New code
LE/PRE V0.80.0 - December 22, 2022
=====================
- Fixed a bug where SPECTRE Weapons would reset after 4 modes were played instead of 5.
- Fixed a bug in Radio Reconnaissance where the game played the wrong award
speech phrase after making 4 award shots.
- Added award speech to Radio Reconnaissance for finishing the mode.
- Added "Green" arrows to the Feeding Frenzy award lightshows.
- Changed adjustment mode names to be consistent with the actual mode names that appear
during game play.
- Enhanced the Feeding Frenzy background/award lightshows.
- Now it takes 9 shots to complete Diamonds of Destruction.
- Changed the rules for Diamonds of Destruction. The Left Eject, Center Shot, and Right
ramp are lit for an award. One of the three shots is blinking and is worth a 2X score
award. The spinner moves the blinking shot.
- Changed the rules for Feeding Frenzy. Make 9 drop target/rocket hits to complete the mode.
Hitting the Rocket awards 2X scores (and resets the drop targets) while a hitting a drop target
awards a 1X score. (Note: hitting 2 drops at once awards a single 1X score). Default time to
finish the mode is 40 seconds.
- Bird One Multiball is disabled from advancing while Feeding Frenzy is active.
- Fixed a bug where the display would temporarily display a Gray Screen when transitioning
from one display effect to another.
- Added flash sequence to the Deadly Dagger award videos
- Added Follow-Up mode completion videos and synced speech to Diamonds of Destruction
and Deadly Dagger.
- Changed the ending video graphics sequence for completing Diamonds of Destruction.
- Changed the rules for Death by Derby. Now the side ramp is lit for a 2X countdown award
while the DB5 is lit for a 1X countdown award.
- Now the Q-Branch Timer is displayed in both background/award display effects.
- Changed the rules for Troublesome Tarantulas. Now the side ramp is lit for
a 2X countdown award while the right ramp is lit for a 1X countdown award.
- Added logic to the Deadly Dagger background lamp effect to better render solid/blinking
arrow lights.
- Changed the alternate Deadly Dagger background video clip to be more immersive.
- Now the Deadly Dagger blinking arrow shot scores 2X.
- Added logic to play an alternate Deadly Dagger background video clip.
- Changed Deadly Dagger SFX/music/speech to have different volume levels.
- Added logic to Sinister Summit to ignore recent rocket hits.
- Added time to Deadly Dagger Countdown.
- Updated Deadly Dagger artwork to sync with gunshot SFX timing.
- Removed a SFX from the Deadly Dagger award.
- Added synced Deadly Dagger SFX, speech, and background/award videos and accompanying
game logic.
- Default time for Deadly Dagger is now
24 seconds (+4 second intro).
- Fixed an Arrange Usual Reception Please looping background video.
- Added louder/reworked Arrange Usual Reception Please Award SFX.
- Added Arrange Usual Reception Please Award SFX.
- Fixed a bug in Arrange Usual Reception Please where the first digit of some score awards
was not being displayed.
- Changed score award animations that play during a Feeding Frenzy display award.
- Fixed a bug where the follow-up speech in Diamonds of Destruction played the wrong
speech phrase.
- Added a new/longer Deadly Dagger tune.
- Added a looping background satellite video to Diamonds of Destruction.
- Added Deadly Dagger as an available SPECTRE weapon.
- Added Diamonds of Destruction Intro/Award/Total SFX.
- Added logic to combine the award/total display effect for Deadly Dagger.
- Added logic to handle active modes when multiball events start.
- Added a new Diamonds of Destruction tune.
- Changed which score award animations are shown during Diamonds of Destruction.
- Removed unused sound calls from Diamonds of Destruction.
- Added an additional Diamonds of Destruction award video (and accompanying speech).
- Now the Diamonds of Destruction background video display effect will play a video clip
based upon the progress of completing the mode.
- Updated a Femme Fatale looping background video.
- Added synced speech to the Diamonds of Destruction mode display effects including
start/award/background/total/followup speech calls.
- Changed default time to complete the Diamonds of Destruction mode.
- Added Intro/award/total video clips for Diamonds of Destruction
- Added Diamonds of Destruction speech FX.
- Added Diamonds of Destruction as an available Villain mode (i.e. collect Mr. Henderson)
- Added logic to the Diamonds of Destruction rule to display the intro, 8 new display awards,
and a new completed/total display effect.
- Villain and Henchman modes now use the correct mode color in the status bar for the
Mode Start wizard rule screen.
- Fixed mode names for Bath-O-Sub Bash and Radioactive Reconnaissance start display effects.
- Updates to Sinister Summit mode
- Hitting the tank target locks shots in. These shots score like normal mode shots.
- Added background additional light effects to indicate which shots are locked in
with a pulsing light effect.
- Updated the roving shot arrow to skip shots that are locked in. Tank target cannot
lock in shots when the roving arrow could not move to a new shot.
- The tank target will no longer add shots when the number of shots lit on the playfield
would exceed the number remaining in the mode.
- Shooting the roving shots when the shots are "maxed" will remove the last roving shot added via the tank target.
- Added the Rocket Shot - Moves shots clockwise by 1.
- Added support for the "earliest" shot for bonus scoring.
- Added tracking for most recent earliest shot with shots shifting when the rocket is hit.
- Changed Grand Champion (and other highest score initials to GG/George).
- Added logic to limit the amount of time the Bottom Lane Up Post is raised during Ball Search.
- Removed the magnet from being turned on during Jetpack Motor Test.
- Now the Jetpack diagnostic text waits for startup to finish and clears "Finding Home" time out errors.
- Added a revised Feeding Frenzy Intro SFX to better match the intro display visuals.
- Fixed a bug where the Jetpack did not pick up the ball at the start of Jetpack Multiball, i.e.
the back panel up post released the held ball too early.
- Added new Feeding Frenzy background music (with water SFX mixed into the music).
- Added Feeding Frenzy award SFX.
- Added score animations to Feeding Frenzy
- Added score animations to Arrange Usual Reception Please.
- Added Feeding Frenzy intro/completed speech/video assets and associated logic.
- Changed Feeding Frenzy synced award speech to better match associated videos.
- Added Feeding Frenzy award/follow-up speech assets and logic to play the assets.
- Added revised Feeding Frenzy award videos.
- Added logic to insure the rocket hit progress display effect is displayed for a minimum of 1.5 seconds.
- Added a new Rocket Fly-in video (seen when hitting the rocket).
- Installed a new Feeding Frenzy looping background display effect video.
- Added Arrange Usual Reception Please & Feeding Frenzy to the list of available modes to play.
- Fixed a rocket display effect priority.
- Fixed an issue where super pop hits remaining was being displayed instead of progress towards
lighting Q Branch. This occurred while super pops were active.