EPROM
Der neueste Gamecode für Ihren Flipperautomaten
Spielen Sie für die CPU Ihres Flippers mit dem aktuellsten Gamecode!
Wenn Sie Ihr Gerät einschalten, sollte die ROM-Gamecode-Version angezeigt werden.
Sie können auch das Systemmenü aufrufen (mit den Münztür-Tasten), die ROM-Gamecode-Version wird dann angezeigt.
Nach Erhalt entfernen Sie das alte EPROM aus Ihrer CPU, setzen das neue ein und schalten Ihre Maschine ein! Ein kostenloses Extraktionswerkzeug ist in jeder EPROM-Bestellung enthalten.
Verbesserter und neuer Spielcode
In Zusammenarbeit mit WMS sind wir stolz darauf, modifizierte Spielcode-EPROMS für Bally/Williams-Flipper zur Verfügung zu stellen. Dies ist das Ergebnis einer Zusammenarbeit mit Soren Worre, einem talentierten Softwareentwickler, der ursprüngliche Spielfehler behebt und Erweiterungen hinzufügt, um das Spiel insgesamt zu verbessern.
Wir stellen auch neu entwickelte Spielcodes zur Verfügung, die von engagierten Flipperentwicklern entworfen wurden, die Hunderte von Stunden damit verbracht haben, daran zu arbeiten. Diese neuen EPROM-Spielcodes beheben nicht nur viele der Probleme, die in den Originalspielen vorhanden sind, sondern führen auch zusätzliche Funktionen ein, um das Gameplay zu verbessern.
Diese neuen EPROMs bieten den besten verfügbaren Gamecode, damit Sie das Beste aus Ihrem Spiel herausholen können!
- Increased default value of Shark Hole Skill Shot from 20M to 40M.
- Randomized lit Top Lane at start of each ball during non-tournament play.
- Shark Jackpot lamp now flashes along with Shark Scoop lamp to better indicate Skill Shot 2 shot.
- Increased Skill Shot Variety Award from 50M to 150M to incentivize player to attempt all three Skill Shots.
- Failed Skill Shot will now play a previously unused quick descending sound effect that sounds more appropriate for a failure event.
- Fixed bug where a successfully completed CPR mode previously did not grant 50M Completion Bonus points.
- Changed successful CPR shot to say unused “Nice rescue” and ensure Rescue Successful is shown on display.
- Fixed bug where bad sound plays at start of CPR in the middle of the voice call of “OK everyone here’s the situation, some swimmers need help, shoot the ramp to apply CPR”.
- Updated Chopper Rescue requirement of 10 swimmers at 20M per swimmer to 8 swimmers at 25M per swimmer.
- Added previously unused voice calls of “Shoot the left/middle/right ramp” to roving Ramp Shots at end of Chopper Rescue to help player know which ramp to shoot.
- Made it so roving Ramp moves every 5 seconds instead of odd pattern of 4/4/2 seconds.
- Removed “I guess you could say it was pretty good” from random choice during Chopper Rescue gameplay and replaced with “We’re in route”.
- Fixed Diver Trapped bug so correct bonus is displayed and granted with each successful Hole shot.
- Removed constant flashing under playfield of the Left Orbit flasher to avoid confusion of where to shoot since Left Orbit is not a shot used in this mode.
- Added helicopter sound effects to end of Diver Trapped before collecting Extra Ball.
- Added voice call of “Extra Ball” to successful Shoot Hole For Extra Ball at end of Diver Trapped.
- Allowed Shark Cove to honor the Shark Super Scoop for multiple shots.
- Keep Shark Super Scoop lamp flashing for entire Shark Cove mode.
- Doubled points for Shark Super Scoop shot.
- Flash double point bonus on display for Shark Super Scoop shots during Shark Cove.
- Increased pause when displaying Shark Cove Completion Bonus.
- Fixed bug where game is supposed to pause and hold ball in Upper Ball Launch until start of mode voice call is completed. This pause can be aborted by hitting both flippers.
- Made it so Side Ramp Jackpot lamp flashes along with Spell Ironman lamp to better indicate Rescue Jackpot shot.
- Made it so only successful saves count towards the 3 tries.
- Fixed bug where the very first successful rescue would not count.
- Fixed Tidal Wave to properly end on three successful rescues only.
- Fixed bug where 10M is erroneously granted sometimes to “Successful Rescue” during Tidal Wave.
- Fixed bug where it was possible for Side Ramp lamp to be stuck flashing after end of mode.
- Fixed bug where a successfully completed Tidal Wave mode previously did not grant 50M Completion Bonus points.
- Increased Tourist Season Ball Save Timer from 8 seconds to 10 seconds.
- Added flashing Shoot Again lamp while Ball Save is active at start of Tourist Season.
- Side Ramp Jackpot lamp now flashes along with Spell Ironman lamp to better indicate Jackpot shot during second section of this mode.
- Allowed full Left Ramp shot to also function as Jackpot during Earthquake if Left Ramp Trap Door is disabled (now available via Adjustment 51) or broken.
- Turned off G.I. during Water Skier Video Mode.
- Adjusted scoring of Water Ski video mode from 1M per passed obstacle to 3M per passed obstacle.
- Fixed bug so center ramp will now correctly score when hit on the left-center.
- Fixed bug at end of Water Skier where last ramp does not count.
- Fixed bug to prevent incorrectly adding ghost points at end after final ramp.
- Prevented “Alright” voice call from being cut short at end of Water Skier Video mode.
- Added 50M Completion Bonus for successfully completing Water Skier Video mode.
- Allowed all of intro video for Ironman to play and allow it to be aborted with both flippers.
- Added motor boat sound to Video Mode intro for Ironman.
- Changed music during Ironman to previously unused music.
- Increased amount for hitting flippers from 250,000 to 500,000 per hit.
- Added “Well Done” voice call to winning Video Mode Ironman race.
- Increased bonus for successfully completing Ironman from 20M to 50M.
- Added previously unused “Search and rescue” voice call to Search & Rescue display.
- Will now display the SPF Bonus Multiplier video if granted during Search & Rescue.
- Will now display X Million video if granted during Search & Rescue.
- Will now display Super Laser Kick video if granted during Search & Rescue.
- Rearranged collection of Search & Rescue and Ironman so S&R comes first to prevent Ironman Video Mode from being played twice in a row.
- Increased minimum Search & Rescue award of 10 Million to 25 Million during non-tournament play.
- Allowed for faster Shark Awards progression.
- Changed Shark Award #3 to be on a 1 minute timer.
- Extended timer for Switch 54 related to Shark Flipper to allow successful Shark Award to register more often.
- Adjusted successful Shark Flip Award to grant 25M instead of 10M.
- Made it so if Adjustment 50 is set to 99 then automatic Shark Flip is disabled.
- Extended timer of Ball Save for Laser Kick.
- Added previously unused “Looks like he’s going to pull through” voice call to Laser Kick.
- Changed Adjustment 47 (Lock Qualify Criterion) so each completion of Drop Targets will advance lock by 1.
- Made it so Auto Advance of Locks between balls will only do 1 on Moderate (Default).
- New light show at Start of Multiball where game is dark except for both flashers alternate on boat siren to make Multiball intro more dramatic.
- Return to regular game music at the end of Multiball.
- Fixed bug where Instant Info doesn’t properly display if there is a Bonus Multiplier.
- Fixed bug where it will display 11X SPF Multiplier even though it is really 10X.
- Removed long Pause at end of Instant Info so it will cycle properly.
- Slowed down EOB Bonus screens slightly.
- Removed 1M bonus for aborting EOB Bonus.
- Fixed EOB bug where every 5th GUARD letter and every 5th Life Guard collected would not add to EOB totals.
- Fixed EOB bug so it will calculate and display Rescue Mission bonus correctly.
- Fixed EOB bug where SPF Bonus Multiplier would display 11X multiplier even though it is really 10X.
- Increased Lifeguard EOB to be 2M per collected Lifeguard instead of 1M.
- Set SPF Bonus Multiplier to increase twice as fast (new progression is 2X, 4X, 6X, 8X, 10X).
- Added Shark Chomp Initials to Attract Mode which is now only achievable via successful Shark Super Scoop Jackpot during Multiball.
- Added sound effects to SHARK target that has already been hit.
- Added sound effects to previously silent 3-Way Combo award.
- Updated mode timers that were 43 seconds to now be an even 40 seconds.
- Made it so mode specific voice calls play more often when ball rolls over inlane switches.
- Increased Baywatch Millions start from 1M to 2M.
- Disabled ability to select PRNT from the Main Menu.
- Disabled ability to select SERV from the DIAG menu (to prevent showing Sega phone number).
- Fixed flash sequence to flash both lamps on boat siren on playfield more often.
- Removed logic around Average Ball Time to no longer penalize a player if the previous players had longer ball times.
- Increased power to Trough VUK.
- Fixed bug where High Coil Power will break Upper Control Gate functionality.
- Setting of Tilt Warnings = 2 is now allowed and default is 2.
- Extended start-of-ball Ball Save timer slightly.
- Made it so Adjustment 51 will Enable or Disable the Left Ramp Trap Door (default is Enabled/Yes). If the Trap Door is disabled then a regular Left Ramp shot will always count as the same Lock or Jackpot shot.
- Reduced the amount of GI OFF/ON flashing.
- Gate timings have been adjusted to be more lenient so ball should be routed correctly more often.
Creature From The Black Lagoon
Revision 5.1
12 November 2023
Credits
Changes designed and implemented by Soren Worre.
Based on the revision L-4 software released in 1992 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Special thanks to Jesper Graver.
Summary
A bug concerning entering high scores when in tournament mode, fixed.
Broken features within the modes Multiball, Big millions, Snack attack and Move your car are fixed.
Random elements within the modes Multiball, Snack bar and Playgound can now be set to run in patterns.
Two new feature adjustments.
The never used left inlane scoring indicators now have a purpose.
Upgraded lamp procedure.
Improvements
Fully suitable for competition play.
Supports LED lamps.
No playfield indicators left for incomplete usage.
Detailed changes description
Reference to the L-4 revision.
New feature adjustment A.2 19 “Girl search”.
Options:
– “Random”: As rev. L-4. The girl is located at a randomly chosen Search target.
– “Pattern”: The girl is always at the second Search target made. And third Search target after a jackpot (rest of game, player individual).
– “T-play”: When tournament play selected: As the “Pattern” option. Else as the “Random” option.
Default: “T-play”.
New feature adjustment A.2 20 “Tournament play Snack bar Unlimited millions”.
Options:
– “No”: When tournament play selected: The Snack bar will never award the Unlimited millions mode.
– “Yes”: When tournament play selected: The Snack bar will award the Unlimited millions mode (see awards pattern).
Default: “No”.
The 10B Snack attack bug, fixed.
Snack attack count down lands nicely on 10M.
255 bumper hits to light Super jackpot bug, fixed.
Bumper hits to light Super jackpot not resetting on a next multiball bug, fixed.
1x “maxed” playfield multiplier bug, fixed.
Bonus-x calculation corrected to be as indicated by the game. 1x/2x/4x/6x/8x/10x.
Bonus base value raised by a factor-3.
A bug where Move your car was not running properly after a multiball, fixed.
A bug where Snack attack was incorrectly promoted on the right ramp count-up display, fixed.
When tournament play selected: Playground award is following a fixed pattern. Player individual.
Playground award order: Unlimited millions, Jet bumpers, Intermission time and then start over.
When tournament play selected: Snack bar awards follow a fixed pattern. Player individual.
When adj. A.2 20 “Tournament play Snack bar Unlimited millions” is set to “No”:
Before a multiball has been played: F, L or M letter once (if needed and in that order). Then random points ones.
After a multiball has been played: Random points ones only.
When adj. A.2 20 “Tournament play Snack bar Unlimited millions” is set to “Yes”:
Before a multiball has been played: F, L or M letter once (if needed and in that order). Then random points ones.
After a multiball has been played: Unlimited millions once. Then random points ones.
When tournament play selected: Tap a button in attract mode to show the latest game scores.
The 10M, 20M and 30M indicators are brought to life.
The Big millions mode offers a one time only award on the left inlane.
10M, 20M or 30M based on timing.
A bug where the European region installs the hard pre-set on a factory reset, fixed.
The lamp matrix procedure is upgraded to better prevent “ghosting” when LED lamps are used.
Adjustment A.1 21 “Language” is limited to “English”.
Adjustment A.1 28 “Min. vol override” defaults to “Yesâ€.
Note
The Snack bar Unlimited millions, after a multiball played, is any multiball played.
When selected, the Unlimited millions mode is victory laps for the multiball.
Snach bar random points ones are: Popcorn (1M), Hot dog (2M), Hot pretzel (4M), Ice cold pop (4M) and Hamburger (5M).
The incremented bonus base value is to compensate that the max bonus-x is reduced from the incorrect 32x to 10x.
High X bonus is by this a similar payoff. Low X bonus will get a boost.
Feature adjustement A.2 3 “Multiball” is of no use.
At least as of rev. L-4, the game is not awarding multiball at the Snack bar mystery.
The Big millions mode left inlane award is also given when the inlane is made on a ramp shot return.
In L-4, the indicators were used for light show only.
The Big millions mode is also running during Super scoring. But will end (time out) before the Super scoring umbrella mode is ending.
Sound board software
To be installed with sound board software rev. L-1.
Legal
Copyright 1992, 2020 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Demolition Man
Revision 7.0
1 March 2022
Credits
Changes designed and implemented by Soren Worre.
Based on the revision LX-4 software released in 1994 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Special thanks to Brian Olsen and Ron Hallett.
Summary
Claw awards can be configured to not allow re-picks of awards.
Computer mystery awards can be set to run in a fixed pattern rather than randomised.
Upgraded lamp procedure.
Improvements
No repeat selection of the superior Quick freeze award.
Highly strategic play for Computer awards.
Better suitable for competition play.
Supports LED lamps.
Detailed changes description
Reference to the LX-4 revision.
New feature adjustment A.2 26 “Claw re-picks”. Options: “Points” and “Award”.
“Points”: Selecting a Claw exit which is already lit will award 10M points only.
“Award”: As rev. LX-4. Claw exits are always awarding its mode/progress.
Default: “Points”.
New feature adjustment A.2 27 “T-play Computer awards”. Options: “Fixed” and “Random”.
“Fixed”: When Tournament play selected, the Computer will do awards in the following sequence (player individual).
– Light explode.
– Collect standups.
– Collect bonus.
– Maximize freezes.
– 3x car crash.
– Light arrows.
– 2x retina scan.
“Random”: As rev. LX-4. When Tournament play selected, the Computer will do awards in a random sequence. But same for all players.
Default: “Fixed”.
New DMD sequence for when Claw re-pick awards points only.
The lamp matrix procedure is upgraded to better prevent “ghosting” when LED lamps are used.
Adjustment A.1 21 “Language” is limited to “English”.
Adjustment A.1 28 “Min. vol override” defaults to “Yes”.
Note
Claw awards un-light when the fifth one has been selected.
No requirement to play Demolition time first.
The Computer award sequence is carefully chosen: points, multiball progress, more points, better multiball progress, …
Sound board software
To be installed with the standard (non Vulgar) sound board software rev. L-2.
U2 SHA1: F2E912113D08B230E32AEEB4143485F266574FA2
U3 SHA1: 7796082ECD7AF29A240190AFF654320375502A8B
U4 SHA1: FB4BE63DEE54A883884F1600565011CB9740A866
U5 SHA1: F8F2F083B644517582A748BDA0A3F69C14583F13
U6 SHA1: BC4EFDEE44FF635771629A2BDE79E230B7643F31
U7 SHA1: 4D70BCE8A96343AFCF02C89240B11FAF19E11F02
Legal
Copyright 1994, 2022 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability,
fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim,
damages or other liability, whether in an action of contract, tort or otherwise, arising from,
out of or in connection with the software or the use or other dealings in the software.
Hook
Revision 5.01
Last updated March 11, 2018
Developer: Chad Hendrickson
Installation
Replace the existing ROMs in your game with these two new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROM can be found behind the DMD display in the backbox at location ROM0.
Changelog
The impetus for this v.5.01 release was to fix a bug that was discovered in v.5.00 that affected a small number of Hook machines where it would cause the display to reset when hitting a Drop Target or viewing Instant Info. Since I was releasing an update, I figured I would polish off a few more things to make Hook even better! If you are already running v.5.00, then you only need to update the CPU ROM to v.5.01 because the DISPLAY ROM is unchanged and remains v.5.00.
The updates found in v.5.01 include:
Changed the way the Ramp Value is displayed when hitting Drop Targets and during Instant Info to fix a display reset bug that affected a small number of games.
Rearranged Instant Info order so Bonus is directly followed by Bonus Multiplier.
Extended Attract Mode Instructions to include two extra instructions and associated flashing lamps.
Adjusted audio played during Attract Mode to better match animations.
Shoot Again insert will now flash to indicate when start-of-ball Ball Save is active.
Croc Time insert will now flash during Croc Time to indicate where to shoot.
Fast Scoring and Croc Time music have been swapped which allows the upper right flasher to flash during Croc Time.
Slightly extended pause before Croc Time score starts counting down.
Made it so Multiball Restart will be offered if the player does not hit a Jackpot and drains all balls except for one within 20 seconds instead of 12 seconds of the start of Multiball.
Fixed music at end of failed Multiball Restart to properly return to normal game music.
Made it so Match Sequence will now also play if Games Awards is set to Extra Ball. Previously this would only play if Game Awards was set to Credit.
Made it so Victory will now also play if Game Awards is set to Extra Ball. Previously this would only play if Game Awards was set to Credit.
Made it so successful Victory will award 15M instead of 8M.
Changed sound effect played for successful Victory from cuckoo sound effect to previously unused jackpot sound effect to better indicate the collection of this bonus.
Reduced G.I. OFF/ON flashing overall.
Set warning alarm at end of timers to all be consistently 2 seconds.
Made Lane Change work in both directions depending on press of Left Flipper or Right Flipper buttons.
Adjusted logic on Drop Targets to better guarantee that they will register during Pirate Town.
Adjusted Tournament Mode Pirate Town static switch count from 80 to 40 switch hits.
Removed the 20% limit on Ball 3 from Mystery Award Extra Ball Is Lit. This gives the player a path to be able to collect an Extra Ball if one has not already been collected.
Bangarang starting bonus has been increased from 5M to 25M.
Fixed bug with Bangarang where hitting Strike switch would sometimes cause the Bangarang bonus to display 5M instead of current bonus.
GENERAL
Changed Adjustment sounds.
Changed Tilt Warning default from 1 to 2.
Extended time that previous scores are displayed during Attract Mode.
Replaced Hook animation during Attract Mode with Peter Pan flying up.
Added Hook animation to start of game.
Do not play Replay value animation at start of Ball 1.
Forced MISSED video to always play.
Reduced Right Return Lane timer.
Made it so VUK will only spot Weapon Target if Right Return Lane timer is active always.
Made it so Top Lanes will flash when all collected.
Increased score when Top Lanes are completed when Bonus is Max from 500,000 to 1M.
Removed Ball Time Average logic from Left Outlane timer to light the ability to relight Laser Kick.
Changed unused Adjustment 43 from Loop Timer to Weapon Advance. This new adjustment allows you to set how many Weapons will auto-advance between balls. Choices are Extra Easy = 3, Easy = 2, Factory = 1, Hard and Extra Hard = 0.
BALL SAVE (TRY AGAIN)
Fixed bug so Ball Save timer starts when gameplay starts for each ball instead of when ball is plunged.
Increased Ball Save Switches hit logic from 2 to 3.
Changed Adjustment 40 from # Of Tickets Per Award to Ball Save Timer Seconds. This new adjustment allows you to set how many seconds you want Ball Save to be at the start of each ball. Choices range from 0 to 15 seconds with a default of 10 seconds.
Increased Ball Save timer on Right Scoop eject from 1 seconds to 2 seconds.
Added “Try Again” voice call to Try Again video.
INSTANT INFO
Fixed Instant Info to properly display Croc Clock and Fast Scoring.
Fixed Instant Info to properly display Multiplier.
Reduced timing of long pause during Instant Info.
Slightly extended pause of Clock Value during Instant Info.
AM/PM/CROC CLOCK
Three Right Ramp shots are now required to start AM/PM/Croc Clock.
Initial Clock Value gained for starting mode remains 5M, but subsequent Clock Value bonus for shooting VUK or Right Ramp bonus during mode has been reduced from 5M to 3M.
Forced Clock Value video to always play when hitting VUK during Croc Clock.
Forced Clock Value video to always play when hitting Right Ramp during Croc Clock.
Prevented AM/PM Clock from advancing during Bangarang.
MYSTERY AWARD
Value of regular Mystery Awards has been increased.
Mystery Award will be 5M after “5 MIL” has been collected at Right Scoop for remainder of game or until Bangarang.
LEFT RAMP / DROP TARGETS
Ability to advance Left Ramp Value has been removed from Left Ramp shot. Can now only be advanced by hitting Drop Targets. Each single Drop Target dropped will increase Left Ramp Value. Maximum Left Ramp value has been increased from 3M to 15M. Every shot to the Drop Targets will display the current Left Ramp Value. Player can also check current Left Ramp Value in Instant Info.
Left Ramp Value now increases like this: 250,000 > 500,000 > 750,000 > 1M > 2M > 3M > 4M > 5M > 6M > 7M > 8M > 9M> 10M > 11M > 12M > 15M. Left Ramp Value will reset to 250,000 at the start of each ball.
Making Left Ramp shot will start a timer that will either reset the Left Ramp Value to 250,000 if Left Ramp Value was 3M or greater, or will start slowly reducing Left Ramp Value if the Left Ramp value was 2M or less. This will allow to the player to make two or three Left Ramp shots at it full current value before it resets or begins to reduce. If player hits any Drop Target before this timer ends then the Left Ramp Value will not reset and will remain at its current value. This introduces a whole new strategy around the Left Ramp and Drop Targets.
Hitting all Drops Targets immediately adds 1M to score instead of 300,000 and flashes “1,000,000” on display then resets bank.
RIGHT SCOOP AWARDS
Removed randomness and equalized the Scoop selection.
Organized the six Scoop selections so they rotate in order when hitting Pop Bumpers.
Lite Bumpers
Original: Timer is 20 seconds. All pop bumpers are worth 500,000.
Update: Timer is 30 seconds. All pop bumpers are worth 1M.
5 Mil
Original: Collect 5M immediately once.
Update: Collect 5M immediately and every time you make Right Scoop Mystery Shot for remainder of game or until Bangarang.
Lite Croc Time
Original: Countdown bonus starts at 15M and ends at 10M. Shoot Right Ramp to collect.
Update: Countdown bonus starts at 25M and ends at 5M. Shoot Right Ramp to collect. Made Croc Clock countdown twice as fast to compensate for wider scoring range.
Fast Scoring
Original: Timer is 15 seconds. Bonus starts at 2M. All switches add 500,000 to bonus.
Update: Timer is 20 seconds. Bonus starts at 2M. All switches add 500,000 to bonus.
Skull 20 Mil
Original: Timer is 10 seconds. Shoot Skull for 20M. Ball is immediately ejected.
Update: Timer is 15 seconds. Shoot Skull for 20M. Game will now pause before ejecting ball when collecting Skull to allow player to watch Skill 20 Million animation.
Max ‘X’
Original: Set Bonus Multiplier to 10X and Bonus Hold.
Update: No Change.
Bangarang
Original: Timer is 19 seconds. Bangarang bonus starts at 5M. Each shot to Right Ramp or Skull will increase by Bangarang Bonus by 5M. 25M added to Bangarang bonus at end of mode.
Update: Timer is 25 seconds. Bangarang bonus starts at 5M. Each shot to Right Ramp, Skull, Left Ramp, Strike, or VUK will increase Bangarang Bonus by 5M. Forced 5,000,000 video to play when collecting Bangarang bonus.
MULTIBALL
Increased Multiball Jackpot starting value by 5M so now first jackpot is 10M, second is 15M, third+ is 20M.
Reduced pause between Jackpots so now they can be immediately collected one after another.
END OF BALL BONUS
Set all switches to only add 1 to the EOB Bonus count. Previously this was not consistant.
Made it so Top Lane switches will also add to EOB Bonus count.
Made it so Right Ramp Exit will also add to EOB Bonus count.
Increased EOB Bonus by 10X (Original = 1,000 per switch. Update = 10,000 per switch).
END OF BALL / GAME OVER / HIGH SCORE
Coordinated Video/Sounds correctly during Out Lane so Big Value or I’ve Lost My Marbles is consistent.
Amount collected for I’ve Lost My Marbles has been reduced. This is to incentivize the player to collect Big Value via Lane Change on Outlane ball drains.
Fixed bug where End Of Ball music would start twice.
Added to pause when showing Fast Scoring Bonus at end of ball.
Added to pause when showing Croc Clock Bonus at end of ball.
End of Ball – Shortened pause after showing Bonus.
End of Ball – Shortened pause after showing Current Score Big by a little bit.
End of Ball and Start of Game – Shortened pause after showing Replay Value.
Removed pause just before Game Over is displayed.
Moved Entering Initials to run before Match Sequence.
Shortened pause during ENTER INITIALS so you don’t see FREE PLAY/INSERT COIN afterwards.
Adjusted Default High Scores.
Fixed bug where High Scores will get reset sometimes when player achieves World Record score.
Slowed down High Score animation (delay was 1.6 sec per score and is now 1.9 sec)
TOURNAMENT MODE
Changed Adjustment 39 from Ticket Dispenser to Tournament Mode. This new adjustment will set all random elements (Pirate Switch Count, Pirate Award, Mystery Award) to predefined amounts, will remove the Pity Multiball offering on Ball 3, and set the following Adjustments. Adjustment 3 – Replay Levels = OFF, Adjustment 4 – Game Awards = NONE, Adjustment 6 – Limit Extra Balls = 0, Adjustment 16 – Tilt Warnings = 2.
BUG FIXES
Removed score flash right before MISSED skill shot video plays.
Removed score flash right before collecting Clock value when hitting VUK.
Removed score flash right before collecting Clock value when hitting Right Ramp.
Removed score flash right before Shoot Again video.
Fixed bug where umpire Ball count repeats Ball 1.
Fixed bug with Timer after ejecting ball from Right Scoop so Right Scoop will always register even if ball is immediately shot back into it after being ejected from it.
Fixed bug so now Croc Clock is prevented from Rolling over from 99 to 0 Million.
Fixed bug so now Fast Scoring is prevented from Rolling over from 99 to 0 Million.
Fixed bug so now Bangarang is prevented from Rolling over from 99 to 0 Million.
Fixed bug so now Jackpot is prevented from rolling over from 99 to 0 Million.
Fixed bug where High Scores will get reset sometimes when player achieves World Record score.
Fixed bug where Extra Ball would be offered on Last Ball if Adjustment 6 – Limit Ex Balls has been reached.
AUDIO CHANGES
Changed Shoot Again voice call from “Try Again” to previously unused “Come Back And Fight Me Now”.
Changed music played during Skull to previously unused music.
Changed music played during Croc Time to previously unused music.
Added SFX to AM video (ticktock).
Added SFX to PM video (chime).
Changed Clock Value Jackpot sound from Growl to Clock Chime.
Changed SFX when collecting Croc Time Bonus from Cuckoo to Unused Bonus SFX.
Fixed B-B-Bangarang voice call at start of Bangarang.
Changed Bangarang voice call during mode to include fanfare.
Changed voice call for during Shoot Ramp Now and Multiball from “Shoot It” to “Try At The Ramp”.
Junk Yard
Revision 2.0
31 October 2020
Credits
Changes designed and implemented by Soren Worre.
Based on the revision 1.2 software released in 1996 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Summary
The video modes in the game are toned down.
For better flow of the game and because video mode was too easy to repeat playing.
The hugh scoring potential of the Super skill shot now limited.
The under exposed Time machine mode (in competition play) can now be played more than once per game.
Two new feature adjustments.
Improvements
Better suitable for competition play.
Much more enjoyable without the overly exposed video modes.
The Time machine feature is more into play.
Detailed changes description
Reference to the 1.2 revision.
New feature adjustment A.2 18 “Time machine per mode completion”. Options: “Yes” and “No”.
– “Yes”: Completing an Adventure mode will light Time machine.
– “No”: As rev. 1.2.
Default: “Yes”.
New feature adjustment A.2 19 “Super skill shot”. Options: “Standard”, “Moderate” and “Disable”.
– “Standard”: As rev. 1.2. Super skill shot offers up to 10 shots for at total of 13.75M points.
– “Moderate”: Super skill shot offers up to 3 shots for at total of 1.5M points.
– “Disable”: Super skill shot is never offered as one of the plunge awards.
Default: “Standard”.
When Tournament play selected: Time machine modes will follow a sequence ordered by date. Player individual.
– The mamushka
– Move your car
– Saucer attack
– Knight mission
The sequence will repeat.
Qualify DOG video mode (Spot DOG) is removed from the plunge awards.
Start DOG video mode (Run from Spike/Save the girl) is removed from the Magic bus awards.
Big points replaces the DOG video mode in the Tournament play sequence.
When a DOG video mode is played, no further DOG video modes can be qualified on the DOG ramp on the same ball-in-play.
The DOG objective will remain non-timed.
New DMD texts for when a DOG completion is awarding bonus-x increment or points only.
Bonus-x does not carry cross balls.
Adjustment A.1 21 “Language” is limited to “English”.
Adjustment A.1 28 “Min. vol override” defaults to “Yesâ€.
Note
Assembling the Toaster gun will always qualify Save the girl.
Time machine modes qualified cannot be stacked.
The mode Air tactical combat will take precedence over the Crane, which will stay down during the mode running.
This may be inconvenient and seem buggy, if Multiball is lit. Or multiball is started (via sneak-in).
The DMD “Shoot the crane” is ambiguous. It can both mean shooting the wrecking ball into the cars. And the lane behind the wrecking ball.
Shooting the wrecking ball into the cars during multiball will not award the jackpot. Contrary to what the DMD “says”.
However, Air tactical combat will award the player a score similar to a jackpot.
Sound board software
To be installed with sound board software rev. L-1.
Legal
Copyright 1996, 2020 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Jurassic Park (Data East)
Revision 6.00
Last updated October 11, 2015
Developer: Chad Hendrickson
Installation
Replace the existing ROMs in your game with these two new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROM can be found behind the DMD display in the backbox at location ROM0.
Changelog
GENERAL
Starting Mode
The starting mode was always Stampede. This has been changed to be random. Lite Extra Ball has been removed from the starting random choice. If Tournament Mode is enabled then starting mode will always be Stampede.
Auto-Collecting Dinosaur Species Targets
Dinosaur Species stand-up targets would auto-collect between balls guaranteeing Tri-Ball lit by third ball. This has been removed. If the player still wants them to auto-collect, then they can switch Adjustment 7 from the default of Moderate to Easy or Extra Easy. Note: One Dinosaur Species target will now also be collected with every Egg shot and successful Dino Shootout along with the usual hitting the targets with the ball.
Shoot Again Insert
The “Shoot Again” insert will now flash when Ball Save is active for the first 10 seconds of each ball.
Skill Shot
Original: JP currently has this predictable Skill Shot pattern:
Ball 1: Dino moves right and left without stopping
Ball 2: Dino pauses while moving right, but moves left without stopping
Ball 3: Dino pauses in both left and right directions
Extra Ball: No animation played. Player is guaranteed skill shot award.
Update: Skill Shots are no longer given to the player in the predictable order as described above. It is now completely random. Meaning, each ball will randomly choose the Ball 1 animation, the Ball 2 animation, or the Ball 3 animation during the Skill Shot and will also randomize them as the animation is playing.
A successful skill shot awards 2M on Ball 1, 3M on Ball 2, and 4M on Ball 3. It also briefly activates Super Pops.
Extra Ball will now play this same random skill shot animation instead of nothing.
End Of Ball Bonus
End Of Ball Bonus will no longer increase during multiball.
EOB Bonus scoring has been adjusted…
Original: Starts at 500,000 points.
7,500 points per switch.
Limit 2,000,000 points.
9X is max multiplier (18,000,000 absolute max bonus).
With this logic the player has to hit 200 switches to max out bonus.
Update: Starts at 500,000 points.
25,000 points per switch.
Limit 6,000,000 points.
9X is max multiplier (54,000,000 absolute max bonus).
With this logic the player has to hit 220 switches to max out bonus.
Special
Original: Special can be lit via Egg shot but it is very rare and it can only happen on Ball 3.
Update: Special can be lit via Egg shot but it is very rare and it can now happen on any Ball.
TIMERS
Ball Launch Ball Save Timer has been extended from 4 seconds to 10 seconds.
Raptor Kickback Ball Save Timer has been extended from 3.5 to 5 seconds
MODES
Spitter Mode
Original: 20 seconds to hit Spitter targets. Points are awarded at end of mode.
1 hit = 5M, 2 hit = 20M, 3 hit = 30M
Update: Will play previously unused “Spitter Mode” voice call at start of mode.
20 seconds to hit Spitter targets. Points are awarded at end of mode.
1 hit = 5M, 2 hit = 15M, 3 hit = 30M
Feed T-Rex
Original: 30 seconds to shoot T-Rex for 30M.
Update: No change.
2-Ball Raptor
Original: Raptor pit is worth 7M, 9M, 11M, etc.
3 shots to this would get 27M.
6 shots to this would get 72M.
Update: Raptor pit is worth 9M, 10M, 11M, etc.
3 shots to this would get 30M.
6 shots to this would get 69M.
Added boat horn sound to play after the “2-Ball is lit” voice call
Electric Fence
Original: 20 seconds to hit 15 pops for 30M.
Update: No change.
Mosquito
Original: 20 seconds, captive ball is worth 5M, 6M, 7M, etc.
3 shots to this would get 18M.
Update: 20 seconds, captive ball is worth 10M, 11M, 12M, etc.
3 shots to this would get 33M.
Raptor Rampage
Original: 20 seconds, Raptor Pit is worth between 5M and 10M. Mode starts quietly.
Update: 20 seconds, Raptor Pit is worth between 8M and 15M. Voice call “The raptors are out!” added to start of mode.
Stampede
Original: Always first mode. 20 seconds. Starts at 5M, all switches add 300K, 310K, 320K, etc to reward.
Update: Random mode. 20 seconds. Starts at 5M, all switches add 500K, 520K, 540K, etc to reward.
Bone Busting
Original: 25 seconds, hit ramp 3 times to collect 20M.
Update: 25 seconds, hit ramp 3 times to collect 30M. All references to BONE BUSTERS have been changed to properly display BONE BUSTING.
System Boot
Original: 15 seconds, shoot all scoops for 5M, 10M, 15M. 30M total.
Update: 20 seconds, shoot all scoops for 5M, 10M, 15M. 30M total.
Escape Isla Nublar
Original: 1) Starts at 21M.
2) Counts down 1M per second.
3) When the player hits one of the awards (Heli, Boat, Visitor) it FLASHES the score on the screen. IT DOES NOT ADD THAT SCORE!!! It also adds 10M to the score countdown and plays the “Escape” voice call and dinosaur roar.
4) When the player hits another of the awards, it FLASHES the countdown score on the screen. IT AGAIN DOES NOT ADD THAT SCORE!!! It also adds 10M to the score countdown and plays the “Escape” voice call and dinosaur roar.
5) When the player COMPLETES the mode by hitting the last target, it FLASHES the countdown score on the screen. THIS IS THE >>>ONLY<<< SCORE THAT IS ADDED.
6) If (after the player hits only one or two targets) more than 10 seconds counts down (bringing the player back to the score it flashed on the screen) then the mode abruptly ends, nothing is shown on the display, and THAT IS THE >>>ONLY<<< SCORE THAT IS ADDED.
Update: 1) Starts at 21M.
2) Counts down 1M per second.
3) When the player hits one of the awards (Heli, Boat, Visitor) it adds 10M to the score countdown and plays the “Escape” voice call and dinosaur roar.
4) When the player hits another of the awards, it adds 10M to the score countdown and plays the “Escape” voice call and dinosaur roar.
5) When the player COMPLETES the mode by hitting the last target, it FLASHES the countdown score on the screen. THIS IS THE >>>ONLY<<< SCORE THAT IS ADDED.
6) If (after the player hits only one or two targets) more than 10 seconds counts down then the mode ends, it FLASHES the score that the player achieved on the screen and THAT IS THE >>>ONLY<<< SCORE THAT IS ADDED.
OTHER
Victory Lap
Original: 30 seconds, shoot ramp up to 6 times for 5M each. Only plays if game award is set to Credit.
Update: 30 seconds, shoot ramp up to 6 times for 5M each. Will play if game award is set to Credit or Extra Ball.
Park Revenue
Original: Starts at 500,000. 30,000 per pop bumper hit. Resets between balls.
Update: Starts at 1M. 50,000 per pop bumper hit. Resets between balls.
Shoot Out
Original: Shoot random dinosaur on video screen for 3M and activates Super Pops.
Update: Shoot random dinosaur on video screen for 10M and include 10M video and activates Super Pops. Also will collect one Dinosaur Species target.
Lit Boat Dock
Original: Before first Tri-Ball, the lit Boat Dock shot will only collect one dinosaur species target even though physically hitting the same target would collect the whole group (for those that are in a group). After the first Tri-Ball, the lit Boat Dock will only collect one dinosaur species target.
Update: Before first Tri-Ball, the lit Boat Dock shot will collect the entire group of the dinosaur species targets to match the behavior had a ball hit the same target. After the first Tri-Ball, the lit Boat Dock will only collect one dinosaur species target.
Combo Shots
Original: The 3-Way Combo of Ramp to Boat Dock to Helicopter Pad says it is worth 5M but there is a bug and game is only granting 3M. Following this for a 4-Way shot to T-Rex is an additional 10M.
Update: Fixed 3-Way Combo scoring bug to match display. Added alternate ability to achieve 3-Way Combo by shooting Ramp, Left Loop, Helicopter Pad. Added voice call “Enjoy Jurassic Park” when player achieves 3-Way Combo. Following this for a 4-Way shot to T-Rex is an additional 10M.
Egg
Original: 2 shots to collect 5M.
3 more shots to collect 10M (or extra ball if the extra ball percentage achieved is low).
4 more shots to collect 15M.
6 more shots to start Super Egg Mania.
6 more shots to collect 15M.
6 more shots to collect 15M.
6 more shots to collect 15M.
6 more shots to start Super Egg Mania.
6 more shots to collect 15M.
6 more shots to collect 15M.
6 more shots to collect 15M.
repeating…
This requires 15 shots to start Super Egg Mania.
Non-bonus shots to the Egg score 250,000.
Update: 1 shot to collect 5M and Species Target.
2 more shots to collect 10M and Species Target (or extra ball if the extra ball percentage achieved is low).
3 more shots to collect 15M and Species Target.
4 more shots to start Super Egg Mania.
4 more shots to collect 15M and Species Target.
4 more shots to collect 15M and Species Target.
4 more shots to collect 15M and Species Target.
4 more shots to start Super Egg Mania.
4 more shots to collect 15M and Species Target.
4 more shots to collect 15M and Species Target.
4 more shots to collect 15M and Species Target.
repeating…
This requires 10 shots to start Super Egg Mania.
Non-bonus shots to the Egg score 500,000.
T-REX Bounty
Original: Starts at 7.5M. Increases by 500,000 per T-Rex saucer shot. Also increases by 100,000 per ramp shot. DOES NOT reset between games. Collects/resets when player makes four T-Rex saucer shots in one game (or in one ball if Adjustment 44 “T-Rex In Memory” is set to No). Tournament mode: The letters in T-REX reset at the beginning of each ball and the T-REX Bounty also resets to 7.5M.
Update: Starts at 12.5M. Increases by 2.5M per T-Rex saucer shot. Also increases by 1M per ramp shot. DOES reset between games. Collects/resets when player makes four T-Rex saucer shots in one game (or in one ball if Adjustment 44 “T-Rex In Memory” is set to No). Tournament mode: The letters in T-REX reset at the beginning of each ball and the T-REX Bounty also resets to 12.5M.
Ramp
Original: 50 ramp shots will Lite Extra Ball.
Update: 20 ramp shots will Lite Extra Ball.
Super Egg Mania
Original: Starts as a single ball, Countdown timer starts at 25 seconds, each hit to the egg adds 5M. Each hit to the egg (with timer still running) adds a ball to the playfield (up to 6 balls). When timer ends, no more balls are added the playfield when hitting egg and player still collects 5M for each Egg hit. When player drains down to 1 ball (or 0 balls), mode ends.
Update: Starts as a two-ball, Countdown timer starts at 25 seconds, each hit to the egg adds 5M times number of balls in play. Each hit to the egg adds 5 seconds to the timer. Each hit to the egg (with timer still running) adds a ball to the playfield (up to 6 balls). When timer ends, no more balls are added the playfield when hitting egg and player collects 5M times number of balls in play for each Egg hit. When player drains down to 1 ball (or 0 balls), mode ends.
Raptor Pit Value
Original: Starts at 2M, each Raptor Pit shot increases value by 350,000.
Update: Starts at 3M, each Raptor Pit shot increases value by 350,000.
Helicopter Pad Loop
Looping the Helicopter Pad shot will now award 5M for each loop and play video of flashing “5 MILLION” and a previously unused jackpot type sound will play each loop.
Super Pops
Original: Activated by successfully shooting the dinosaur during the Dinosaur Shootout Video Mode or via Mr. DNA. 30 second timer starts counting down. Once timer ends the mode is over. Pop bumpers are worth 100,000 and hitting all three is worth 1M. Hitting any pop bumper resets timer to 3 seconds (thus cutting short this mode). If no pop bumper is hit again within 3 seconds then mode ends.
Update: Activated by successfully shooting the dinosaur during the Dinosaur Shootout Video Mode or via Mr. DNA. 30 second timer starts counting down. Once timer ends the mode is over. Pop bumpers are worth 100,000 and hitting all three is worth 1M. Hitting any pop bumper does NOT reset timer to 3 seconds (thus guarenteeing that this mode will last 30 seconds). If after 30 seconds no pop bumper is hit again within 3 seconds then mode ends.
Mr. DNA
Before the choices were:
1. 5 Million
2. 10 Million
3. 15 Million
4. 20 Million
5. Super Pops
6. Complete Egg
7. Raptors +5Mil
8. Lite Special (very rare)
9. Award Lit CRT
10. Runaway X-Ball
11. Runaway 20 M
12. Runaway 2-Ball
13. Tri-Ball Ready
14. Super Egg (rare)
15. Bunker +5Mil
16. Advance T-Rex
Now the choices are:
1. 5 Million (never offered in non-tournament play)
2. 10 Million
3. Max Bonus (new)
4. Hold Bonus (new)
5. Super Pops
6. Complete Egg
7. Raptor Pit +5M (new text)
8. Lite Special (rare)
9. Hold Raptor Pit (new)
10. Runaway X-Ball
11. Runaway 20 M
12. Runaway 2-Ball
13. Tri-Ball Ready
14. Super Egg
15. Park Rev +5M (new text)
16. Advance T-Rex
Fixed Mr. DNA so if no choice is selected, then animation does not show gun shooting and gunshot sound effect is not played.
Sped up the choice selection animation to require more timing skill when choosing award. The player now has to act much quicker and learn the new timing to become skillful at this challenge.
MISCELLANEOUS
Adjustment 37 – Restart Game
Original: This is on by default. Also, when turned off, game will still restart on Ball 3 when Start Button is pressed.
Update: This is off by default. Also, when turned off, game will no longer restart on Ball 3 when Start button is pressed. (Those with small children will appreciate this.)
Match Sound Effect
Original: When a match is not achieved, if there is no credits (or game is on Free Play) then game will play descending notes sound effect. If there are credits then game will play “Ohh, T-Rex got him” sound call.
Update: When a match is not achieved, if there is no credits (or game is on Free Play) then game will play “Ohh, T-Rex got him” sound call. If there are credits then game will play descending notes sound effect.
T-Rex Diagnostics
Original: Always runs at bootup or after a reset.
Update: Holding down gun trigger at boot up or reset will skip T-Rex Diagnostics. You must have at least one full game played in your audits for this ability to become active. You only really have to be holding the trigger down the moment the game goes from showing the version info to showing attract mode. This means you can reach down with your right hand, turn on the game, then bring your right hand up to the trigger and hold it until attract mode starts.
Ramp bug
Fixed bug when ramp shot lites extra ball at same time Mr. DNA is to be collected. This would not collect Mr. DNA and would set its collection counter to 99.
Mr. DNA Bunker +5mil Award
The text of the Mr. DNA award of “BUNKER +5MIL” has been changed to “PARK REV +5M”. This makes more sense since the award is actually for Park Revenue.
Mr. DNA Raptors +5mil Award
The text of the Mr. DNA award of “RAPTORS +5MIL” has been changed to “RAPTOR PIT +5M”. This makes more sense since the award is actually for the Raptor Pit.
Next Game Promotion
Original: Next game promotion for Last Action Hero will never play regardless of adjustment setting.
Update: Next game promotion for Last Action Hero will play if enabled in adjustments. Default is enabled.
Tilt Warning
Original: Tilt can only be set to 0, 1, or 3 warnings. Default is 1.
Update: Tilt can be set to 0, 1, 2, or 3 warnings. Default is 2.
Switch 28
Original: Switch 28 is unused. But there is a bug in the code where if this switch is ever triggered due to a physical fault in the switch matrix then the game would go into a bugged loop until the ball drains.
Update: Switch 28 is now ignored by the code.
OTHER MISCELLANEOUS SOUND CHANGES
Voice call “Chaos!” has been added to each shot that collects a CHAOS letter.
“Bone Busting” voice call fixed so it does not get cut short.
“Feed T-Rex” voice call fixed so it does not get cut short.
Mode Lock Computer sound fixed so it does not get cut short.
When hitting ramp during Bone Busting, alternate jackpot sound is played instead of Mr. DNA computer sound effect.
Replaced Outlane voice call of “The raptors are out!” with “Oh no, it’s T-Rex!”
Last Action Hero
Revision 1.13
Last updated November 16, 2014
Developer caker137
Installation
Replace the existing CPU ROM in your game with this new ROM.
The CPU ROM can be found on the MPU board in the backbox at location C5.
Changelog
Last Action Hero is arguable one of the most underrated pinball machines of the past 30 years. As far as bang-for-your-buck, it’s hard to top LAH.
Those in the know realize that this pinball machine offers a ton of features and toys, a nice deep rule set, and lots of fun shots.
Many of us collectors would like to see some small changes made to this great game, to further enhance the gameplay, round out some of the modes, and give a greater reward if you can achieve the wizard mode, World Premiere.
This new improved firmware tweaks a few things in the gameplay to balance out some scoring and bring some nice additions to the game.
The new firmware includes these features:
Improved World Premiere Mode – now multiball!
Shots to the ramp during World Premiere add 5 seconds to the mode, increasing the jackpot ceiling by 5M. This jackpot ceiling can be increased to a max of 95M.
Jackpot value starts at 1M and increases 1M for each second of play up to the jackpot ceiling, just as it did on the original game.
Shots to the Left scoop collect Jackpots as normal.
2 seconds after WP starts a second ball will be added to play. Then every 10 seconds later, another ball will be added to play for the entire time the mode is running.
If all balls drain before time expires, the mode is terminated.
If balls remain when the jackpot timer expires, all the balls will drain and a single ball will be served up from the shooter lane to return to normal play.
YOU must Qualify Multiball – now you have to shoot for the captive balls
The new default setting to light m-ball is “easy” in the adjust menu, which does this:
No free multiball on ball 3. You have to earn it!
2 captive hits are required to light the first M-Ball, 4 hits to light second, 6 for third etc.
Now it’s more compelling to try to light M-Ball a second time (or third time) using the captive balls, since the hit requirements are more achievable.
M-Ball can still be lit by the smart missile if you choose to do that.
If you still want automatic multiball on ball 3, set the adjustment to “extra easy.” This will give you the new easier hit requirements, with the automatic ball 3 multiball you are used to. Alternately, if you really liked the way it worked before just set the adjust to “medium” for the factory original captive ball hit requirements and the automatic multiball on ball 3.
Ball Saver – a more modern timed ball saver
Shoot Again Insert now flashes while ball saver is active.
Ball saver is time based at the launch of each ball (approx. 10 seconds).
Ball saver is restarted when a new ball is plunged after ball is locked.
Ball saver is restarted when a new ball is plunged after LAH 6-ball auto drain.
You can still be saved by the low switch count ball saver; it still runs along with the timed saver.
Multiple right outlane insta-drain forgiveness is unchanged.
Ripper ball save is 1 second longer than it was previously (now approx. 4 seconds).
Light Special for 25M Bonus – freeplay users have never seen this feature until now
When the user bonus exceeds 25M, special will be lit.
If you set special to award extra balls, this is what you will get when you collect special.
User Tilt warnings fully adjustable from 0-5 – now you can set it to 2 like all your modern games
Default value for tilt warnings is now 2.
“Go to the Movies” mode – this mode has much more value now and should not be passed up!
Starts as a 2 ball multiball.
Mode progresses as normal except each hit on the captive balls awards 5M x number of balls in play instead of just a flat 5M.
Blowout Mode (the Ripper is downtown) – so shoot the ripper!
A shot to the ripper during this modes immediately advances the switch closure award value up to 1M, and gives you some extra time.
Knocker – freeplay users hardly ever heard their knocker fire until now
The knocker now fires for Special regardless of special type.
It also fires for each Extra Ball.
It still fires for replays (unchanged).
Ripper Bounty
Each shot to the ripper adds 2.5M (5X more than before) to Ripper Bounty.
Second Cousin Frank bounty
Shots to the ramp now add 400k (4X more than before) to Frank Bounty.
Shots that enter the middle scoop from the bumpers now add 1M (4X more than before) to the Frank Bounty.
Dekker Super Spinner requirement lowered
Did you know that on version 1.12, 5 ramp+ramp combination shots would light up the spinner for Dekker Super Spinner?
This requirement has been reduced so now only 2 sets of ramp+ramp combos are required to light the Super Spinner.
Default High Scores Tweaked
Factory high scores start at 200M.
Now you can use the automatic score reset feature to ‘clear’ off your scores so your family can get on the score board sometimes (at least for a little while).
Outlane voice callouts no longer get cut off mid sentence – no more “I’ve just shot somebody, I did<snip>”
Longer voice callouts are used when multiple balls are in play, to ensure they play to completion.
Shorter voice callouts and sound effects are used when a single ball is in play.
Outlane sound effects may still be preempted by a higher priority audio call out during gameplay.
Added voice callouts
Arnold says: “The Bad Guys Are in There” when scoop is lit from ramp shot or start of new ball (low probability).
Arnold says: “No Sequel For You” if M-Ball restart is not hit before it times out.
The Chief says: “If You Go In There, It’s Your Badge” sometimes when spinner is hit.
Arnold says: “Too Much Muscle” sometimes when the danger bar is hit (low probability).
Arnold says: “Sorry, Not Yet” sometimes instead of “Come Back Later” (low probability).
Arnold says: “Save Danny” near the end of save danny mode time.
Arnold says: “Shoot the Screen” sometimes when ball goes through inlanes.
Arnold says: “Last – Action – Hero” whenever award is achieved in 6-ball LAH multiball mode and mode is continued.
Default music volume is set to 75% so you can hear the call-outs better.
Bug fixed – flashing dynamite featue was sometimes lost after MBall
I discovered this bug in the orignial code while working on my modification.
Pressing the smart missle while shooting the lit left start scoop caused the problem.
Mball would be lit, and the next mode to start (the light that flashes on the dynamite features grid) would be lost from memory.
After Mball finished, no light would be flashing. You couldn’t start a new feature until draining the ball even if the scoop was lit. :(
The flashing “next feature” is now restored in this situation.
Lethal Weapon 3
Revision 3.01
Last updated September 3, 2020
Developer Chad Hendrickson
Installation
Replace the existing ROMs in your game with these three new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROMs can be found behind the DMD display in the backbox at location ROM0 & ROM1.
Changelog
SKILL SHOT
Skill shot timing has been slowed down.
Ball 1 has been slowed down a lot.
Ball 2 has been slowed down a little bit.
Ball 3+ is same as before.
Changed sound effect during Skill Shot from chimes to a simpler gun clicking.
Stop playing gun clicking sound effect after about 100 times during Skill Shot. Then it will be silent for about 150 times and then will click again for 100 times and repeat.
Removed GI flashing during Skill Shot (flasher still flashes with music).
Added left side flashers (near spinner) to Skill Shot.
Increased time for Skill Shot flasher light show to stay longer as the game waits for the player to shoot the ball into play.
Reduced time before resetting Left Target Bank lamps (Bullets) after Skill Shot.
BALL SAVE
Changed Ball Save at beginning of ball to now be 10 seconds instead of 4 switches.
Fixed bug that reset ball to normal gameplay when Ball Save was used and a mode was running (Getaway, Super Spin, Looping).
Added a 3 second Ball Save to Left Saucer (LW1) eject when not in Tri-Ball.
KARATE KICK (LASER KICK)
New Karate Kick logic is no longer based on average ball time (also makes game more Tournament Friendly)
When Karate Kick is activated:
If current ball time is below 100 seconds then “Lite Karate Kick” target will flash. Hit it once to relite Karate Kick.
If current ball time is above 100 seconds then “Lite Karate Kick” target will light solid on. Hit it once to make it flash and a second time to relite Karate Kick.
Renamed DMD text when Karate Kick is used from SUBWAYS RELITE KARATE KICK to TARGET RELITES KARATE KICK.
Karate Kick now stays active as long as Ball Save at the start of ball is active.
FIGHT MODE
Fight Mode no longer starts randomly. (This also makes game more Tournament Friendly.)
Fight Mode will only start when shooting the unlit Left Saucer (LW1).
Fight Mode only starts once per game via Left Saucer. It will also be possible a second time when chosen via Super Leo FIGHT 20M award.
Delayed start of Fight Mode to better able player to read instructions.
Flippers and GI are now turned off at the very start of Fight Mode introduction instead of at the end of the introduction.
Added “Now!” voice call to start of Fight Mode gameplay.
Increased pause at end of Fight Mode to better read results.
Removed “explosion” sound effect from winning sounds during Fight Mode.
Reduced overall amount of punching and “ya!” voice calls during Fight Mode.
Increased regular Fight Mode award from 5M to 10M.
Changed logic for difficulty to adapt to the user. Always starts at the same difficulty. If player is winning, Travis should speed up. If player is losing, Travis should slow down slightly.
Increased Fight Mode timer so it will always end with winner reaching the top. Previously it might sometimes end prematurely.
Added sound effect to 10 Million or 20 Million award if achieved.
Variations in game speed will cause variations in Fight Mode difficulty. This is normal and cannot be avoided.
You now have the option to turn off regular Fight Mode via Adjustment 31. This is for anyone who does not like video modes. See below for details.
VIDEO MODE (CRIME SIMULATOR)
Increased pause for Crime Simulator start so player is better able to read the instructions better and prepare.
Fixed “They got away” voice call playing twice after a failed Video Mode. Now when you fail, it will say “No!” and “They got away”.
Removed bug where “They got away” voice call would play even when Video Mode was completed with a perfect 10 out of 10 score.
Changed Video Mode lamp to solid on when ready and flashing when active.
SHOOTOUT
New Shootout logic
Player must shoot at least one shot before it is too late. If not, then no Uzi Awards will be given and the player will have to try again before advancing to the next Uzi Award.
Super Spins and Getaway awards will now also display on DMD when they are granted.
“Diplomatic Immunity Revoked” voice call will only play when the player successfully shoots ALL six shots for the 2M, 4M, or 6M bonus.
Removed the large 2M, 4M, or 6M bonus animation since it’s already displayed in small letters.
Change behavior of Uzi Award lamps. They now flash to indicate which award is next to be activated, instead of being off and then start flashing when Shootout starts.
Uzi Awards are now NOT granted when draining or tilting in the middle of a Shootout.
Reduced Pause between 6th shot Shootout success and displaying the awards.
Changed default Uzi clip advancement for shootouts on orbit shots
BEFORE you would have to shoot these amount of shots to activate each Shootout: 1, 1, 2, 2, 3, 3, 6
UPDATE now you have to shoot these amount of shots to activate each Shootout: 2, 2, 2, 3, 3, 3, 6
Prevent advancing of Uzi clips during Super Spins to prevent interference.
Uzi Clips are now saved for all awards from ball to ball. Previously the Uzi Clips for the last two awards (Looping, Super Lethal Weapon) were reset from ball to ball.
Changed multiple orbit shot logic (repeated shots)
Orbit 1 = 50,000
Orbit 2 = 500,000
Orbit 3 = 1,000,000
Orbit 4 = 1,500,000
Orbit 5 = 2,000,000
Orbit 6+ = 2,500,000
Removed Leo/Super Leo logic from Orbits.
Removed Karate Kick logic from Orbits.
Removed spotting Top Lane logic from Orbits.
Removed “OK, OK, OK” from successful shootout voice calls.
Renamed all references in audits from SHOWDOWN to SHOOTOUT.
GETAWAY (HURRY-UP)
Changed the name and animation from SUPER SCORE back to GETAWAY.
Added “Step on it” voice call at start of Getaway.
STUNTS
Changed sound effect for shooting the gun to a machine gun that will now always play.
Light shows for LW1, LW2 & LW3 kickouts have been sped up. They look much better now!
Removed Top Lanes lamps and Tri-Ball Ready lamp from right saucer light show so it now looks better.
Stunts will now play when Tri-Ball is ready and #2 is the last to collect for a Stunt. Previously it would silently collect it and start Tri-Ball right away.
Pause before starting Stunt if the last number (1, 2, or 3) was just collected, to show last number collected and then the Stunt.
Changed the “One”, “Two”, and “Three!” voice calls to play sooner when activated. Sounds more natural now.
Removed random voice calls from left saucer when collecting Lethal Weapon 1. Only play the “One!” voice call. Before, that random voice call was stepping over the “One!” voice call.
Better synchronized slate animation with the slate “click” sound effect and “Action!” voice call.
Change behavior of Stunts to only allow one shot with gun trigger for an extra million during Stunt animation. Now, if you shoot too early, you do not collect the bonus.
Added pause when collecting LW1, LW2 or LW3 to allow DMD animation to finish.
Pause when collecting LW1, this will allow it to always play and not get overridden with Extra Ball if that is also lit.
Changed default for Adjustment 50 – Earning LW 1,2,3 from 02 (FACTORY) to 00 (EXHARD). All numbers now have to be collected in sequence in order to start a Stunt.
Completely reworked timings for each of the 3 stunt phases. (Some of these opening videos used to be cut short a little bit, I have fixed it now so the Phase 1 videos will all fully be displayed. Also, no videos should be cut short anymore if Leo/Super Leo is active.)
Phase 1 opening animation
Phase 2 NOW!
Phase 3 ending animation
Increased showing 1,000,000 during Stunt slightly
MURTAUGH’S RETIREMENT
Fixed value to always be 5 Million. Previously was random between 5M and 7M. This also makes game more Tournament Friendly.
Changed Murtaugh’s retirement light show. Before it was just a slowed down version of the Left Saucer Light Show. Now it is a totally different one only played during attract mode. (Looks like a panning searchlight coming from the Outhole.)
RAMP
Decreased climbing ramp bonus values:
BEFORE: 3, 7, 14, 21, 31, 43, 57, 73, 91, 99 Million
UPDATE: 3, 4, 6, 8, 10, 12, 15, 20, 25, 30 Million
Slightly reduced percentage of “‘I’m driving.’ ‘No, I’m driving!'” voice call to be played for a ramp shot.
Changed sound effect for ramp entrance from long “car motor and tires screeching – bang, bang, descending sound” to simple and quick “tires screech” sound effect.
Sped up flasher light show that would be triggered by the ramp entrance switch. Previously, this was playing too long.
Extra Ball now always be lit after 17 ramp shots. (Before it would bug out after 12 shots if it was collected too often.)
Changed Freeway Looping lamp (on ramp sign) to be solid on when ready and flashing when active.
Added Spot Leo logic to EVEN ramp shots. This means that every EVEN ramp shot will now spot a Left Bank Leo target.
Changed awards on ramp (Million and Extra Ball) to all be on ODD ramp shots.
Allow Victory Lap mode to play even when Game Awards (Adjustment 4) is to Extra Ball. Previously, Victory Lap mode would only play when Game Awards was set to Credit.
LEO
Fixed timing of “What Leo wants, Leo Getz” voice call. Previously the “Leo Getz” part was playing too soon.
Increased pause before ejecting a ball when collecting Leo Getz.
Increased pause before collecting STUNT to allow Leo’s speech bubble animation to be seen.
Increased pause before EXTRA BALL LIT animation to allow Leo’s speech bubble animation to be seen.
Increased pause before LOOPING READY! animation to allow Leo’s speech bubble animation to be seen.
Delayed the lighting of Leo awards lamps to wait for speech bubble animation.
Renamed LITE SUPER SCORE to LITE GETAWAY.
Renamed LITE VIDEO to LITE VIDEO MODE.
Renamed HOLD BONUS & MULT. to HOLD BONUS & MULTIPLIER
Rebalanced possible Leo award percentages for each ball.
Added LITE LOOPING to Leo awards. Previously it was only possible via Super Leo or Uzi Award #6.
Leo award LITE KARATE KICK will now relite Karate Kick instead of lighting the “Lite Karate Kick” target.
SUPER LEO
Rebalanced all Super Leo awards to make choice more difficult. Previously, it was often obvious which selection to choose.
Changed 20 MILLION to 10 MILLION.
Increased Fight Mode award from 10 Million to 20 Million.
Renamed FIGHT MODE to FIGHT 20M.
Renamed LITE LOOPING! to LITE LOOPING.
Changed BANK HEIST random choice possibilities
BEFORE randomly picks one of the following: 10M, 15M, 15M, 20M, 20M, 25M, 25M, 30M
UPDATE randomly picks one of the following: 5M, 5M, 5M, 10M, 10M, 15M, 20M, 30M
SUPER LETHAL WEAPON
Fixed bug that kept the timer always running, except when Tri-Ball intro is playing. Now all events pause Super Lethal Weapon timer.
Changed sound effect when scoring 10 Million jackpots at the holes.
Changed Super Lethal Weapon light show of the Uzi lamps to repeat 2 times quickly instead of playing only once. This light show is played at start of mode and when collecting 10M jackpots.
CRAZY RIGGS
Fixed bug that prevented Crazy Riggs from advancing by hitting spinners when Super Spinner was also active
SUPER SPINS
Increased Super Spins timer from 15 seconds to 20 seconds.
Changed behavior of the spinner flashers to flash alternating instead of both at the same time
SUPER POPS & SUPER DUPER POPS
If Super Duper Pops is activated when Super Pops is already active, game will now revert to Super Pops when the Super Duper Pops timer is expired (previously, would revert to Normal Pops when Super Duper Pops timer expired).
Added mode ending sound effect to Super Duper Pops when timer expires.
Super Duper Pops timer now pauses when events happen.
Changed light shows for Super Pops and Super Duper Pops:
Before both were the same.
Super Pops will now rotate 1 lit pop.
Super Duper Pops will now rotate 2 lit pops.
Light show for both have also been slowed down slightly to be more visually pleasing.
TRI-BALL
Increased Ball Save timer at start of Tri-Ball from 2 seconds to 5 seconds.
Fixed bug where the trough eject coil would fire 3 times during Tri-Ball Ball Save.
Fixed bug that would show TRI-BALL READY on display for a short time when it’s actually TRI-BALL RESTART.
Slightly delayed audio of Tri-Ball intro to better synchronize with animation.
Increased initial Jackpot Value from 10M to 20M.
Changed defaults for Adjustment 52 & 53 so now player has to hit the Drop Targets to activate Tri-Ball Ready. Tri-Ball Ready will not automatically start by Ball 3 now.
BEFORE:
Adjustment 52 – 3 Bank Style = 03 (Easy)
Adjustment 53 – Spot 3 Banks = 03 (Easy)
UPDATE:
Adjustment 52 – 3 Bank Style = 02 (Medium/Factory)
Adjustment 53 – Spot 3 Banks = 01 (Hard)
Timers for Crazy Riggs, Super Spin and Getaway now pause during Tri-Ball intro.
Removed GI flashing from Tri-Ball Ready / Tri-Ball Restart music (flashers still flash with music).
Fixed bug that would restart the Jackpot Music after a restarted Tri-Ball with Jackpot.
Added Tri-Ball end music jingle to always play at the end of Tri-Ball, even if a jackpot was collected.
EOB BONUS
Increased Bonus per switch from 7,500 to 10,000.
Increased maximum Bonus Value from 1M to 3M.
Added Spot Top Lane logic to VUK (LW2 hole) when nothing else is offered.
Added slingshots to also increase bonus value.
EOB Routine has been slowed down to give the DMD time to show all bonuses and scores. Player can speed up EOB routine by holding in either flipper button.
Changed sound effect for Bonus Held animation.
Current score shown big at end of EOB will display longer.
Increased pause when showing all scores at end of game just before Initials/Match (for multiplayer games only).
TOURNAMENT MODE
Tournament Mode added to game!
Changed text for Adjustment 39 from NEXT GAME PROMOTION to TOURNAMENT MODE. Default is OFF.
Previously used Adjustment 39 NEXT GAME PROMOTION is now hard coded into the game to alway be ON.
Added non-random tournament logic for Leo & Super Leo. Awards will always be granted in same order.
Tournament Mode will automatically set:
Adjustment 3 Replay Levels to NONE
Adjustment 4 Game Awards to NONE
Adjustment 6 Limit Extra Balls to 00
Adjustment 16 Tilt Warnings to 02
If you desire no Video Modes during a tournament then see Adjustment 31 below for details.
Holding either flipper button during attract mode will force the game to display the last scores (when game was just turned on it will show the high score table).
MISC
Changed Audit & Adjustment and Diagnostics sounds.
Changed Adjustment 50 – LW 1-2-3 STYLE when set to 01, to be in order after 1st stunt (previously was after the 3rd stunt).
Renamed diagnostic name of Lamp Test for SILENT ALARM to M.BALL READY to match lamp name on playfield.
Renamed Adjustment 31 – CLEAN GAME EVERY to VIDEO MODES
Clean Game is now hard coded to 1,500 games
New Adjustment 31 – VIDEO MODES default is 03.
00 No Video Modes
01 Crime Simulator ON, Fight Mode OFF
02 Crime Simulator OFF, Fight Mode ON
03 All Video Modes ON
Adjustment 16 Tilt Warnings can now be set between 00, 01, 02, 03. New default is 02.
Default High Scores increased.
Default Replay Value increased from 125M to 175M.
Replaced “OK, OK, OK” with “We’re back in action” when random voice calls are played during the game.
Removed “OK, OK, OK” from list of sound effects when hitting pops bumpers. Now the pop bumpers will play mostly gunshots and occasionally ricochet sound effects.
Removed “He’s getting away” and “Police Officer” voice calls from list of sound effects for slingshots. Now slingshots will only play gunshot sound effects.
Removed chimes sound effect from Data East logo on Attract Mode.
Holding either flipper button during attract mode will force the game to display the last scores (when game was just turned on it will show the high score table).
Changed Instant Info screen timing to flow smoothly.
Coil pulse power for the launch coil in various video mode interactions (Video Mode, Stunts, Shootouts) has been reduced to minimum power. This is to preserve the coil bracket. (Can still be turned off by Adjustment 46 GUN ENABLED)
Enter Initials will now happen before the match animation, if a high score is achieved.
Changed Enter Initials music to a version that does not fade out prematurely.
Increased pause during GREAT GAME after high score initials entered.
Added music to Buy-In, was previously silent.
Changed match failed from “The got away” to “No!” voice call
Changed match win from “replay” sound effect to “I’m impressed” voice call and sound effects.
Increased award for Extra Ball from 1M to 5M if extra ball limit has been reached.
Fixed major bug when the spinners were quickly spinning that caused all DMD animations to be delayed or not play at all.
All displayed timers have been adjusted. They now start with a better number. e.g. instead of showing 19 seconds at start, it will show 20 seconds. (Looping, Victory Lap, Super Lethal Weapon, Crazy Riggs, Super Spins, Tri-Ball Restart, Double Jackpot)
All timed modes now have a “mode ending” sound effect.
All “now or never” timed modes (Getaway, Tri-Ball Restart, Victory Lap, and Double Jackpot) have an “alarm bell” sound effect played near the end.
Restarting a game will now need the start button to be held down for a couple of seconds instead of just barely pressing it.
Reduced GI flashing overall. All events that flash the GI are still there, but I have reduced the amount of times the GI will flash with most events. Such as 4 times instead of 8 times or 5 times instead of 10 times.
Added slight pause at boot up to allow the “Were back in action” sound card boot sound to play completely.
Revision 5.0
12 October 2021
Credits
Changes designed and implemented by Soren Worre.
Based on the revision LA-4 software released in 1989 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Summary
New feature adjustment adding runmodes to the target bank and center ramp.
Bug fixes.
Improvements
Limits the repeat shot play of the center ramp returning to same flipper.
Reward for controlling a streak of shots to same ramp without hitting other shots.
Detailed changes description
Reference to the LA-4 revision.
Some of the description is not a change as such. But features present in the LA-4 revision too.
Withtaken to give a complete overview of how the target bank and center ramp works.
Adjustment 33, Motor bank, has been given the two additional options. Cheese and Streak.
Cheese:
1-2-3 targets made carry cross-balls, player individual.
If CHEESE is completed, a center ramp shot will close it.
If CHEESE is completed on a center ramp shot, it will close right away.
Locks made and multiball will not close the center ramp.
Collecting jackpot will not close the center ramp.
Streak:
Same as “Cheese” option in addition to.
If CHEESE spell out was completed only on the center ramp, from when the center ramp was opened,
a “Streak bonus” of 100K for each letter collected on center ramp is given.
Like this.
“CHEESE” on center ramp = 600K Streak bonus.
“HEESE” on center ramp = 500K Streak bonus.
“EESE” on center ramp = 400K Streak bonus.
“ESE” on center ramp = 300K Streak bonus.
“SE” on center ramp = 200K Streak bonus.
Last “E”ť on center ramp = no Streak bonus.
The Streak option is default on hard and extra hard pre-sets.
New “Streak run” display on center ramp shots, when a streak run is active.
New “Streak bonus” display (with “Go for the hole” sound call) on collect.
Center ramp display was incorrectly “Trap lane bonus”.
Now changed to “Ramp loop”, on shots out of a streak run (any configuration).
For the light kickback rule (3 center ramp shots), the counter is now reset at start-of-ball.
In Cheese/Streak modes: A center ramp shot closing the ramp will always light kickback.
A bug where the Increase score lamp would stay lit on next ball-in-play, fixed.
A bug where the Double scoring countdown display would stay active on next ball-in-play, fixed.
A bug where the MILLION and Build jackpot light show would stay active on next ball-in-play, fixed.
Note
Adjustment 33 has the following five options, per rev. LA-4, which are kept unchanged.
Ex. easy: 3-bank stays down rest of game.
Easy: 3-bank resets at start-of-ball. 1-2-3 targets made are preserved cross-balls, player individual.
Medium: 3-bank resets at start-of-ball.
Hard: 3-bank resets on Cheezy bonus collected. 1-2-3 targets made are preserved cross-balls, player individual.
Ex. hard: 3-bank resets on Cheezy bonus collected.
And the new settings for comparison.
Cheese: 3-bank resets on Cheezy bonus collected and on center ramp made when CHEESE. 1-2-3 targets made are preserved cross-balls, player individual.
Streak: 3-bank resets on Cheezy bonus collected and on center ramp made when CHEESE. 1-2-3 targets made are preserved cross-balls, player individual.
Every center ramp made still pays 100K on its own. The Streak bonus is extra.
A maxed Streak bonus sequence is 1.4M, all told, on 9 shots.
In rev. LA-4, the 3 center ramp shots to light kickback counter was shared between players. Considered a bug.
The counter is now reset each start-of-ball, and not reset when the center ramp is closed per collection of Cheesy bonus.
The European ROM defaults to the hard pre-set. This revision, based on the US ROM, defaults to the medium pre-set.
The hard pre-set is recommended.
Sound board software
Please note that the originally distributed sound ROMs have incorrect filenames and documentation.
This is the correct sound ROMs to use.
U4:
SHA1: D9D20921EB42C19C5074C976608BFEC0D3130204
WMS LA-4 filename: mous_u4.l2
U19:
SHA1: 272F0BD3885BB81DA13EE6ED3D66F9424CCF4B0D
WMS LA-4 filename: mous_u19.l2
U21:
SHA1: 443426BE41C1413F22B137145DBC3BCF84D9CCC7
WMS LA-4 filename: mous_u20.l2
U22:
SHA1: 4F15696909E1F3574AD20B28E31DA2C155ED129F
WMS LA-4 filename: mous_u22.l1
U20 is unused.
Legal
Copyright 1990, 2021 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Revision 3.0
31 October 2020
Credits
Changes designed and implemented by Soren Worre.
Based on the revision L-1 software released in 1990 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Summary
Logic regarding ball lock and multilball progression is made per players individual merit.
Players never loose achevements from ball to ball.
Derandomisation of the multiball Mega-million (jackpot).
Derandomisation of the Snake run award.
Further game elements that was not even for all in multi-player games now equalised.
New Contest game adjustment.
Bug fixes. Points not being awarded. Multiball false start. Ball stock in lock lane. And more.
Improvements
Fully suitable for competition play.
No ball hangup in the lock lane requiring a power cycle.
Still suitable for arcade play via adjustment.
Many bug fixes for a perfected game that plays and awards points as expected.
Detailed changes description
Reference to the L-1 (and Europe L-2) revision.
RADICAL progress is never lost.
Lock made progress is player individual (no hard lock stealing). And never lost.
New status report page: RADICAL lights lock -> Lock lit -> RADICAL lights multiball -> Multiball lit.
On tilt, a locked ball is only ejected in the case of both balls ending up in the lock trough.
Lower drop target bank reset omitted from ball search.
Pops added to ball search.
Menu adjustment 50 changed from “Display AU01-04” to “Contest game”. Options: “No” and “Yes”. Default: “No”.
When Contest game selected: The lock trough kicker is omitted from ball search.
When Contest game selected: The X ramp diverter is omitted from ball search.
When Contest game selected: Snake run awards follow a fixed sequence. Cross balls, player individual.
The Snake run sequence: Million, Vertical, Skate, Tail, Million, Vertical, Skate, Tail, Mystery, Mystery,…
When Contest game selected: Snake run “next award” is indicated on the backbox translite.
When Contest game selected: The Snake run Mystery award is 100K.
The Mega-millions jackpot follows the fixed sequence of 4M, 6M, 8M, 10M, 10M,… Increment on collect. Player individual.
Ball tracking and handling are cleaned up.
No multiball false start.
No incorrect end-of-ball, when draining down to one ball-in-play.
A bug where Bust-a-move ramp shots would not register on fast combos, fixed.
A bug where Tail slide ramp shots would not always divert the ball, fixed.
Buggy X ramp diverter control with multiple up/down/up cycles on open, fixed.
Better postpond ball search handling when balls are held by the game.
A bug where Mega-million would go to last chance (timing out) on ball search, fixed.
A bug where the lower drop targets would stay down with no Spot letter option, fixed.
A buggy light show procedure related to the lower drop target bank, removed.
Tail slider start level is harmonised at level 2 for all players.
A bug where Tail slider mode would carry half baked to next player, fixed.
Tail slider exceeding level 15 no longer freeze the ball in the lock.
A bug where Tail slider would start on last “A” achieved as Spot letter on the ramp, fixed.
Messy logic regarding RADICAL progress and RADICAL shots indicators are cleaned up.
A bug where on tilt, the game would not shut down lights and music, fixed.
A bug where the kickback could be unlit but active by mistake in multi-player games, fixed.
Note
Lock made status sustains through a ball removed from the lock by opponents or a tilt.
Soft lock stealing only. Relock necessary, but opponents will never benefit a players achievements.
If Skate-or-die is lit, a Skate-or-die at the Snake run will award the Mystery instead.
The buggy diverter control would occationally make a diverted Tail slide ramp shot register as a Bust-a-move ramp shot.
The fixed diverter control allows plunging the ball to lock/start multiball, when lit, at start-of-ball.
Tail slider mode is lit on (radicAl) “A” collected. Re-lit on a spinner shot and at start-of-ball. Mode lit does not time out.
Once the mode is started, the Tail slider indicator runs on a 12 seconds timeout. Reset on a Tail slider collected.
The European ROM defaults to the hard pre-set. The mod, based on the US ROM, defaults to the medium pre-set. The medium pre-set is recommended.
Spot RADICAL on inlanes (adjustment 32) stops when the score exceeds 4M.
Sound board software
To be installed with sound board software rev. L-1.
Legal
Copyright 1990, 2020 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Revision 7.0
14 November 2020
Credits
Changes designed and implemented by Soren Worre.
Based on the revision L-6 software released in 1994 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Special thanks to Jesper Graver.
Summary
The city modes sequence is no longer restricted to an east to west route.
With the trading post (Albuquerque) and The west coast (Seattle, San Francisco and Los Angeles) at certain progression.
New map mode feature adjustment.
Los Angeles mode bug fix.
Improvements
Easier for players to experience the various modes of the game.
Greater variety from game to game.
Strategic choices for playing preferred modes.
Bug fix.
Detailed changes description
Reference to the L-6 revision.
New feature adjustment A.2 27 “Route of cities”.
– “East west”: Same as rev. L-6. City modes are progressing from east to west.
– “Any route”: City modes are playable in a semi-random route. Criss-crossing the map.
Default: “East west”.
New feature adjustment A.2 28 “West coast city at”.
Options “10” – “16”: The city modes progression, at which, the west coast final modes become available. Applicable to the Any route mode only.
Default: “10”.
Any route configuraition detailed description.
The route:
W New York
O Miami
Y Atlanta
W Ohio
O New Orleans
Y Nashville
W Chicago
O Dallas
Y Kansas City
W Minnesota
Y Denver
W Butte
Y Salt Lake City
O Las Vegas
The trading post:
O Albuquerque
The west coast:
W Seattle
Y San Francisco
O Los Angeles
The route:
Game starts with New York lit.
On a mode finish, the next unplayed city on The route is lit.
A pop bumper hit will move a lit city to the next unplayed one on The route.
A stand-up target hit will move a lit city to the next unplayed one in its colour, if any, on The route.
The “next unplayed” is cycling back to the top.
The trading post:
Albuquerque is always city no. 8.
After Albuquerque, The route is re-entered at Denver.
If Denver is already played, lit city moves on to the next unplayed one.
The west coast:
At the adj. A.2 28 selected city number (10-16, default at 10) The west coast begins.
The city of The west coast, which is of same colour of the one just completed, is lit.
When adj. A.2 28 is set to a value between “10” and “15”:
The west coast stage is running as in rev. L-6.
A pop bumper hit will move a lit city to the next one on The west coast.
A stand-up target hit will move a lit city to the one of its colour on The west coast.
One west coast city may be played (with option to start the Super payday wizard mode).
After this, the map resets and New York is the city lit.
When adj. A.2 28 is set to “16”:
Special marathon option, where all three west coast cities may be played in succession.
A pop bumper hit will move a lit city to the next unplayed one on The west coast.
A stand-up target hit will move a lit city to the one of its colour on The west coast, if unplayed.
This stage is active until a) all west coast cities are played or b) Super payday is played.
After this, the map resets and New York is the city lit.
The map runs a new light show celebration, when 17 cities are completed.
With the 18th and final city pending play for a completion of the entire map.
The stand-up targets refered to are the orange, yellow and white ones only.
A bug where the Payday bonus could be given for an unplayed city (with 0 points), fixed.
The city of Houlton appears as an easter egg during Super payday. Does not affect points awarded.
A bug where the Los Angeles mode could fail to end on time expiration, fixed.
Adjustment A.1 21 “Language” is limited to “English”.
Adjustment A.1 28 “Min. vol override” defaults to “Yesâ€.
Note
When adj. A.2 27 “Route of cities” is set to “East west”, the adj. A.2 28 “West coast city at” is irrelevant.
When adj. A.2 27 “Route of cities” is set to “Any route”, the adj. A.2 16 “Longer path” is irrelevant.
Sound board software
To be installed with sound board software rev. L-1.
Legal
Copyright 1996, 2020 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Star Trek (Data East)
Revision 3.00
Last updated April 2, 2020
Developer Chad Hendrickson
Installation
Replace the existing ROMs in your game with these two new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROM can be found behind the DMD display in the backbox at location ROM0.
Changelog
Star Wars (Data East)
Revision 1.07
Last updated December 17, 2016
Developer: Chad Hendrickson
Installation
Replace the existing ROM in your game with this new ROM.
The CPU ROM can be found on the MPU board in the backbox at location C5.
Changelog
Added Freeze (ball save) on a 10 second timer.
START OF GAME AND SKILL SHOT
FORCE AWARDS
Collected STAR WARS letters will no longer reset at the start of each ball.
Tales From The Crypt
Revision 4.00
Last updated October 2, 2015
Developer: Chad Hendrickson
Installation
Replace the existing ROMs in your game with these two new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROM can be found behind the DMD display in the backbox at location ROM0.
Changelog
Terminator 2
Revision 8.4
17 May 2023
Overview
The L8.4 update initially was intended to be a small update mainly focused on the last few bugs that have been reported in various online forums. As work proceeded and additional bugs were added to the L8.4 schedule, the L8.4 became more complicated as the L-8 code was more deeply investigated especially during the analysis into the 255-Hits issue, and the PAPA lost super jackpot issue. Eventually we determined the nature of the bugs, were able to reproduce the problems in a controlled environment, and developed fixes where needed for the various coding issues.After bugs were fixed, some time was spent adding new player-requested enhancements to the L8.4. One complaint was that the super jackpot is too predictable. Players can easily get super jackpot solely based on the position of the cannon during its swing. For L8.4 a new “Super Jackpot” adjustment was added to provide different behaviors in the 5-bank target lamp movements during super jackpot, thus adding to the challenge and excitement of game play. In order to make game play fair, the new super jackpot lamp behaviors also ensure that all players in a multi-player game get to have the identical experience, so that one player doesn’t get a more easier super jackpot attempt than another.
Since the PAPA super jackpot bug is considered a major reason that T2 was not a preferred tournament game, and since the bug is now deemed as fixed, the L8.4 efforts also focused on how the game behaves when Tournament Mode is enabled. With the L8.4 super jackpot code to give all players the same experience for new super jackpot attempts, it made sense to extend the idea into Tournament Mode for all game features so that all players in a multi-player game get the same experience, leveling the playing field, or so to speak. For L8.4 when game is in tournament mode, all players get the same database awards, video modes, 5-bank patterns for multiball and 5-bank lamp for jackpot.
Since a lot of tournaments forbid play of extra balls, initial consideration was given to also block extra balls when Tournament Mode is enabled however it was later noticed that an existing adjustment is already present. The “Max E.B. Count” adjustment can be set for no extra balls. It was noticed, however, when the game is set this way, the game still teases the player with extra ball lit and animations (while never actually giving it to the player) so L8.4 updates game behavior when the setting is for no extra balls. No longer will the extra ball be lit or its animation be shown. The idea is that when setting a game up for tournament mode, the operator should also set “Max E.B. Count” to no extra balls.
- Added pre-menu report of CPU U6 Checksum value to report the ROM stored checksum value.
- Removed the L8.3 Sound Test “Sound 05 Explicit Stop” code which was inadvertently in L8.3.
- Fixed the L8.3 Function ID Overlap issue, now using non overlapping ID for the L8.3 function.
- Fixed 5-bank “Targets Remaining” discrepancy w/lit targets when targets hit simultaneously.
- Added feature adjustment “Cannon 1 hit” to restrict hunter ship hits per cannon shot to 1.
- Fixed the PAPA Lost Super Jackpot bug when ball-popper hit during lengthy animation sequence.
- Fixed the Payback Time Security Levels inserts misalignment issue after Security Pass award.
- Fixed Bonus lamps at Tilt. Bonus-X lamps and Hold Bonus lamps cleared when player tilts.
- Added feature adjustment “SS Autofire Time” to allow adjustment of the skillshot autofire timer.
- Text correction, German “sek.” Changed to “Sek.” In menu system for abbreviated “seconds”.
- Added feature adjustment “Super Jackpot” to adjust how 5-bank lamps behave for super jackpot.
- Fixed auto-fire ball saver during first multiball so it always returns ball without loading cannon.
- Tournament Mode Enhancement: Database awards same awards for all players.
- Tournament Mode Enhancement: 5-bank lamp patterns for multiball start same for all players.
- Tournament Mode Enhancement: 5-bank single lamp for jackpot same for all players.
- Tournament Mode Enhancement: Video Mode same for all players.
- Tournament Mode Enhancement: Gun-trigger during attract mode shows previous game scores.
- Fix when Adjustment A.1 03 is set to “NO EX. BALL”, no EB animations and no lit-EBs.
- Fixed issue where start-button would play sound when zero credits and attract sounds are off.
- Added “L8.4” as new adjustment value for feature adjustment “Attract Mode”
- For L8.4 attract mode, start-button will play sounds when there are zero credits.
- For L8.4 attract mode, gun-trigger will play sounds.
Revision 2.0
12 October 2021
Credits
Changes designed and implemented by Soren Worre.
Based on the revision 1.3X software released in 1995 by Williams Electronics Games Inc.
The author would like to thank the designers of this pinball machine.
Special thanks to Ian Hawkesworth, Lars Kuemmerling and Steve Bowden.
Summary
A defect in the Trunk control that could cause it to stop working midgame is fixed.
Compensation for failing outlane ball saver.
Three new feature adjustments to aid fine tuning score balancing and mode difficulty.
Strategic Basement awards in competition play.
In competition play, the multiball is not started as compensation during ball search.
The revision 1.4H Tiger saw motor control is ported to this revision.
The display omits buy-in high scores when buy-in is disabled.
Improvements
Better mechanical device stability for location as well as competition usage.
Better applicability in competition usage in all levels.
Minor bug fixes.
Detailed changes description
Reference to the revision 1.3X.
The Trunk error handling procedure has been refined to not give a false positive during normal playing conditions with a healthy Trunk mech.
With secondary function to reset the error state in case of genuine in-game Trunk error (stock ball situation).
When tournament play selected: Opening/closing the coin door will reset the Trunk error state.
New feature adjustment A.2 21 “Spell theatre”. Options: “Easy” and “Hard”.
Easy: As rev. 1.3X. Spell theatre is lit except in the modes: Theatre, Lock multiball and Grand finale.
Hard: On THEATRE advance, the Spell theatre light will go off. Making a major shot in the game will re-light it.
Major shots considered: Trunk loop both ways, Trunk, both ramps and the right orbit. Not the left orbit nor the Tiger saw captive ball.
Adjustment “Spell theatre” defaults.
Ex. easy, easy and medium pre-sets: Easy.
Hard and ex. hard pre-sets: Hard.
New feature adjustment A.2 22 “Combo max value”. Options: 8M – 80M in 4M steps. Default: “20M”.
On combo value build-up, when it reaches this value, it will stop incrementing.
Combo scoring will proceed at this value.
New feature adjustment A.2 23 “Bonus-x adv”. Options: “1” and “2”. Default: “1”.
Bonus-x increment for each top lane completion. 1 or 2. With 2 being 1x->2x on first completion.
New feature adjustment A.2 24 “Hocus 2nd saver”. Options: “No” and “Yes”. Default: “Yes”.
In single ball play only!
If the Hocus pocus outlane saver magnet fails, a compensation one shot ball saver will serve the ball to the plunger lane.
The feature only saves balls going to an outlane, that should have been saved to an inlane.
When tournament play selected: Basement awards.
A catch-up choice that will award progress on Illusions or Clock. Which ever is lacking behind the other.
Generally:
If the clock is 10 or 11 am, Madness is awarded.
If the clock progress is less than the Illusions progress, Adv. clock is awarded.
Else Illusion is awarded.
Special cases:
Illusion is not awarded if achieved for this Grand finale, if already lit, if one is currently running or when other states where an Illusion cannot be started at the Trunk.
Adv. clock/Madness is not awarded if achieved for this Grand finale.
If Illusion is not available, Adv. Clock is awarded if not achieved for this Grand finale.
If neither is available, 20 Million is awarded.
When tournament play selected: Limited ball search. No compensation locked balls release or free multiball.
The Tiger saw motor control has been ported from the rev. 1.4H software. And slightly improved.
It runs for a solid two seconds on a captive ball hit. Instead of the very short pulse in the rev. 1.4H implementation.
In a Tiger saw mode and multiball stack, it stops when both modes are finished. And not when just the first of them finishes.
Tiger saw motor added to the solenoid test.
Feature adjustment A.2 12 “Trunk ball save” now has three options.
“No”: Trunk ball saver is disabled. This is default.
“Yes”: Rev 1.2 behaviour. Trunk ball saver is enabled for more Trunk hits.
“Once”: Rev 1.3X behaviour. Trunk ball saver is enabled for the first hit to the Trunk only.
The buy-in high scores are removed from attract mode DMD presentation and status report, when the buy-in feature is disabled.
The max bonus-x 5M is awarding 5M points.
Midnight is corrected to be at 12 AM. Not 12 PM.
Adjustment A.1 28 “Min. vol override” defaults to “Yes”.
Adjustment A.1 21 “Language” is limited to to “English”.
Note
To be installed with the revision 1.3X (or earlier) security chip. Not the revision 1.4H one.
The false positive Trunk error trap was to start choiced Illusions by hitting the Trunk while rotating. Just before it reaches the open position.
The fix does not change the way the Trunk operates. Registering shots, the movement, timing etc.
Coin door error reset is designed for competition play, where a stock ball has caused the Trunk error.
Provided that the bottom coin door interlock switch is not fixed in the closed position.
Upon closing the coin door, allow a ball search to reset the Trunk to its correct position.
Spell theatre is always lit at start-of-ball.
Spell theatre is always lit when Theatre mode, Lock multiball and Grand finale finishes.
The Hocus pocus saver compensation works when the saver mechanism is broken (proximity switch or magnet).
But, requires inlane, outlane, trough and shooter lane switches to be in shape.
The Advance clock Basement award is +3.
The Tiger saw motor runs continuously in the Tiger saw mode and multiball.
And it is pulsed on a captive ball hit.
The motor is controlled by solenoid driver no. 19 (at J125-3 or J126-3).
Do not connect a motor directly. It must be connected via the proper EMI filter.
The Trunk ball saver is generally only active in non-mode play and with the Trunk at its passive position.
Max bonus-x is 8.
Legal
Copyright 1992, 2021 Williams Electronics Games Inc. & Planetary Pinball Supply Inc. All Rights Reserved.
The software is provided as-is, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.
Tommy The Who’s
Revision 5.00
Last updated May 4, 2016
Developer: Chad Hendrickson
Installation
Replace the existing ROMs in your game with these two new ROMs.
The CPU ROM can be found on the MPU board in the backbox at location C5.
The DISPLAY ROM can be found behind the DMD display in the backbox at location ROM0.
Changelog
X-Files
Revision 3.04
Last updated September 6, 2023
Developer: Chad Hendrickson
Installation
Replace the existing ROM in your game with this new ROM.
The CPU ROM can be found on the MPU board in the backbox at location C5.
Changelog