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New Metallica Pinball CODE UPDATE!
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<blockquote data-quote="Captain B. Zarre" data-source="post: 137277" data-attributes="member: 2355"><p>"Premium/LE Code:</p><p><a href="http://sternpinball.com/downloads/MTL_LE_english.zip" target="_blank">http://sternpinball.com/downloads/MTL_LE_english.zip</a></p><p></p><p>Pro Code:</p><p><a href="http://sternpinball.com/downloads/MTL_PRO_english.zip" target="_blank">http://sternpinball.com/downloads/MTL_PRO_english.zip</a></p><p></p><p>V1.5 - March 6, 2014</p><p>====================</p><p></p><p>- Synced the motorized grave marker with the grave marker that rises</p><p>out of the ground in the display at the start of grave marker multiball.</p><p>- Tightened up the hammer sequence. 1.5 seconds of checking for the</p><p>ball has been reduced to 1 second (this speeds up the sequence).</p><p>Immediately before the magnet is lowered, the magnet is turned on</p><p>solid for a little more than a quarter of a second to stabilize the</p><p>ball. The magnet should stay on until the ball can be diverted</p><p>into the coffin. The diverter is released when there is switch</p><p>activity in the coffin lockup after a minimum amount of time (3/4</p><p>of a second).</p><p>- Added better handling for the release of balls from coffin lockup.</p><p></p><p>- Top lane skill shot without the aid of the loop diverter post awards</p><p>2x value (so a non-post aided right top lane is 4x value).</p><p>- Lowered fuel scores.</p><p>- Added an adjustment (NO/YES) to add the mode completion bonus points</p><p>to the mode jackpot (default NO).</p><p>- Added an adjustment to control the relighting of the mode collect</p><p>select. The default is EASY which keeps the collect/continue lit for</p><p>the remainder of the mode. For those who want a challenge, set the</p><p>adjustment to HARD and this will unlight the collect; the 4 items will</p><p>have to be collected again to light the collect.</p><p>- Some multiballs were allowed to start while a mode was running. This</p><p>has been corrected (no multiball during modes, except "The End Of The</p><p>Line").</p><p>- Boosted up the volume for the "Jack F*ck*n' Pot" speech, which is sent</p><p>out for any super jackpot (cross, electric chair, coffin, snake) scored</p><p>at 4x.</p><p>- Added a short sound for use by the bonus effect (electricity, which was</p><p>too long and ran over into the next player's ball, and then some).</p><p>- Removed grab and toss random from electric chair multiball super jackpot</p><p>award as this is proving to be too much work for the magnet.</p><p>- Fixed a priority issue with "extra ball" and "mystery" that was</p><p>preventing the mystery award sounds from playing.</p><p>- Added more shaker motor effects. Changed some existing effects so they</p><p>are better synced with sounds and effects.</p><p>- Added sparky coil requests to the "Battery" mode.</p><p>- Increased the volume of the hammer hit sound.</p><p>- Added face bash sound for snake jaw hit during snake multiball. (This</p><p>is a PREMIUM/LE feature but the sound is common to PRO and PREMIUM).</p><p>- Mode bonus collect points lowered to 1/4 of the total points scored</p><p>during the mode, as the points can be collected multiple times; the full</p><p>value was WAY too unbalancing.</p><p>- Added mode instructions. These can be turned of by setting the "MODE</p><p>INSTRUCTIONS" adjustment to "NO". Mode instructions are off for the</p><p>"DIRECTOR'S CUT" install.</p><p>- Reorganized the order in which the Metallica ramps awards are given.</p><p>These are now higher than combos, which they probably always should have</p><p>been.</p><p>- Modes now keep track of the total number of times "collect" is lit,</p><p>which is reported to the mode bonus when lit when the player finally</p><p>chooses "collect". This determines the points scored for the shots</p><p>made to light the mode bonus at the right eject.</p><p>- Metallica ramps mode, Fuel mode, and Seek & Destroy mode songs pick up</p><p>where they left off (approximate) when the modes are restarted or end</p><p>up at the top of the stack as a result of another mode going away.</p><p>- Reworked the "fuel target hit" display effect to include information</p><p>about the number of blown pistons to light extra ball.</p><p>- Added fuel lane extra ball to instant info. Lowered default number of</p><p>combos required to light the combo extra ball from 25 to 20 (extra easy</p><p>goes from 15 to 10, easy goes from 20 to 15, hard goes from 30 to 25,</p><p>and extra hard goes from 35 to 30).</p><p>- Added an audit for mystery. Cleaned up some audit/adjustment display</p><p>text.</p><p>- Loop post disabled during "Battery", "Enter Sandman", and "For Whom The</p><p>Bell Tolls" mode.</p><p>- Fixed poor distribution of available shots for the "Enter Sandman" mode</p><p>when two or more shots have been completed.</p><p>- Added fuel lane extra ball.</p><p>- Changed the scoring for skill shot. Making the right top lane scores</p><p>double the points vs. making the left top lane. Changed the scoring</p><p>for super skill shot. Making a super skill shot increases the value</p><p>of the top lane skill shot.</p><p>- Added bonuses for collecting the required number of items (grave</p><p>markers, electric chairs, coffins, snakes) to light "Crank It Up".</p><p>- Increased the default high score for "Lady Justice" from 1.5M to 2.5M.</p><p>- Added more speech for combos.</p><p>- Shots used to start the coffin hurry-up are now available for points</p><p>and to reset the hurry-up value while the hurry-up is running.</p><p>- Added a display effect to show the mode selection after both flipper</p><p>buttons are pressed OR the mode select screen times out. This gives</p><p>the player some feedback, letting them know what mode they selected.</p><p>- Added magnet handling for the electric chair hit and multiball awards.</p><p>- Electric chair hit speech was being requested such that certain phrases</p><p>could be repeated. This has been corrected.</p><p>- Cleaned up some flasher entries. The left and right back panel flashers</p><p>have 3 flash lamps tied to the coil drive; this was not being reflected</p><p>in coil/flasher test and has been corrected. Added "L.E.D." text to the</p><p>electric chair spot flashers and the snake flashers, as these are L.E.D.</p><p>flash lamps.</p><p>- Electric chair hit speech only requested when the feature is advanced.</p><p>- Added a new stage to grave marker multiball. When the grave marker</p><p>is lit by making 5 shots (initially), shooting the grave marker awards</p><p>double jackpot and holds the ball 20-30 seconds (adjustable) for super</p><p>jackpot. Hitting the held ball with the other ball(s) in play awards</p><p>the super jackpot. While the timer is timing down, the four grave</p><p>marker shots (other than the grave marker itself) may be made for</p><p>points. These points add to the value of the super jackpot. Completing</p><p>all four shots while the timer is timing down increases the value of</p><p>the super jackpot multiplier by one. The super jackpot must be collected</p><p>to lock in the multiplier. The value of the multiplier is retained</p><p>throughout the course of the game.</p><p>- Consolidated combo display effect and Metallica ramps display effect.</p><p>The combo display effect now also shows Metallica letters.</p><p>- Cleaned up Metallica letters and Lady Justice mode. Completing</p><p>"METALLICA" scores 2M (base). Scores increased for Lady Justice.</p><p>Reworked the start display effect. Added lamp effects. Cleaned up bugs.</p><p>The background display effect was showing the low value at the start of</p><p>the mode when the large value was available on both shots. Added speech.</p><p>Added an audit for the big value. Fixed up a bad frame of art. Score</p><p>font now rendered at the base of the scale instead of always at the</p><p>bottom. Handled error cases. Timer paused when necessary. Changed the</p><p>priority of the sound effects (these were being specified incorrectly).</p><p>Added lamps/sounds for the total display effect.</p><p>- Fixed up LOTS of beeped speech. All questionable speech that could be</p><p>considered "ADULT CONTENT" has been beeped out (including a couple that</p><p>came as a request from customers (crazy b*st*rd, for example).</p><p>- Added new fuel art.</p><p>- Added lamp/flasher blinking to the snake when he talks.</p><p>- Added an adjustment to enable/disable coffin locks during other</p><p>multiballs.</p><p>- Added additional levels to electric chair multiball. Once sparky has</p><p>been fried 7 times, all shots are lit for super jackpot. (See the</p><p>multiball background display for head count status on progress).</p><p>Progress is retained throughout the course of the game.</p><p>- Coffin hurry-up start on the loop shots now causes the ball to loop</p><p>around.</p><p>- Cross magnet ball search now ignores the cross opto switch for a period</p><p>of time.</p><p>- Added an adjustment to control the slingshot power.</p><p>- Added a special sound for draining during coffin multiball.</p><p>- Added instant info for mystery.</p><p>- Added "The End of the Line" (final wizard mode).</p><p>- Added "Crank It Up" modes. These include:</p><p>- "Battery" - (beat up sparky)</p><p>- "Fade To Black" - (shots/switches advance through thresholds that turn</p><p>the playfield darker)</p><p>- "For Whom The Bell Tolls" - (progressive shots)</p><p>- "Enter Sandman" - (shots change/hide, nightmare)</p><p>(need more speech!)</p><p>- Items (grave marker, electric chair, coffin, snake) are now recorded for</p><p>progress towards lighting the "Crank It Up". Once all items have been</p><p>collected (adjustable, currently 15 each), the "Crank It Up" mode select</p><p>is lit at the right scoop.</p><p>- Added Lady Justice (Metallica ramps) champion. Added art to HSTD</p><p>displays for the Lady Justice mode and the Seek & Destroy mode.</p><p>- Electric chair multiball shot award now adds different meter units based</p><p>on the shot that was awarded.</p><p>- Fuel bar no longer advanced when a mode is active. Fuel can still be</p><p>spelled to light 2X playfield at the piston target.</p><p>- Shot features no longer lit or awarded when a mode is active.</p><p>- Items no longer awarded when a mode is active.</p><p>- Updates during game over no longer kill the game over music.</p><p>- Lady Justice mode start display effect is killed any time an award is</p><p>given. This keeps the start effect from appearing when it is no longer</p><p>relevant.</p><p>- Fixed a problem that would cause the wrong music to play when the</p><p>coffin hurry-up was started and the song that was selected at the start</p><p>of the game was not the music that was playing.</p><p>- Added items left to light "Crank It Up" (modes) to instant info.</p><p>- Reworked mystery. Completing the top/bottom lanes continues to light</p><p>mystery at the right scoop, but if the lanes are completed with mystery</p><p>already lit, then the mystery awards will improve. The mystery display</p><p>effect will scroll down and show the award at the proper depth on the</p><p>skull pile (depth of 1 for completing the lanes 1 time, depth of 2 for</p><p>completing the lanes 2 times, etc, down to level 4). The mystery awards</p><p>are:</p><p>- Points</p><p>- Add bonus x</p><p>- Hold bonus x</p><p>- Metallica letter</p><p>- Add grave markers</p><p>- Add electric chairs</p><p>- Add coffins</p><p>- Add snakes</p><p>- Light grave markers</p><p>- Light electric chairs</p><p>- Light coffins</p><p>- Light snakes</p><p>- Light coffin lock</p><p>- Award coffin lock</p><p>- Snake letter</p><p>- Light coffin hurry-up</p><p>- Start coffin hurry-up</p><p>- Light 2x playfield</p><p>- Add fuel</p><p>- Light extra ball</p><p>- Added super skill shot. This is available by holding in the left</p><p>flipper button when plunging the ball. The following shots are</p><p>available:</p><p>- Piston target: lights 2x playfield if not already lit/running.</p><p>- Left loop, grave marker lane, left ramp, right ramp, right loop:</p><p>all are lit for points; one is lit to light the coffin hurry-up.</p><p>- Right eject hole: lights mystery if it is not already lit."</p><p></p><p>Anyone else excited!!!</p></blockquote><p></p>
[QUOTE="Captain B. Zarre, post: 137277, member: 2355"] "Premium/LE Code: [url]http://sternpinball.com/downloads/MTL_LE_english.zip[/url] Pro Code: [url]http://sternpinball.com/downloads/MTL_PRO_english.zip[/url] V1.5 - March 6, 2014 ==================== - Synced the motorized grave marker with the grave marker that rises out of the ground in the display at the start of grave marker multiball. - Tightened up the hammer sequence. 1.5 seconds of checking for the ball has been reduced to 1 second (this speeds up the sequence). Immediately before the magnet is lowered, the magnet is turned on solid for a little more than a quarter of a second to stabilize the ball. The magnet should stay on until the ball can be diverted into the coffin. The diverter is released when there is switch activity in the coffin lockup after a minimum amount of time (3/4 of a second). - Added better handling for the release of balls from coffin lockup. - Top lane skill shot without the aid of the loop diverter post awards 2x value (so a non-post aided right top lane is 4x value). - Lowered fuel scores. - Added an adjustment (NO/YES) to add the mode completion bonus points to the mode jackpot (default NO). - Added an adjustment to control the relighting of the mode collect select. The default is EASY which keeps the collect/continue lit for the remainder of the mode. For those who want a challenge, set the adjustment to HARD and this will unlight the collect; the 4 items will have to be collected again to light the collect. - Some multiballs were allowed to start while a mode was running. This has been corrected (no multiball during modes, except "The End Of The Line"). - Boosted up the volume for the "Jack F*ck*n' Pot" speech, which is sent out for any super jackpot (cross, electric chair, coffin, snake) scored at 4x. - Added a short sound for use by the bonus effect (electricity, which was too long and ran over into the next player's ball, and then some). - Removed grab and toss random from electric chair multiball super jackpot award as this is proving to be too much work for the magnet. - Fixed a priority issue with "extra ball" and "mystery" that was preventing the mystery award sounds from playing. - Added more shaker motor effects. Changed some existing effects so they are better synced with sounds and effects. - Added sparky coil requests to the "Battery" mode. - Increased the volume of the hammer hit sound. - Added face bash sound for snake jaw hit during snake multiball. (This is a PREMIUM/LE feature but the sound is common to PRO and PREMIUM). - Mode bonus collect points lowered to 1/4 of the total points scored during the mode, as the points can be collected multiple times; the full value was WAY too unbalancing. - Added mode instructions. These can be turned of by setting the "MODE INSTRUCTIONS" adjustment to "NO". Mode instructions are off for the "DIRECTOR'S CUT" install. - Reorganized the order in which the Metallica ramps awards are given. These are now higher than combos, which they probably always should have been. - Modes now keep track of the total number of times "collect" is lit, which is reported to the mode bonus when lit when the player finally chooses "collect". This determines the points scored for the shots made to light the mode bonus at the right eject. - Metallica ramps mode, Fuel mode, and Seek & Destroy mode songs pick up where they left off (approximate) when the modes are restarted or end up at the top of the stack as a result of another mode going away. - Reworked the "fuel target hit" display effect to include information about the number of blown pistons to light extra ball. - Added fuel lane extra ball to instant info. Lowered default number of combos required to light the combo extra ball from 25 to 20 (extra easy goes from 15 to 10, easy goes from 20 to 15, hard goes from 30 to 25, and extra hard goes from 35 to 30). - Added an audit for mystery. Cleaned up some audit/adjustment display text. - Loop post disabled during "Battery", "Enter Sandman", and "For Whom The Bell Tolls" mode. - Fixed poor distribution of available shots for the "Enter Sandman" mode when two or more shots have been completed. - Added fuel lane extra ball. - Changed the scoring for skill shot. Making the right top lane scores double the points vs. making the left top lane. Changed the scoring for super skill shot. Making a super skill shot increases the value of the top lane skill shot. - Added bonuses for collecting the required number of items (grave markers, electric chairs, coffins, snakes) to light "Crank It Up". - Increased the default high score for "Lady Justice" from 1.5M to 2.5M. - Added more speech for combos. - Shots used to start the coffin hurry-up are now available for points and to reset the hurry-up value while the hurry-up is running. - Added a display effect to show the mode selection after both flipper buttons are pressed OR the mode select screen times out. This gives the player some feedback, letting them know what mode they selected. - Added magnet handling for the electric chair hit and multiball awards. - Electric chair hit speech was being requested such that certain phrases could be repeated. This has been corrected. - Cleaned up some flasher entries. The left and right back panel flashers have 3 flash lamps tied to the coil drive; this was not being reflected in coil/flasher test and has been corrected. Added "L.E.D." text to the electric chair spot flashers and the snake flashers, as these are L.E.D. flash lamps. - Electric chair hit speech only requested when the feature is advanced. - Added a new stage to grave marker multiball. When the grave marker is lit by making 5 shots (initially), shooting the grave marker awards double jackpot and holds the ball 20-30 seconds (adjustable) for super jackpot. Hitting the held ball with the other ball(s) in play awards the super jackpot. While the timer is timing down, the four grave marker shots (other than the grave marker itself) may be made for points. These points add to the value of the super jackpot. Completing all four shots while the timer is timing down increases the value of the super jackpot multiplier by one. The super jackpot must be collected to lock in the multiplier. The value of the multiplier is retained throughout the course of the game. - Consolidated combo display effect and Metallica ramps display effect. The combo display effect now also shows Metallica letters. - Cleaned up Metallica letters and Lady Justice mode. Completing "METALLICA" scores 2M (base). Scores increased for Lady Justice. Reworked the start display effect. Added lamp effects. Cleaned up bugs. The background display effect was showing the low value at the start of the mode when the large value was available on both shots. Added speech. Added an audit for the big value. Fixed up a bad frame of art. Score font now rendered at the base of the scale instead of always at the bottom. Handled error cases. Timer paused when necessary. Changed the priority of the sound effects (these were being specified incorrectly). Added lamps/sounds for the total display effect. - Fixed up LOTS of beeped speech. All questionable speech that could be considered "ADULT CONTENT" has been beeped out (including a couple that came as a request from customers (crazy b*st*rd, for example). - Added new fuel art. - Added lamp/flasher blinking to the snake when he talks. - Added an adjustment to enable/disable coffin locks during other multiballs. - Added additional levels to electric chair multiball. Once sparky has been fried 7 times, all shots are lit for super jackpot. (See the multiball background display for head count status on progress). Progress is retained throughout the course of the game. - Coffin hurry-up start on the loop shots now causes the ball to loop around. - Cross magnet ball search now ignores the cross opto switch for a period of time. - Added an adjustment to control the slingshot power. - Added a special sound for draining during coffin multiball. - Added instant info for mystery. - Added "The End of the Line" (final wizard mode). - Added "Crank It Up" modes. These include: - "Battery" - (beat up sparky) - "Fade To Black" - (shots/switches advance through thresholds that turn the playfield darker) - "For Whom The Bell Tolls" - (progressive shots) - "Enter Sandman" - (shots change/hide, nightmare) (need more speech!) - Items (grave marker, electric chair, coffin, snake) are now recorded for progress towards lighting the "Crank It Up". Once all items have been collected (adjustable, currently 15 each), the "Crank It Up" mode select is lit at the right scoop. - Added Lady Justice (Metallica ramps) champion. Added art to HSTD displays for the Lady Justice mode and the Seek & Destroy mode. - Electric chair multiball shot award now adds different meter units based on the shot that was awarded. - Fuel bar no longer advanced when a mode is active. Fuel can still be spelled to light 2X playfield at the piston target. - Shot features no longer lit or awarded when a mode is active. - Items no longer awarded when a mode is active. - Updates during game over no longer kill the game over music. - Lady Justice mode start display effect is killed any time an award is given. This keeps the start effect from appearing when it is no longer relevant. - Fixed a problem that would cause the wrong music to play when the coffin hurry-up was started and the song that was selected at the start of the game was not the music that was playing. - Added items left to light "Crank It Up" (modes) to instant info. - Reworked mystery. Completing the top/bottom lanes continues to light mystery at the right scoop, but if the lanes are completed with mystery already lit, then the mystery awards will improve. The mystery display effect will scroll down and show the award at the proper depth on the skull pile (depth of 1 for completing the lanes 1 time, depth of 2 for completing the lanes 2 times, etc, down to level 4). The mystery awards are: - Points - Add bonus x - Hold bonus x - Metallica letter - Add grave markers - Add electric chairs - Add coffins - Add snakes - Light grave markers - Light electric chairs - Light coffins - Light snakes - Light coffin lock - Award coffin lock - Snake letter - Light coffin hurry-up - Start coffin hurry-up - Light 2x playfield - Add fuel - Light extra ball - Added super skill shot. This is available by holding in the left flipper button when plunging the ball. The following shots are available: - Piston target: lights 2x playfield if not already lit/running. - Left loop, grave marker lane, left ramp, right ramp, right loop: all are lit for points; one is lit to light the coffin hurry-up. - Right eject hole: lights mystery if it is not already lit." Anyone else excited!!! [/QUOTE]
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