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This page provides an overview of all that's in KISS (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 "KISS (Pro)".
The other version is: KISS (Premium/LE)
Stern Pinball, Inc.
May 1st, 2015
KISS (Pro) on the IPSND.
This machine has been rated by 210 users and currently ranks #54 in the Top 100
No one has entered any trivia for this game yet. If you know an interesting fact about this machine, please log in first, then use the 'edit this machine' link to add it!
It is unknown wether any backbox ornaments were available for this machine.
It is unknown if this machine had a videomode.
V1.41.0 - December 11, 2018
V1.41.0 - December 11, 2018 ==================================== - Renamed an adjustment to better describe what it changes. The adjustment "Demon Eject Power" is now called "Demon Eject/VUK Power" and controls the power of the coil that kicks the ball from the playfield up into and through the Demon Head. - Now the game gives an award for collecting all 15 City Combos. This award can be multiplied by the shot/playfield multipliers. Upon completion the game resets the Cities collected allowing for another set of 15 cities to be collected. - Added a Demon Spinning Motor test to the Game-Specific tests. - Added an adjustment to disable the Demon Spinning Motor Disc. - Added a slingshot power adjustment. - Changed the default slingshot power. - Added a Starchild slingshot power adjustment. - Changed the default Starchild slingshot power. - Added an adjustment for auto Ball Launch power. - Added a Trough Eject power adjustment. - Added Coin Meter to coil test. - Added Ticket Meter to coil test. - Changed the default Shaker Motor power. - Changed the default diagnostic Shaker Motor "ON" time. - Fixed a bug where the left outlane ball save would not perform an early kick. Instead, it would wait for the ball to drain before kicking a new ball into play. - Optimized the amount of game data being saved to the SD card. - Changed the City Combo award lightshow to a "radar" look. - Changed the Starchild full playfield lightshow (seen when hitting the Starchild targets as play is advanced towards Love Gun Multiball) to be more Starchild centric. - Colorized the Starchild full playfield lightshow, i.e. RGB lamps in the sequence now match the Love Gun Multiball arrow colors. - Colorized the Love Gun Multiball Ready full playfield lightshow, i.e. RGB lamps in the sequence now match the Love Gun Multiball arrow colors. - Added outlane speech and probability criteria to hear it upon draining the last ball. - Changed the spelling of "Pittsburg" to "Pittsburgh". V1.40.0 - November 29, 2018 ==================================== - City Combos now contribute to the end of ball Bonus. - Changed the criteria for when "2,000,000 + Backstage Pass Lit" is available as a Backstage Pass award. - Fixed a bug in Heaven's on Fire where the STAR target progress was reset upon lighting/collecting a Super Jackpot. Now the STAR target progress is saved upon lighting/collecting a Super Jackpot making it easier to complete the targets for an add-a-ball award. - Reorganized some of the default High Score Champion initials. - Bonus X is now displayed in the instant info page (when applicable). - Added a Heaven's on Fire Wizard Mode High Score Champion. - Added adjustments to support Heaven's on Fire Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give). - Added Heaven's on Fire Wizard Mode Champion to the attract mode. - Added Heaven's on Fire Wizard Mode Champion to instant info. - Added a Kiss Army Wizard Mode High Score Champion. - Added adjustments to support Kiss Army Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give). - Added Kiss Army Wizard Mode Champion to the attract mode. - Added Kiss Army Wizard Mode Champion to instant info. - Added a Rock City Wizard Mode High Score Champion. - Added adjustments to support Rock City Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give). - Added Rock City Wizard Mode Champion to the attract mode. - Added Rock City Wizard Mode Champion to instant info. - Added/Changed the award for starting KISS/ARMY combos via a return lane -&amp;gt; target shot . Now, in addition to starting a KISS/ARMY combo via a return lane -&amp;gt; target shot, you also are awarded an end of ball Bonus X multiplier. Previously the additional award was a BackStage Pass. - Fixed a bug where the background lamp effects for Super Targets and Super Spinner were still active during the end of ball Bonus sequence. - Added logic to the game to make score awards above 1M more readable, i.e. 1.2M instead 1200K, etc.. This is seen in switch/target/spinner awards that have been multiplied multiple times causing their score values to be greater than 1M. - Added lamp logic to the Spinner stage of Rock City to show when the spinner value is increased by a combo/shot multiplier. - Added lamp logic to Super Spinners to show when the spinner value is increased by a shot multiplier. - Fixed a bug where Super Scoring count down speech was not being heard/played. - Added logic to Super Spinners allowing the award to be multiplied by a combo and a shot multiplier (in addition to Playfield Multipliers). The right mini mars lamp will strobe when Super Spinner is available and blink rapidly when a combo is available/timing out. - Changed the scoring values for Super Targets and Super Scoring to be equable with the other "Super" mode awards. - Changed the Super Scoring background display effect text to be more readable. - Fixed unreadable text that was displayed during the Super Scoring "Time Extended" display effect. - Reorganized the game logic that handles floating boxed scores to be consistent within all the modes/multiballs that use this feature. - Removed Double Scoring as a BackStage Pass award. - Removed unused audits. - Added "Shot Multipliers Lit" as a Backstage Pass Award. - Fixed a bug where "2,000,000 + Backstage Pass Lit" was available as a Backstage Pass award during tournament/competition games. It is still available as an award during multiball but no longer part of the tournament/competition sequence of awards. - Added some changes to the audit text making it more readable. - Added "2,000,000 + Backstage Pass Lit" as a Backstage Pass award. This Backstage Pass award is given when: 1) A multiball is active, and 2) The multiball ball saver is active, and 3) Backstage Pass is lit and hasn't already given this award This award solves the problem where Backstage Pass would normally award an add-a-ball during the early stages of a multiball, i.e. it is less desirable to have an add-a-ball award when the ball saver is already keeping balls in play and more desirable to have this award when the ball saver has timed out. - Fixed a Super Spinner scoring bug that maxed out the award score too soon. - Fixed a text message on the Super Pop Bumpers background display effect where text appeared partially off screen when awards were multiplied by 5X. - Added additional arted score boxes, i.e. 205K-1MIL, 1M+. These are required due to playfield multipliers raising the max arted score box. These appear during Love Gun Multiball, Super Pops, Super Spinner, Super Targets and the Pop Bumper &amp; Starchild target stages of Rock City. - Added new sound f/x and crowd sound f/x to the Kiss Army Wizard Mode Jackpot, Double Jackpot &amp;amp; Super Jackpot awards. - Added a new Shot Multiplier Lit sound f/x. - Added crowd cheering sound f/x to the Rock City Instrument Stage &amp;amp; Kiss Army Stage awards. - Added shaker f/x to all the Rock City Stage awards. - Added artwork/logic to the Rock City background/award screens to show progress during the Instrument Stage, Kiss Army Stage, Pop Bumper Stage, Demon Stage, Continents Stage &amp;amp; World Stage. - Added artwork/logic to the Rock City Wizard Mode award display effects to transition to the next stage upon completion. - Added a new Rock City Super Jackpot animation for completing the mode. - Now the left scoop/eject will hold the ball until the Rock City Super Jackpot presentation is finished. - Reorganized all of the Rock City Artwork and added additional artwork to the Rock City Wizard Mode display effects. - Added crowd cheering sound f/x to the Rock City Super Jackpot award. - Added an underline to the mode names on the mode select screen. - Added logic to the mode background display effects to show the number of mode shots made/remaining. The shots are represented by a line that appears under the name of the mode, i.e. the line is filled in as progress is made towards completing the mode. - Added logic to the mode select background display effect to show the number of mode shots made/remaining. - Made the Combo Awards Instant Info screen more readable. - Now the Demon Multiball background display effect shows the amount of time remaining for locked balls. - Added 2-Way, 3-Way, 4-Way, 5-Way and 10-Way City Combo Instant Info pages to show which unique combos have been completed. - Cleaned up intro speech/fx. - Added sound f/x to Playfield Multiplier 2X/3X/5X awards. - Added sound f/x to Shot Multipliers lit/awarded. - Added a new "timed out" sound effect to Super Scoring. - Added abbreviated intro speech .wav files. - Added City Combos to Instant Info. - Added 15 Unique City Combos. Combos score 1M x number of shots in the combo. The 15 Unique City Combos are: 1) Chicago: Left Ramp -&amp;gt; Right Ramp 2) Pittsburg: Right Ramp -&amp;gt; Left Ramp 3) Seattle: Left Orbit -&amp;gt; Left Scoop 4) Portland: Left Orbit -&amp;gt; Starchild Lane 5) Los Angeles: Right Ramp -&amp;gt; Left Ramp -&amp;gt; Demon 6) Houston: Right Ramp -&amp;gt; Left Ramp -&amp;gt; Right Orbit 7) New Orleans: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Orbit 8) Atlanta: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Scoop 9) Orlando: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Starchild Lane 10) Mexico City: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Orbit -&amp;gt; Left Scoop 11) Tokyo: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Orbit -&amp;gt; Starchild Lane 12) London: Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Ramp -&amp;gt; Right Ramp 13) New York: Right Ramp -&amp;gt; Left Ramp -&amp;gt; Right Ramp -&amp;gt; Left Ramp 14) San Francisco: Left Ramp -&amp;gt; Left Ramp -&amp;gt; Left Ramp -&amp;gt; Left Ramp -&amp;gt; Right Orbit 15) Detroit: 5 sets of Left Ramp -&amp;gt; Right Ramp - Added logic for City Combos to light Extra Ball. - Added a City Combo Extra Ball Adjustment, default = 5 Cities to light Extra Ball. - Added Super Scoring count down sound f/x. - Reorganized the Back Stage Pass Awards &amp;amp; competition sequence. - Removed Deuce HurryUp as a Back Stage Pass award. - Added Super Scoring time out speech. - Fixed a bug where Super Scoring count down speech was not be heard/played. - Added countdown speech to Super Scoring. - Added flipper blowoff to Super Ramps/Targets/Spinner/Pops/Scoring. - Added logic for Super Scoring to run without it's own music. Previously the "Deuce" tune would play when Super Scoring was active. Now Super Scoring adopts the music currently in play as the music that is heard when Super Scoring is active. - Added Super Scoring Start artwork &amp;amp; intro display effect. - Added Super Scoring Start sound f/x. - Changed the Super Scoring switch hit display animation sequence to make it easier to see the awarded score. - Added a Super Scoring Rule (which replaces the Fast Scoring rule). It has the same look/feel as the other "Super" awards. - Restructured the Mystery rule to be more memory efficient. - The Back Stage Pass Super Scoring award now has the same weighted criteria as the other "Super" awards. - City selection/speech has been removed from the mode select screen as the speech/awards are now associated with combos. - Added a City Combo Champion. - Added adjustments to support City Combo Champion (default score threshold, type of award to give, # of awards to give. - Added City Combo Champion to the attract mode. - Added City Combo audits. - Added City Combo speech and award sound F/X. - Added iconic game start speech and sound f/x. - Changed the Super Targets switch scoring animation to make it easier to see the awarded score. - Added an exposition animation to the Super Targets award sequence. - Added logic to Super Targets, Love Gun Multiball and the Rock City Multiball Starchild stage to distribute the displayed awards more evenly across the entire display. Previously the awards tended to cluster around the center of the display. - Restructured the Super Targets background lamp effect to be more NODE board efficient. - Added logic to pause the HurryUp countdowns in Love Gun Multiball when balls are in the Demon/Starchild/Back Stage Pass ejects. - Tweaked the timing on the logic that raises the Starchild drop target as a ball passes over it en route to the Star targets , i.e. reduce the probability of the drop target pushing a ball into the plastic enclosure above it. - Restructured logic to control the Starchild slings during Love Gun Multiball. - Fixed a bug where shot multipliers could be lit and collected via the same shot into the Starchild area. - Restructured logic that locks/holds a ball behind the drop target during Love Gun Multiball. This fixed a bug where Front Row and Back Stage Pass add-a-ball awards were adding too many balls back into play. - Changed the lightshows that are seen when balls are kicked out of the Demon to focus on the Demon Head. - Restructured the Demon/Starchild/Back Stage Pass eject lamp effects to be more NODE board efficient. - Fixed a multiball bug where Front Row could fail to add the correct number of balls back into play if the trough was busy keeping balls in play. - Changed the right orbit spinner display animation sequence to make it easier to see the awarded score. - Restructured the Super Ramps background lightshow to accommodate combos, i.e. the lamps will blink faster to indicate a combo is available. - Added logic to extend the ball saver time during the first HurryUp stage of Love Gun Multiball to insure the player gets time to minimally play a 2 ball multiball. - Cleaned up outlane ball save logic to make it more readable. - Fixed a Back Stage Pass display effect problem where the Bonus X award text was not being displayed correctly. - Added graphics/scoring for each pop bumper hit during the pop bumper stage of Rock City. - Added Star animations &amp;amp; scoring for each Starchild target hit during the City stage of Rock City. - Added Starburst graphics/scoring for each spinner hit during the USA/spinner stage of Rock City. - Added Starburst graphics and larger text to the spinner rule display effect making it easier to see the awarded score for each spinner hit/rotation. - Added ticket dispenser to diagnostics menu. - Fixed a bug in the Match display effect that was not displaying numbers correctly. - Added a Starburst animation sequence to the Starchild target/sling/eject switches during Love Gun Multiball. - Changed the KISS and ARMY HurryUp rule availability criteria, i.e. now the HurryUp's are no longer available during any of the 3 Wizard Modes. - Now the Starchild targets, upon completion, contribute to the Love Gun Multiball HurryUp Jackpot value. - Fixed score messages that were not appearing correctly due to the new internal score structure change. - Changed the Instrument rule availability criteria, i.e. Instruments are now available when KISS ARMY is ready to start. - Changed the internal score structure to allow for scores that are greater than 4B. - Updated Mode/Multiball/Wizard Mode display effects to show the multiplied award correctly, i.e. Base Award * Shot Multiplier * Combo Multiplier * Playfield Multiplier(s). Note: When Playfield Multipliers ( 2X-3X-Colossal, Demon Multiball lock multiplier &amp;amp; Double Scoring) are active at the same time the resulting Playfield Multiplier is created by adding up the constituent playfield multipliers. - Moved text around to make the Love Gun Multiball background display effect more readable. - Added a new Love Gun Multiball intro lightshow that syncs with the movement of the display/ball. - Reworked the Love Gun Multiball Jackpot, Double Jackpot and Triple Jackpot award display effects to show the awarded score sooner. - Added DMD graphics to Love Gun Multiball of Starchild moving across the stage as the Triple Jackpot award. - Now the Starchild Spot light stays on during Love Gun Multiball to help with general illumination. - Fixed a Love Gun Multiball background lamp effect that was turning shot arrow lamps ON/OFF incorrectly. - Added a Love Gun Multiball HurryUp ready lightshow directing the player to shoot the lit Starchild shot/arrow. - Restructured the Super Spinner background lamp effect to be more NODE board efficient. - STAR lamps now blink ON/OFF instead of strobing at game start. - Changed the rules/scoring for Love Gun Multiball. Now Love Gun Multiball starts as a 2 ball multiball with 1 ball held captive if started in the Starchild area. Shoot the captive Starchild ball to collect a Love Gun Hurryup award and add an additional ball into play. - Fixed a Love Gun Multiball double jackpot lightshow that ended prematurely. - Changed the criteria for when Demon Multiball is available, i.e. now Demon Multiball is available to start if KISS ARMY wizard mode is lit/ready to start. - Fixed a bug where some of the STAR targets were not awarding a lit shot multiplier. - Changed the rules/scoring for Love Gun Multiball. Complete all of the Jackpot/Double Jackpot shots to light the right ramp for a Triple Jackpot. Complete the right ramp to light a Super Jackpot HurryUp at the Starchild shot. Hitting any STAR target will score the Super Jackpot. Previously the Super Jackpot was collected at the Starchild Eject. - Added logic/graphics/scoring to the Starchild target/sling/eject switches during Love Gun Multiball. - Fixed a bug where the word "INVALID" would momentarily appear on the background screen in place of the name of the current mode/tune. - Fixed a bug found in several modes where the game state was not being saved properly for multi player games, i.e. upon draining the next player's mode may not operate properly. - Changed the Detroit Rock City mode rules to always pickup where the mode ended upon draining. Previously the mode could restart with all the shots lit. - Fixed a bug in Detroit Rock City where the game could set the Right Orbit as the 2X blinking arrow shot. - Fixed a mode/tune selection bug where, upon selecting a mode, the corresponding lit arrows that appear in the mode selection presentation change to something else. This was most noticeable when a mode was partially finished where, upon draining, at the start of the next ball the player is allowed to pick another mode/tune. - Changed the rules for Black Diamond, i.e. previously an alternating Right Orbit/ Pop Bumper shot moving centric mode. Now one shot stays lit upon completion and only moves to a new position via a pop bumper hit. Scoring is based upon shot difficulty. Make 8 shots to complete the Mode. - Changed the Hotter than Hell mode rules to always pickup where the mode ended upon draining. Previously the mode could restart with the KISS targets lit as the next shot. - Changed the rules for Love it Loud, i.e. an Outside/Inside shot centric mode. Now complete the 2 (Outside) orbit shots to light the 4 (Inside) shots. Completing a lit Inside shot relights the remaining 3 Inside shots. The mode will always pickup where it ended upon draining. Previously the mode would restart with the 2 (Outside) orbit shots lit. - Changed rules for Rock and Roll All Night, i.e. a combo/flow centric mode. Shooting a lit shot will, upon completion, light additional shots that are in line with the next flipped ball. This allows you to combo/finish the mode quickly. Additionally, the mode picks up where it ended upon draining. - Changed the Shout it Out Loud multi level mode rules to always pickup where the mode/level ended upon draining. Previously the mode could be reset back to the first level. - Colorized the auto launch full playfield lightshow that is seen at the end of mode select, i.e. RGB lamps in the sequence now match the selected mode color. - Changed the criteria for when Heaven's on Fire wizard mode is available, i.e. now Heaven's on Fire is not available to start if KISS ARMY or ROCK CITY wizard modes are lit/ready to start. - Fixed a bug where mode select was available during the grace period of Demon Multiball where a player could shoot the left scoop for a Back Stage Pass add-a-ball award to restart the multiball. - Decreased the amount of time the left/right orbit switches are inhibited from scoring when a ball is auto-launched from the shooter lane. This allows the player to override the functionality of the auto plunged event and shoot/collect lit left/right orbit awards. - Left justified one of the display animations that appears during a Deuce Award to solve the appearance of being cropped off. - Now the Kiss HurryUp (started by completing the KISS targets) is available for 20 seconds . - Now the Army HurryUp (started by completing the ARMY targets) is available for 10 seconds. - Added Kiss HurryUp award lightshow, shaker effects. - Added Army HurryUp lightshow, shaker effects. - Now shot multipliers are available/lit by collecting a set of HurryUps (KISS and ARMY). Previously they were lit by completing a mode. - Changed the default settings for the # of song completions that are required to advance the playfield multiplier. Default = 1. - Changed MAX playfield multiplier, i.e. Colossal Bonus is now worth 5X. - Fixed a problem where the game would reset the playfield multiplier at the start of a ball even if the adjustment was set to retain earned multipliers. - Added new kick out sounds to the Starchild eject. - Added Rock City Start crowd cheer sound effects. - Removed Instrument lights (PowerOn, Starchild, Spaceman, Demon, Catman) from Instrument shot award lightshows to make it easier to see the next available Instrument to collect/shot. - Added a Rock City mode completed/total display effect. - Added a Rock City mode completed "Keep Flipping" display effect. - Added Rock City Multiball post final shot speech while the balls are draining. - Added a more dynamic background lightshow to the Rock City Pop Bumper Stage. - Added a more dynamic background lightshow to the Rock City Starchild Stage. - Fixed a bug with the Continents stage of Rock City where the right orbit shot was not being initialized correctly. - Fixed a bug where the Final Shot display effect in Rock City was not being shown as the balls drained. - Fixed a bug where mode select would start prematurely when shooting the left scoop to collect the Final Shot in Rock City. - Added a twinkle effect to the pop bumper lamps during the Pop Bumper Stage of Rock City. - Fixed a problem in the DEMON stage of Rock City where multiple shots into the Demon were not being scored properly. - Increased Rock City Ball savers that occur between stages/levels. - Now there is no Ball Saver as you enter the final stage of Rock City as there is only 1 final shot to make. - Now the Instrument stage of Rock City requires 4 instruments. The right ramp POWER_ON_INSTRUMENT will spot a lit instrument. - Added Balls Draining artwork (used by the Rock City Completed display effect when multiple balls are/were in play). - Now Rock City, i.e. the final wizard mode, ends differently. If multiple balls are still in play after making the final shot the flippers are momentarily turned off. While the remaining balls are draining you are shown the total points collected before returning you back to 1 ball play. - Changed the default settings to Save Love Gun Multiball Progress, default = YES. - Added/Changed Rock City audits for each level/stage of completion. - Added "Rock City Completed", "Rock City Completed-Keep Shooting" display effects, lamp effects. - Now each stage of Rock City has it's own background display effect along with information indicating requirements needed to complete the stage. - Now Rock City multiball continues to play when there is only 1 ball in play. - Changed the rules for Rock City, i.e. the final Wizard Mode. Previously you were required to make each shot 4 times before lighting a super jackpot at the left scoop. Now Rock City is a 3 ball Multiball with 7 levels/stages to play/advance through: Stage 1 = collect lit instruments, each scores 1M: Stage 2 = collect lit "KISS ARMY" targets, each scores 2M Stage 3 = collect lit pop bumpers, each scores 300K. Stage 4 = spell "DEMON" via the Demon shot, each scores 4M. Stage 5 = collect lit Starchild shots, each target/sling/eject scores 500K. Stage 6 = collect lit spinners, each scores 600K. Stage 7 = collect lit arrows, each scores 7M. Stage 8 = Final Shot lit for 100M, collected at the Left Scoop. Note: the 6 shots (Left Orbit, Starchild, Left Ramp, Demon, Right Ramp, Right Orbit) can be multiplied via combos and the multiplier rule. Completing a stage will add-a-ball back into play if 3 or less balls are already in play. - Fixed a bug where the KISS target rule/scoring logic was different between Pro/LE/Premium models. This was most apparent during Grid Multiball (Heaven's On Fire). - Reorganized the order in which features are awarded via the KISS targets, i.e. all models (Pro/LE/Premium) now collect awards in the same order. - The components that advance the Bonus score are no longer available during Rock City. - Fixed a bug where sometimes no music would play at the start of a ball if Rock City was lit. - Changed the Kiss Army ball save timer default/min/max settings. Default = 40 seconds. - Changed the Rock City ball save timer default/min/max settings. Default = 40 seconds. - Changed Mode Select criteria, i.e. Mode select is no longer available if Rock City is lit. - Added Rock City award sound effects. - Added Rock City award display effects. - Revised standup target lightshows (KISS, STAR, Demon, ARMY). - Fixed a problem where a shot into the Demon was being scored twice, i.e. once by the entrance switch and once by the eject. - Changed the min/max/default adjustment settings for Heaven's On Fire to have a longer ball save, default = 40 seconds. - Added speech to the Kiss Army wizard mode start sequence. - Added speech to the Rock City wizard mode start sequence. - Elongated the blink rate sequence when showing multiple awards on a blinking arrow, i.e. the arrow will now show/blink each color longer before switching to the next color/award. - Colorized the full playfield lightshow that is seen when awarding a Demon lock, i.e. RGB lamps in the sequence are now green. - Improved and colorized the full playfield lightshow seen when starting Demon Multiball, i.e. RGB lamps in the sequence are now red. - Colorized the Demon Multiball full playfield lightshows (Jackpot, Demon Jackpot, Super Jackpot, Double Jackpot, Super Double Jackpot), i.e. RGB lamps in the sequence are now red. - Colorized the Instrument full playfield lightshows (Power On, Instrument Collected), i.e. RGB lamps in the sequence are now orange. - Colorized the Love Gun Multiball full playfield lightshows (Jackpot, Double Jackpot, Super Jackpot), i.e. RGB lamps in the sequence are now magenta. - Cleaned up code in Kiss Army Multiball that was needlessly saving the game state from ball-2-ball. - Colorized the Kiss Army Multiball full playfield lightshows (Jackpot, Double Jackpot, Super Jackpot), i.e. RGB lamps in the sequence are now lime green. - Colorized mode full playfield lightshows (awards, 2X awards, 2X+ awards), i.e. RGB lamps in the sequence are now the same color as the mode arrows. - Reworked mode award lightshow presentations to be faster. - Added more dynamic mode award lightshows for the right/left ramps, left/right orbits, Star Child shot, Demon shot (when shot lamp arrows score 1X, 2X, 2x+). - Tweaked rgb palette lamp colors and added functionality to allow colorization of lightshows. - added Kiss Army award sound effects. - removed the Extra Ball insert light from alternating lamp lightshows. - Added logic to award Demon multiplier, mode awards, instrument and "Spell Demon" to both the Demon Entrance &amp;amp; Eject switches in cases where the Demon Entrance opto was broken and/or working intermittently. The remaining awards require a shot into the Demon Eject. This fixes the problem where a song multiplier and instrument were both lit at the Demon but only the multiplier was being awarded. - Fixed a bug where combo shots were not being awarded/multiplied correctly at the Demon shot. - Fixed a bug where multiplied awards were not being multiplied at the Demon shot when the award was given at the Demon entrance instead of the Demon Eject. (This happened when the ball was restricted from entering the Demon Eject). - Fixed a problem when there are no balls in the trough to instantly serve the right outlane ball save. If this happens the game will now wait for the ball to arrive at the trough and serve it back into play. - Fixed a problem when a ball was kicked out of the Demon's mouth and exited the game via the left outlane while the "Front Row" ball save feature was lit. Under this circumstance, the system "Ball Save" takes precedence and tries to immediately serve another ball into play, if possible. Otherwise, the game waits for the ball to travel to the trough at which time a new ball will be kicked back into play. The problem that occurred was that under these circumstances the Ball Saver timed out between the time the ball exited the left outlane and entered the trough. - Changed the Demon ball saver criteria to better handle cases when existing ball savers (or multiballs that are maintaining ball counts) were set to expire. - Added a BackStage Pass Add-a-Ball Ball Save Timer Adjustment. - Added translated text to the Demon Ball Save Timer Adjustment. - Added translated text to the Grid Multiball Ball Save Timer Adjustment. - Added a "Demon Ball Save During Multiball" adjustment, Default = NO. - Removed unused adjustment and associated logic. - Renamed the Rock City Multiball Ball Save timer adjustment. - Renamed and added languages to the Grid Multiball Ball Save timer adjustment. - Fixed text in the Love Gun Multiball Ball Save timer adjustment. - Changed the default volume to approx. 75db - Changed the default ball save settings on China games. - Changed the criteria when speech &amp;amp; sound FX are heard while pressing the flipper/start buttons during the attract mode. - Fixed several lamp attributes that were mislabeled. - Fixed a problem with the roving shot award during Deuce. Once a roving shot has moved the original shot/position is still available for a short grace period. The game was incorrectly making a grace period shot/positon available during portions of the mode when the shot was not roving. - Fixed a lamp function that was not turning on the correct number of lamps. This would occur during whole playfield lightshows. - Fixed a problem where mode select was still active after the player plunged the ball and inadvertently switched the selected song upon pressing a flipper button. - Update to nodeboard firmware v0.28.0 - Added LIFETIME count to Standard Audit #16 "Total Plays". - Added JAPAN_3 Coinage 1/YEN 200. - 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. - 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". - 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. - Enhanced center channel clarity. - 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. - Updated AD_TILT_DEBOUNCE minimum value to 750ms to avoid overly conservative configurations. - DIAG-&amp;gt;NODE-&amp;gt;COMM test would occasionally falsely report address collisions, this has been corrected. - 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 in ms for tilt bob debounce - Changed debounce logic/timing to prevent double start button detects. - 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. - Improved sound processing - Interactively update the backbox brightness while changing Attract Mode, Game Play, and Service Mode adjustments in the service menu - Reworked boot time displays for node board firmware update and locating node boards. - Added boot time display for overcurrent detected (shorted coil or LED) on node boards. - Added support for dynamic detection and isolation of overcurrent coils or LEDs. Previous behavior would disable all coils and LEDs for 1/2 second each time a short was detected. New behavior will determine the short coil and/or LED and disable only the offender. - Added tech alert for overcurrent coils and LEDs on node boards. New diagnostic test to retest node board and report with coils/LEDs are drawing too much current. Excessive current draw could be the result of a shorted coil, an incorrect replacement LED/incandescent bulb, shorted light socket, et cetera. - Every 15 minutes during attract mode overcurrent coils/led will be rechecked and returned to service if operating correctly. - Added adjustment for "GAME PLAY B.BOX BRIGHTNESS" - Renamed "BACKBOX BRIGHTNESS" to "ATTRACT MODE B.BOX BRIGHTNESS" - The deprecated BILL VALIDATOR adjustment has been removed. - 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. - Updated Sweden dip switch setting (0x0B) default to Sweden 3 pricing. - Replaced hardware version number with OS version number on diagnostic screen. - Added a message LOCATING NODE BOARDS. This 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. V1.31.0 - September 27, 2017 ==================================== System: - Update to system 1.76, added China dip switch and coin door support V1.30.0 - Aug. 2, 2017 ====================== - Fixed debounce times for the Dollar Bill Validator. - Added "save progress" adjustments for DEMON MULTIBALL and LOVE GUN MULTIBALL (Default: NO). - TRACKS (SONGS/MODES) now reset once all TRACKS have been completed. (It was previously not possible to play any of the TRACKS again after the last TRACK was completed.) - LOVE GUN MULTIBALL is now allowed to start when KISS/ARMY is lit. - Increased HEAVEN'S ON FIRE multiball scores. Removed scoring caps. - Fixed a bug in the auto-percentaged EXTRA BALL module that would sometimes set the number of INSTRUMENTS to light EXTRA BALL to a very high value. - Fixed a bug where the STARCHILD INSTRUMENT for HEAVEN'S ON FIRE was staying lit even when the item in the grid had been awarded. - Lit INSTRUMENTS now carry over ball-to-ball. - SHOUT IT OUT LOUD TRACK (SONG/MODE) was not keeping all of its data in player state. If two people played the TRACK, it was possible for one player to complete a set of shots and then the other player would not have any shots lit, and be stuck playing SHOUT IT OUT LOUD for the rest of the game. This has been corrected. - The back panel switch on the Premium/LE was not giving out all of the awards the right ramp was giving. This has been corrected. - Moved the call to start LOVE GUN MULTIBALL to the end of the right ramp award sequence, so the INSTRUMENT(S) can be lit. When the INSTRUMENT light and the START LOVE GUN MULTIBALL light on the right ramp are lit at the same time, the player expects the INSTRUMENT to be lit. This has been corrected. - Fixed a bug where the incorrect multiplier value was being displayed during DEMON MULTIBALL. - Fixed a bug where the ball save from the DEMON LOCK was not working correctly during multiball. This required adding a separate adjustment for DEMON MULTIBALL BALL SAVE (Default: OFF). The times are different than the existing DEMON BALL SAVE, along with the behavior. - Lowered the number of grid completions to light HEAVEN'S ON FIRE from 2 to 1. - Increased the HEAVEN'S ON FIRE ball save time by five seconds. - Raised the priority of the TRACK SELECT lamp effect so it is higher than everything else. This allows the player to see which shot arrows are associated with each TRACK during the selection process. - BACKSTAGE PASS add-a-ball was not restarting HEAVEN'S ON FIRE. This has been corrected. - HEAVEN'S ON FIRE was not restarting if add-a-ball was awarded via the STAR targets during the grace period. This has been corrected. V1.28 - Apr. 20, 2016 ===================== - Added sounds for KISS hurry-up and ARMY hurry-up awards. - Added a ball lock rule during Demon Multiball: - Shooting both lock targets lights the Demon lock. - Shooting the Demon when lock is lit (first time) starts 2X playfield scoring (adjustable, default=20 seconds). - Lighting the lock again and locking a second ball (before the timer expires) starts 3X playfield scoring (adjustable, default=20 seconds). - Added sounds for: - Slingshots - Return lanes (lit and not lit) - Outlanes (lit and not lit) - Added a wizard mode for completing the GRID (Heaven's On Fire): - Qualify by completing the GRID a number of times; currently 2 (adjustable). - Shoot the scoop eject (BACKSTAGE PASS) to start. - 4 ball multiball. - Complete the GRID to light SUPER JACKPOT at the Scoop Eject: - ROW #1 (KISS) - shoot all KISS targets - ROW #2 (ARMY) - shoot all ARMY targets - ROW #3 (POPS) - shoot right orbit to light the pops; hit each pop at least once - ROW #4 (INSTRUMENTS) - shoot instruments. The right ramp (if lit) will spot one of the instruments. - The STAR targets may be completed for add-a-ball, once per super jackpot. - Music that was playing prior to starting Grid Multiball is restarted at the beginning instead of picking up where it left off upon exiting Grid Multiball. - Fixed a problem where mode select music was starting too early. - Fixed a mystery award presentation order problem when awarding extra ball lit or special lit. - Changed the criteria for mode start. Modes are allowed to start when Grid, Kiss Army or Rock City Multiball are ready to start. - If balls were locked in the Demon and the game was turned off, the Demon ball save would be activated during game-over (with a display effect) when the balls were kicked out of the Demon lockup after the game was turned on again. This has been corrected. - Finishing a song (adjustable) lights all shots for one of them to be collected for 2X scoring on that shot for the rest of the ball. These are multiplied with the combo multipliers. - Added an adjustment to enable/disable the multiplier shot arrow lamps. - Finishing a song (adjustable) lights 2X, 3X, 5X (2X+3X), Colossal (10X) playfield multiplier for the rest of the ball. - Max playfield multipler is set at 15X. - Playfield multiplers can be combined and are advanced via: - double scoring (2X) - demon multiball lock timer (2X, 3X) - completing song(s) (2X, 3X, 5X, 10X) - 2X, 3X, Colossal inserts are now used as playfield multipliers instead of Bonus X multipliers. - KISS hurry-up award and ARMY hurry-up award display their multiplied scored. - The ticket notch switch was specifying the wrong attributes such that the switch would eventually be marked bad in the TECH. ALERT. This has been corrected. - Added a setting that allows the grid to keep its state from ball to ball (thereby making it easier to complete the grid). - Added an adjustment that allows song select with and without the multipliers lit (default is YES). - Added lamp effects for disabled return lanes and outlanes. - Fixed a problem where the last player in a 4 person game could not select a city. - Fixed a bug in demon multiball. If at least one jackpot shot was collected and the multiball was resurrected by collecting the add-a-ball award via backstage pass when the multiball was in the grace period, then eventually there would not be any shots left to shoot during the multiball (they would eventually be depleted). This has been corrected. - Reworked the instrument award display effect so it looks better when extra ball is lit. - Fixed the instrument power-on display effect so it can deal with lighting multiple instruments at once. - Added an adjustment to not reset the lit instruments at the beginning of each ball. - Changed the adjustment for the instrument rule difficulty. The three settings (for shooting the POWER-ON ramp shot) are: 1) LIGHT ALL INSTRUMENTS 2) LIGHT ONE INSTRUMENT, BUT LEAVE THE POWER-ON LIT TO LIGHT MORE INSTRUMENTS 3) LIGHT ONE INSTRUMENT, AND TURN OFF THE POWER-ON UNTIL THE INSTRUMENT IS COLLECTED. The previous behavior was 3). The new behavior is 2). - Reordered some calls so mystery is given out before the multiballs are started. - Fixed the settings for the instrument rule extra ball. The way the settings were being specified, it was not possible for the first extra ball to ever be set to AUTO. - Fixed pop bumpers not scoring during multiball. - Added attract mode flipper button sounds. - Knocker sound/coil for REPLAY and SPECIAL now synced with the display effect. - Fixed bugs in the modes that was causing the work of all players to affect the scoring for all other players. - Improved sound processing to minimize audio glitches. - Fixed a bug in the wizard mode that would occasionally cause some game data to occasionally become corrupt. - Improved Auto Replay Thresholds. V1.05 - Sept. 21, 2015 ======================= - Added support for the KISS topper. - Added support for external ticket dispenser for redemption pinball for beta testing. V1.04 - August 26, 2015 ======================= - Game data is saved to SD Card more frequently. - Increased service button debounced times due to noise from shaker motor. - Improved nodebus communication to increase flipper performance. - game over music is now played at a lower volume than during normal game play. - fixed a problem where lamps would not refresh to the correct state when the coin door was opened/closed. - The bonus lamp effect now illuminates only the lamps that were actually won and not the entire row. - added RGB lamps (LE ONLY) to the bonus sequence. - Demon Multiball is illuminated with RED G.I. (LE only). - Love Gun Multiball is illuminated with RED &amp;amp; BLUE G.I. (LE only). - fixed a problem where in some cases the Special, Extra Ball, Shoot Again, Start Button &amp;amp; Tournament Start Button would not light properly. - fixed a problem where, during a multi-person game, player 1 was not allowed to select their music. - fixed a problem where multiple specials were not being awarded properly. - fixed a problem where Love Gun Multiball jackpot sound f/x were getting cutoff early. - added a ball saver to the Demon Eject (PRO only) and Demon Lock (LE only). - added a Demon Eject/Lock ball save adjustment that allows the operator to extended/reduce the default ball save time. - the Demon Eject will now try different firing strengths if the ball is not able to be cleared (LE model). A problem occurred (especially on the LE model) where the eject couldn't deliver a ball into the Demon Lock properly when 2 balls were locked. This has been fixed. The PRO will kick based upon the Demon Eject Power adjustment. - changed music mode award sound sequence, i.e. award sound is heard first followed by crowd award sounds. - fixed a problem where the Super Bumpers lamp was not being illuminated during Super Bumpers. - fixed a problem where the Super Targets lamp was not being illuminated during Super Targets. - it was hard to see player scores during multi-player games (i.e. players not up). Scores for players not up are now shown with a font that is a bit brighter. - Added KISS face awards and backgrounds to KISS ARMY wizard mode. - love gun multiball ready display/lamp effects now play immediately upon completion. Previously they would wait for other effects to finish before running. - added love gun multiball advance lightshow. - added new love gun multiball ready lightshow. - player selected music starts from the beginning after multiball ends. - now progress is shown in all love gun multiball advance screens. - added/fixed tilt, tilt warning sounds. - Modified LE version of KISS targets to match the PRO version, i.e. lights/sounds were not working properly. - Modified spinner points to be at the flash points (Dot matrix display) they're coupled with. - Modified right target bank to have a smoother transition between info shown on the display. - Added Front Row Value to advance display effect. - demon eject waits longer before refiring, i.e. misfires were incorrectly being counted as an original arrival. - Modified Left and right target display effects. - Modified Pop bumper display effects. - Modified Spinner display effects. - fixed display glitch between bonus end and next ball background screen. - super pop animation speed was wrong, this has been fixed. - moved super bumper display graphics to make text more readable. - fixed super bumpers foreign translations. - spelling DEMON will light locks (based on difficulty adjustment). This should make it easier to achieve Demon Multiball on default settings. - added fire artwork to the Demon Spell out display effect. - Advancing toward Love Gun Multiball now uses different background artwork. - added progress meter to advance Love Gun Multiball display effects. - Love Gun Multiball is now easier to qualify as the first switch closed and subsequent switch hits now contribute more towards Love Gun Multiball Ready. - army hurry-up and kiss hurry-up are not available during wizard modes. - STAR targets that are already lit help advance towards Love Gun Multiball. - added display effect to show both rule advance and increasing Love Gun Multiball jackpot. - balls are kicked out of the Demon mouth at the end of the game during the match effect. - found instances where music mode light shows were not being shown, this has been corrected. - added demon letters collected and balls lit/locked to instant info. - added instrument lit/collected lightshows. - Balls were not being held in the scoop during wizard mode(s) start, this has been corrected. - increased max power settings to Demon Eject adjustment. - army (right bank) lights were missing from some lightshows, this has been corrected. - added an audit for spelling DEMON. - double scoring flashers have changed. - STARCHILD is one word, this has been fixed. - fixed ROCK CITY background lamp effect. - Added/updated rock and roll all night intro (dot matrix display). - added new diagnostic icon. - in multi-player games music resumes playing from the point where it was stopped. - Added new sound FX to mode awards. V1.03 - July 16, 2015 ======================= - Spike System Kernel Update v1.1.0: improved system reliability by making the kernel software more tolerant to performance variables in SD cards from numerous manufacturers. - Addresses a game system software bug that affected flipper performance under certain conditions. V1.02 - July 1, 2015 ======================= - restructured how shots are scored on STAR targets. - fixed a problem with special being awarded. - changed KISS combo (and Army combo) start display effect priority (it was killing music awards) - Fixed an issue where the endball sequence wasn't occuring for modes. This occurred if the player drained before half completion on ball one and then drained after half completion on ball 2. - Added Lick it up font to game and to Lick it up award DE - Fixed a font issue for demon multiball double super jackpot - Fixed a font issue for super jackpot - Fixed an issue where mode select would occur when wizard modes were available. V1.01 - June 29, 2015 ======================= - Initial Production Release.
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