores were increased. The maximum is now 80M. - Terror Dogs score values were increased by 3 times. - Added adjustment BALL END MODE BEHAVIOR (replaces ALLOW MODE CONTINUE Y/N). Values are: - COMPLETE - Running mode will complete and modes will be lit next ball - CONTINUE - Running mode will continue to the next ball - LAST SCENE CONTINUES (default) - Most running modes will complete, but the last mode in each ladder will continue to the next ball. - Changed the adjustment "ALLOW MODE CONTINUE". When set to "NO", when the ball drains when a mode is running, the mode will be completed and modes are lit to start at the beginning of the next ball. - Reduced PKE scoring quite a bit. - The adjustment for "START GAME ON CREDIT" is now part of the System - Now you only ever need one shot on the G H O S T target to bring out SLIMER. Also removed adjustment "GHOST SPELLOUT DIFFICULTY". - Added "GHOSTBUSTERS" chanting to the awards of SPOOK CENTRAL - Sound: LOOPIN SUPERS - start fanfare enhanced - Speech: STAY PUFT MARSHMELLOW MAN - Ray: "One", "Two", "Three", "Roast em!" - Music: STAY PUFT MARSHMELLOW MAN - increased volume of music in the "Church" phase - Librarian instructions - The ball will be held 2 seconds longer when instructions are shown at the start of the mode. - The a top lanes will not kill the lower skill shots. The lower playfield skill shot will keep running until an arrow shot is made. - Reordered adjustments to be more consistent. - WE CAME WE SAW - shooting a lit shot will relight all shots except the last shot made. - Increased the default ball save time for most of the multiballs - Starting a playfield multiplier will cancel the skill shot. - Sped up how fast the left captive balls take to settle and be counted. - Added support for 6th coin switch - Removed awards "INCREASE SPINNER LEVEL" and "INCREASE SPINNER VALUE" from SKILL SHOT, PICTO-POPS, and TOBIN'S SPIRIT GUIDE. - Added left orbit SKILL SHOT award "+5M SUPER JACKPOT" - Change right scoop advances playfield multiplier like K does during skill shot - Added backbox GI to various GI light strings - Book Stacking, Scoleri Brothers, Terror Dog, Gozer, cannot be started if a Ready mode is running. - PKE should not be a skill shot choice if a Ready is underway - BACK OFF MAN - time increased from 30 seconds to 40 seconds - Extra Ball Light Show - mask off shot arrows, top lanes, and critical lights if a multiball is running. - Reduced all sound volumes - Added Flipper cancel of choreographies: Extra Ball, Special, Storage Facility Lock, Storage Facility Start. - Valid Playfield is SET on roll over switches and on the captive 3-ball lock switches. - Removed TOBIN'S SPIRIT GUIDE award "START PKE FRENZY" Moved to SYSTEM 2.34 - - Updated to nodeboard firmware v0.51.0 - 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 coin door when inserting three quarters: "REDUCED FRACTION" would display "1/4", "1/2", "3/4" "ACTUAL FRACTION" would display "1/4", "2/4", "3/4" - Updated Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI" - Added UTIL-&amp;gt;RESET-&amp;gt;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. - 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/$2.00 - Updated Custom Pricing Editor to display using Pricing Format. Use &amp;lt;BACK and NEXT&amp;gt; to select the pricing and EDIT to change the Pricing Format. The Pricing Format adjustment will also be updated upon EXIT. - Updated TechAlert switch numbering to be consistent with the game manuals. - Updated Custom Pricing Editor - Uses button navigation to select and edit fields. Use &amp;lt;BACK and NEXT&amp;gt; to select the "CREDIT" or "AT:" field and EDIT to change their value. RESET has the options of setting the custom price to the FACTORY default or CURRENT pricing as a starting point for creating the custom price. RESET can also CLEAR the custom price to create one from scratch. Use EXIT to save and install the custom price. Added support to specify money format descriptions for: country monetary symbol ("$", "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: - 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-&amp;gt;SAVE and UTIL-&amp;gt;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-&amp;gt;NODE-&amp;gt;BRD-&amp;gt;Overcurrent Test now displays Drive/Coil and Light/LED description instead of device address. - Added LIFETIME count to Standard Audit #16 "Total Plays". - Added JAPAN_3 Coinage 1/YEN 200. - Added attract mode tutorial videos for inserting coins, pressing start button, using ball plunger, and flipper buttons. - Added UTIL-&amp;gt;VOL adjustments for minimum and maximum master volume level and minimum and maximum headphones volume level. This will limit the selectable volume range from the service menu Plus and Minus keys and the headphones rotary dial. - Added support for 6th coin switch. - Added UTIL-&amp;gt;VOL adjustments speaker balance, backbox speaker type, and cabinet speaker type for Spike 1 games. - When entering UTIL-&amp;gt;VOL, the first sub-menu adjustment is selected, previous behavior would select the last displayed sub-menu adjustment. - Added Standard Adjustment "START GAME ON CREDIT". Settings are: - "OFF" - Do not automatically start a game or add a player when inserted money registers a credit. - "FIRST ONLY" - Automatically start a game when inserted money registers a credit - "ALL CREDITS" - Automatically start a game or add a player when inserted money registers a credit - Adding multiple credits simultaneously, via a bill acceptor, will only start a one player game or add a single player. - Default setting is "OFF" - Removed unused obsolete Standard Adjustments: "FLASH LAMP POWER", "COIL PULSE POWER", "BILL VALIDATOR", "TEAM SCORES", and "CONSOLATION BALL". - Removed Standard Adjustments: "COIN DOOR BALL SAVE", "COIN DOOR DISABLE TILT", "COIN DOOR OPEN NODE BUS POWER" from games which do not have a coin door interlock switch. - Added USA_13 Coinage 1/$1.00, 7/$5.00 - Added adjustment to scale GI, Insert, and Flasher LED brightness, range is 25% to 100%. - Added adjustment to limit GI, Insert, and Flasher LED Max brightness, range is 64 to 255. - Added bass frequency filter selection options: 125Hz, 250Hz, and disabled. - Added treble frequency filter selection options: 4kHz, 8kHz, and disabled. - Added adjustments for backbox and cabinet speaker types to the service menu UTIL-&amp;gt;VOL. Supported speaker types are "8 OHM" and "4 OHM". The amplifier power curve is appropriately adjusted for the selected speaker type. - Extend TIMED PLUNGER adjustment range to DISABLED or 1 - 300 seconds - Correct minimum firing time for flipper coil when an EOS switch is inconsistent or poorly gapped - Improved LED refresh rate and blink consistency. - Improved reporting of shorted General Illumination bulbs and sockets. - Added AD_TILT_DEBOUNCE adjustment. Number of ms to debounce tilt bob. Minimum value of 750ms, maximum value of 1500ms, and default value of 1000ms - Added adjustments for backbox speaker bass/treble, cabinet speaker bass/treble, and cabinet/backbox speaker balance to service menu UTIL-&amp;gt;VOL. Speaker balance allows lowering the volume level of cabinet speaker or backbox speakers vs. the other. - Added USA_12 Coinage 1/$0.25, 5/$1.00 - Added audit for total number of one, two, three, and four players games that have been played. - Added Node Bus Communication test to diag menu - Added adjustment for "GAME PLAY B.BOX BRIGHTNESS" - Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS" - Updated Norway coin door to 1/5/10/20 Kr for left/center/right/4th slot. - Updated Sweden coin door to 1/5/10/2 Kr for left/center/right/4th slot. - Added Sweden 3 credit pricing 1 credit for 10 Kr by default - At boot a LOCATING NODE BOARDS message will display if a required node board is not discovered, previously it would incorrectly state UPDATING NODE BOARD and UPDATE FAILED. The node board number(s) of missing boards will be displayed and updated as boards are found. - Added China currency and pricing support - Added support for eWallet pseudo ticket dispenser device. PRO V1.15 - September 27, 2017 ==================================== System: - Update to system 1.76, added China dip switch and coin door support PRO V1.14 - May 9, 2017 ========================= Fixes: - Found a couple speech calls that will be censored if the game is set to not allow R-rated speech. - Fixed Terror dog and Gozer totals not being cleared corectly - Fixed PKE total not being cleared correctly. - Fixed Ticket Meter not working - Fixed possible misconfiguration of right flipper when Redemption is enabled Tweaks: - Added an adjustment to allow the operator to turn off the flipper speech. PRO V1.13 - January 9, 2017 ============================= New: - Added an alert sound effect when the flippers change during MASS HYSTERIA MULTIBALL. The flippers switch near the end of the warning. Fixes: - Found a couple speech calls that will be censored if the game is set to not allow R-rated speech. - Fixed spelling and punctuation on a few of the DID YOU KNOW messages. - Fixed THE BALLROOM instruction text to match the color of the inserts. - If balls were being held in the LIBRARY LOCK at game start, they were making the playfield valid when released. - P.K.E. FRENZY was displaying an incorrect TOTAL on completion. - The GHOST CAUGHT FOR EXTRA BALL adjustment was not being honored for anything but AUTO. - SUPER JACKPOT CHAMPION was not handled correctly. - If NEGATIVE REENFORCEMENT was lit, a won SKILL SHOT award for it would be skipped. - Fixed misspelling of "CATCH 5 GHOSTS" on skill shot. - CAPTIVE BALL TEST was mislabeled. - Fixed mispelling of instruction text on GOZER THE GOZERIAN. - The TERROR DOG HURRYUP was not resetting properly after being collected. - Sometimes PICT-O-POPS was handing out the same award twice in a row. - Sometimes PICT-O-POPS was handing out awards that didn't make sense. (ADD-A-BALL, LIGHT ADD-A-BALL, TOBINS SPIRIT GUIDE, ...) - ADD-A-BALL and LIGHT ADD-A-BALL were sometimes available when they shouldn't be. - TOBIN'S SPIRIT GUIDE and PICT-O-POPS will no longer give out a SPINNER LEVEL award if it's already at its maximum level. - If a mode ladder was completed, shooting that shot would unlight all other lit modes. - Starting WE CAME WE SAW MULTIBALL was also awarding a jackpot for the shot. - Starting WE ARE READY TO BELIEVE YOU was also awarding a LEFT RAMP incorrectly. - Sometimes SKILL SHOT would not offer awards it should have. - When SUPER JACKPOT was running, the display would sometimes show the incorrect SUPER JACKPOT multiplier. - Completing THE BALLROOM was starting WE CAME WE SAW MULTIBALL without shooting the ramp again. - STAY PUFT MARSHMALLOW MAN was not honoring the DESTRUCTOR multiplier for all awards. Tweaks: - If you disable your slimer mech with the Adjustment then the Ghost Target will now trigger Slimer hits. - The 100 GHOSTS lamp insert will now indicate when MASS HYSTERIA MULTIBALL is achieved. - The timer was not being displayed for HE SLIMED ME. - SPOOK CENTRAL was not allowing the player enough time to complete the mode. - Added callout at the start of STAY PUFT MARSHMALLOW MAN. - Added P.K.E. FRENZY JACKPOT callout. - Added GOZER HURRYUP callout. - Added GEAR COLLECT callout. - Default GOZER CHAMPION and TERROR DOG CHAMPION scores were lowered to a more reasonable value. - Added callout to the start of STORAGE FACILITY MULTIBALL. - The SUBWAY EJECT ball saver no longer overrides the main ball saver if set to the default time or less. - Changed the colors of the extra ball lamp effects to green and white. - Tweaked the EQ of some sounds. PRO V1.12 - December 9, 2016 ============================== Fixes: - pinnode v0.19.8 - Fixed "weak flipper" issue. This bug manifested itself as a weak flipper. If the flipper EOS switch is working only intermittently during gameplay. - Added family-friendly version of "We came, we saw, we kicked its ass" at end of mode. PRO V1.11 - November 9, 2016 ============================ Fixes: - Fixed issue when choosing which video mode times out - Fixed issue in negative video mode where the game would not allow input from the player - Fixed total score showing zero if it was the last mode - Fixed issue where ticket dispenser did not work. Tweaks: - Added Catching Ghost to some skill shot trees - Added Increase Super Jackpot value to some skill shot trees. - Added Light 2X multiplier to some skill shot trees. - Tweaked the skill shot instructions and timing - Made scare feature more rare - Made kick out sounds a bit louder PRO V1.10 - October 6, 2016 =========================== New: - Added a Dont Cross the Streams Video Mode. When you start Negative Reinforcement you can choose to start the new video mode instead. - Added Scare Feature adjustment - Added Friendly Game adjustment Fixes: - Loopin Suppers was making the wrong speech call if you had 3X Super lit before you started it. All Loopin Super awards are 1X Super Jackpots. - Eddy Murphy was spelled incorrectly. - Ad-Libbed was spelled incorrectly. - Shaker Motor Adjustment was not turning the shaker motor off when required. - When you complete all nine modes the modes will all unlight now so you can play them all again. Tweaks: - Changed the sound of a couple timer sounds - Tweaked instant info - Changed GHOST letters to always reset to one shot away before bringing out Slimer on MEDIUM or EASY. Changed HARD to be less hard. - All multiballs now light Add a ball at their start. - Changed Skill shot for top lane P from +5X to +3X - Dozens of speech calls to be a bit brighter. - Added TIME OUT MODES Adjustment; When a mode times out it will not require the player to restart it. It will not relight modes. - Added MODE CONTINUE Adjustment; If you drain during while a mode is running it will continue on the next ball. - Tweaked the colors of modes and features - Severely reduced how much the Gozer the Gozerian mode increases the Super Jackpot Value - Made Slimer less sensitive when he first begins to decend. - Increased the max ball save time from 15 seconds to 60 seconds - Delayed Ball Search at end of modes when needed. PRO V1.07 - September 26, 2016 ============================== System: - Simplified Switch Test Menu to fit on display. The graphical switch display shows the state of all switches on the node that last reported switched activity. - Optimized Node Power Usage. - Added Node Configuration and Tech Alerts to Audit Dump. - Fixed - Electronic Coin Mech (used in non-US games) stops working on some games after many hours of operation. PRO V1.06 - August 15, 2016 =========================== - Used for internal tesing PRO V1.05 - May 13, 2016 ======================== New: - Added a River of Slime Feature. Each time you shoot the right orbit you will build the value and start a timer on the right eject. Shooting the right eject will collect the built value. - Storage Facility will now light for one lock on 10, 30, and 50 ghost caught. - Collecting ghost will show how many needed to light Storage Facility. - Added an adjustment to allow speech to be censored. - Added Speech to super jackpot - Added Speech to We came we saw start Fixes: - Bonus Held would give extra bonus if on ball 3 and the player had an extra ball. - Changed the name of SPEECH and MUSIC VOLUME adjustments to SPEECH and MUSIC ATTENUATION - Removed Backbox and Cabinet volume adjustments - 0X bonus multiplier will no longer be awarded from the pop bumpers. - Removed two switches reporting false errors. Tweaks: - Flippers are turned off during Negative Reinforcement - When Negative Reinforcement stops doubling the message reflects this. PRO V1.04 - May 02, 2016 ======================== New: - Added Instant info page for ghost caught. Will show how many ghost are needed for extra ball. Fixes: - Updated to Node 0.18.2 to fix flipper issues - Fixed how the 3-ball captive ball counts locked balls. It will no longer be complete after only 2 balls locked. Tweaks: - Completing Scoleri Brothers now lights 3X Super Jackpots instead of 1X. - Scoleri Brothers now only give one ghost during multiball and if you have &amp;gt;= 80 caught ghost. - Reduced how many ghost are caught from slimer during Storage Facility Multiball - Completing all the jackpots in Storage Facility will now Light Super Jackpot for 3X instead of 1X. - Increased the scores for Storage Facility jackpots - Increased the scores for Mass Hysteria jackpots - Terror Dog Hurry up now increases its value on both the Terror Dog target and Gozer Target - The Captive Ball toggles the flipper control from reversed to normal and back. - Adjusted the default high scores (lower) PRO V1.03 - April 29, 2016 ========================== New: - Added a speech call to the start of Mass Hysteria - Added Extra Ball to Ghost Caught. Defaults to 50. - Added adjustment for extra ball on ghost caught. Defaults to AUTO - Added Auto percentage extra ball adjustments to the various installs. - Added how many ghost are needed for Extra Ball to the Ghost Caught display effect Fixes: - Add time was sometimes showing 0 seconds added. - Removed erroneous service messages for switches that are not broken. Tweaks: - Skill shot is split on the flippers now. The left flipper will only move the upper lanes and the right flipper will only move the lower skill shot choices. PRO V1.02 - April 22, 2016 ========================== New: - Added adjustment to all the game to start automatically when you insert credits. - Added Bonus Held to the possible pop-bumper awards - Added some Easter Eggs. To do a basic Easter Egg you hold in both flippers then you enter a sequence of numbers/letters. To enter one number/letter you hit the left flipper button X times counting as you go. When you reach the number/letter you need stop and hit the right flipper button once. When you are all done you need to hit the right button one more time. For example to enter code 3 3 3 (or C C C) you would hold in both flippers then LLL R LLL R LLL R R. - Added Game credits Easter Egg ( 1 2 3 ) Fixes: - In only one stage of Storage facility was lit, and not the last stage, the ball would not be diverted correctly. Tweaks: - Default Skill shot for lower half is now the right orbit - Default Skill shot for the top lanes is now the left lane (E) - The ramp exit will now award the right ramp if neither ramp is already taking credit for the shot. - Stopped ghost capture during Mass Hysteria Multiball. The point of capturing ghost was to get to Mass Hysteria Multiball. Capturing resumes once the Multiball is over. PRO V1.00 - April 4, 2016 ========================= - Initial Production Release.
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