SUNDAY, SUNDAY! AT THE CROSSED FLAGS DRAGWAY! WHERE THE GREAT ONES RUN!

#TheresTheCode ACDC v1.70.0

From out of nowhere after three and one-half years in stasis, AC/DC gets another code update.

You thought it was finished? Well, not quite yet!

Like a runaway train from the highway to hell, here comes version 1.70.0!

V1.70.0 - Feb 12, 2018
======================

  - Jam Multiball, Album Multiball, and Tour Multiball were not adding
    the points scored from super jackpots to the total.  These have been
    corrected.
  - Improved the lockout of the VIP PASS when a ball is served so there
    is less chance that the player accidentally uses up a VIP PASS when
    launching the ball.
  - Reduced JAM MULTIBALL initial # of shots from 6 to 5.
  - Reduced JAM MULTIBALL increment # of shots from 2 to 1.
  - Reduced JAM MULTIBALL super jackpot lit initial # from 6 to 5.
  - Reduced JAM MULTIBALL super jackpot lit increment # from 2 to 1.
  - Reduced TOUR MULTIBALL initial # of shots from 8 to 7.
  - Reduced TOUR MULTIBALL increment # of shots from 2 to 1.
  - Reduced TOUR MULTIBALL super jackpot lit increment # from 2 to 1.
  - Reduced ALBUM MULTIBALL increment # of shots from 2 to 1.
  - Reduced ALBUM MULTIBALL super jackpot lit increment # from 2 to 1.
  - Changed the rule for the DEVIL HORNS.  Instead of lighting all 3 shots
    at once, they are lit in order: BELL, RIGHT LOOP, LEFT LOOP.  Once the
    LEFT LOOP shot is made to complete the sequence, the Tunes N Stuff lamp
    is lit to collect "STUFF".
  - Added STUFF to Tunes N Stuff:
      - 2X DEVIL HORNS (multiplies the lit DEVIL HORN shots by 2).
      - HOLD BONUS
      - 7,500,000 POINTS
      - AWARD BELL SHOT WITH V.I.P. PASS
          Using the VIP PASS button also awards all features available
          at the BELL (which includes advancing the PLAYFIELD MULTIPLIER).
          (The Premium/LE will swing the bell using the BELL MAGNET.)
      - OI MANIA (7,500 PER SWITCH.  OI!)
      - 10,000,000 POINTS
      - EXTRA BALL
  - Increased DEVIL HORNS value.
  - Changed the presentation of the lights for Tunes N Stuff:
      - JUKEBOX horns blinking = JUKEBOX lit to change a song.
      - Tunes N Stuff light BLINKING = JUKEBOX lit for Tunes N Stuff.
          (If the JUKEBOX is lit ONLY to change a song, then the
          Tunes N Stuff light will be SOLID.)
  - Added a setting to have the target lamps NOT blink when not scored.
    (This is now the default behavior.)
  - Removed the LEFT LOOP shot from always being lit for the WAR MACHINE
    mode.  Completing the spinner during WAR MACHINE will re-light the LEFT
    LOOP WHITE ARROW SHOT for a much lower value.
  - Game over effects are killed when entering test mode.
  - Increased FOR THOSE ABOUT TO ROCK mode cannon shot and playfield shot
    scores.
  - Increased the scores that can be collected from the cannon for starting
    multiballs (JAM, ALBUM, TOUR).
  - Changed the BACK IN BLACK rule so it is more interesting, valuable,
    and potentially takes less work to get the WHITE ARROW NOTE shots lit:
      - Added a moving target that cycles through AC/DC from bottom to top.
      - Hitting the moving target lights all of the WHITE ARROW NOTE shots.
      - The shot that corresponds to the moving target will be +1X what
        it was before, or 2X if it was not available before; the previously
        multiplied shot will revert back to 1X.
          - (A)C/DC - LEFT LOOP.
          - A(C)/DC - LEFT RAMP.
          - AC(/)DC - BELL.
          - AC/(D)C - RIGHT RAMP.
          - AC/D(C) - RIGHT LOOP.
  - Changed the LET THERE BE ROCK rule so it is more interesting, valuable,
    and potentially takes less work to get the WHITE ARROW NOTE shots lit:
      - Added a moving target that cycles through ROCK from top to bottom
        and back again.
      - Hitting the moving target lights all of the WHITE ARROW NOTE shots.
      - The shot that corresponds to the moving target will be +1X what
        it was before, or 2X if it was either 1X or not available before:
          - (R)OCK - LEFT LOOP.
          - R(O)CK - LEFT RAMP.
          - RO(C)K - RIGHT RAMP.
          - ROC(K) - RIGHT LOOP.
      - Once ROCK is spelled, the BELL shot will light for the highest
        multiplier value advanced to on the WHITE ARROW NOTE shots during
        the spell out.
  - Changed the update priority of the background lamp effect for the
    FIRE BUTTON so it will run first and not be excluded by in-game lamp
    effects that cannot run.
  - Increased the ROCK N ROLL TRAIN combo score.
  - Increased T.N.T. scores.
  - Fixed an issue where fading the music volume would cause the music to
    cut out entirely.
  - SLINGSHOT types were not being flagged as such; this has been corrected.
  - Synced knocker to run with replay/special effects.
  - Fixed player up effects so they wait for speech and don't end on a
    blank frame.
  - Fixed switches from showing up in the tech alert when they are not
    broken.  These include:
        TOURNAMENT START BUTTON
        START BUTTON
        LEFT COIN
        CENTER COIN
        RIGHT COIN
        FOURTH COIN
        FIFTH COIN
        DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED)
        TILT PENDULUM
        SLAM TILT (OPTIONAL)
        TICKET NOTCH
        TEST ESCAPE, MINUS, PLUS, ENTER
        DIP #1 - #8
  - Added speech for HSTD enter initials timeout.
  - Combos were not clearing a counter properly, which caused incorrect
    combo values to carry over to other players.  This has been corrected.
  - Corrected the names of the diagnostic buttons (these are translated
    now).
  - Shot multiplier for banked targets reworked to allow additional targets
    at the multiplied value (during a grace period of ~0.25 seconds).
  - Shot-multiplied spinner values via SUPER LANES during ENCORE, WAR
    MACHINE, and regular play may have terminated prematurely (typically
    during multiball) and some spins during a single spinner session may not
    have been awarded at the multiplied value.  This has been corrected.
  - Fixed a bug with the ramp standup targets that would cause the score
    for completing the targets to be one increment too high.
  - Changed "VOLUME" to "ATTENUATION".
  - Cannon eject switch default is NOT accessible.  Accessibility is set
    when the right ramp diverter is activated.  This prevents the cannon
    eject switch from being marked bad when the ball cannot get there.
  - Changed the layout of the pop bumper display effect so the pop bumper
    value is explained better, also to not have two scores next to each
    other.
  - Added a lamp effect for completing the pop bumpers.
  - Any cannon eject switch activity will now release the right ramp
    diverter, to further prevent two balls from getting stuck in the cannon.

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Author: SSB

You will find me at a pinball tournament, especially if it's near the east coast, USA. Have more fun! Play more pinball! Support the hobby on twitter by using #pinball. Currently: Attacking Mars. BAO!

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