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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