V1.6 - June 5, 2014
===================
- Added "Blackened" (target) mode for collecting all of the band members.
- Added an adjustment to award extra coffins from the captive ball. The
default is "+1 W/ RETURN LANE" which will award 1 extra coffin if the
captive ball is hit within ~2.5 seconds of a return lane switch.
- Corrected some loop logic.
- Lowered 2nd+ combo extra balls from 100 combos to 50 combos. Lowered
the 2nd+ fuel lane extra balls from 40 pistons to 30 pistons.
- Skill shot and super skill shot lamp effects were (occasionally) not going
away when their respective awards were no longer available. (This was
noticeable when the mystery eject was made for super skill shot.)
- Reworked the guitar pick targets rule. Collected band members carry
over from ball to ball. Sets of band members reworked to require more
completions next time around, but not as brutal as before.
- Added settings for snake eject kick and right eject kick power settings.
- Changed the increment for the item requirements for qualifying Crank It
Up from 1-5 to 1-3.
- Added new right eject ramp-up sound for the right eject kickout.
- Added adjustments for the cross magnet and the electric chair magnet so
the user can turn off or lighten the magnet effects.
- Added an adjustment for the number of shots required during the super
jackpot stage of cross multiball to bump the super jackpot multiplier.
The old (hard-coded) default was 4; this has been lowered to 3 to make
it easier to increase the multiplier. (Adjustment range: 2-4).
- Fixed a problem with setting the slingshot power during factory reset.
- The slingshot power was not being updated after the adjustment was
changed in the game adjustments menu -- it was only ever updated at
power-up. This has been corrected.
- Fixed a problem with mystery. The "electric chair" awards were displaying
the coffin icon, and the "coffin" awards were displaying electric chair
icons.
- Increased "Fade To Black" units per level on the PRO from 10 to 15.
V1.51 - March 17, 2014
======================
- Loop diverter post NOT activated from shooter lane when a ball is being
held on the cross magnet for super jackpot.
- Added "Blackened" and "Ride The Lightning" to the list of songs that
may be selected at the beginning of the game. These were the songs that
were chosen by Metallica fans.
See
http://www.metallica.com/news/20140219-605356.asp for more details.
- Implemented an adjustment to vary the music that plays during Electric
Chair / Sparky multiball. The options are:
CREEPING DEATH - Always play "Creeping Death".
RIDE THE LIGHTNING - Always play "Ride The Lightning".
ALTERNATE C.D./R.T.L. - Play "Creeping Death" for the first
multiball; play "Ride The Lightning" for
the second multiball; ...
(This is the default setting.)
ALTERNATE R.T.L./C.D. - Play "Ride The Lightning" for the first
multiball; play "Creeping Death" for the
second multiball; ...
RANDOM - Randomly choose either "Creeping Death"
or "Ride The Lightning". Both songs have
an equal chance of being chosen.
- Fixed a problem with the FUEL random award that was allowing fuel to be
added at the wrong time.
- Fixed a bug in the algorithm that selects the fake mystery awards to
display such that it no longer displays the "INVALID" award.
- Due to the lack of spinners on the PRO (bummer), the number of switch
hits required to drop to the next level for the "Fade To Black" mode has
been reduced from 20 to 15.
- Added speech for Crank It Up mode collect.
- Added magnet toss to "Battery" mode electric chair hit.
- Crank It Up modes and The End Of The Line were causing the selected song
to restart from the beginning. This has been corrected.
- Added progress bar to Crank It Up collect/continue display effect.
Formatted the time remaining with a leading (-).
- Added kickout warnings for the snake eject and the right eject. Fixed a
bug in the logic that was sending out speech for one player's score being
much lower than everyone else's.
- Added 4th sparky fry animation. Tweaked lamp effects.
- The "For Whom The Bell Tolls" mode was not resetting the song position
to the beginning when the mode was started. This has been corrected.
- Added (adjustable, may be turned off) ball saver to the modes. The
default is 10 seconds.
- Added kickout warning sounds and lamp effects for the snake eject and
the right eject.
- Battery mode was requesting adult content speech with the ADULT CONTENT
adjustment set to NO. This has been corrected.
V1.5 - March 6, 2014
====================
- Mode jackpot value is seeded with the value of the points award, had
the player taken that award. Electric chair lamp effects no longer
requested if the feature cannot be advanced.
- Added lamp effects to seek & destroy mode.
- Added lamp effects for fuel mode.
- Added lamp effects for snake multiball.
- 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.
V1.22 - August 13, 2013
=======================
- Fixed some issues with instant info. Cross multiball lit and electric
chair multiball lit screens were not clearing the display before
rendering their text. This has been corrected. Added a border to the
snake letter screen for instant info so it can be more easily
distinguished from the snake letter display effect that is run during
the game.
- A right top lane award was calling the award function with the ID of
the left top lane. This has been corrected.
- Snake multiball combo multiplier maximum changed from 5x to 3x.
- Changed the award display effect for super skill shot to display the
special awards (light playfield multiplier, light coffin hurry-up, light
mystery, etc.) when they are collected. (The "light hurry-up" awards
are currently disabled until the skill shot is reworked to be more
balanced/valuable.)
- Added more switches that tell the system that the ball is on the
playfield. Added an adjustment to tell the system that the ball is
on the playfield for certain known "flaky" switches (drop targets, pop
bumpers, slingshots).
V1.2 - July 31, 2013
====================
- Fixed a programming issue with bonus that was causing the last frame of
the animating icons to not be displayed.
- Added an adjustment to change the grave marker type. The settings are
"NORMAL" and "R.I.P. TOMBSTONE". The user override for the "Middle
East" dip switch settings now specifies a "GRAVE MARKER TYPE" of "R.I.P.
TOMBSTONE". Bonus, instant info, and grave marker hit / multiball
display effects have been changed to support the new setting.
- Changed up the snake multiball rule. Each snake icon shot on the
playfield starts a snake combo which can be collected at the snake.
The first shot lights the snake for 2x the value, the second shot lights
the snake for 3x the value, etc. Once the combo value is collected at
the snake, the combo is stopped and the next snake shot will start the
combo multiplier at 3x. The multiplier is capped at 5x.
- Changed the scoring for the snake during snake multiball. Fixed up
snake sounds. Some of these were specifying bad priorities.
- Increased the scores for the "Seek & Destroy" mode.
- Coffin hurry-up start display effect is now removed if queued to run
but the hurry-up has already been collected.
- Added an adjustment to disable locking balls in the snake during
multiball. Ball(s) were getting stuck on the PRO, which has no snake
jaw to close after the ball is locked. People who aren't bothered by
this problem are free to change the adjustment and the old behavior
will be restored.
- Changed snake multiball start display effect so it would not take so
long.
- Changed fuel scoring. Points scored during the mode no longer add to
the jackpot; the jackpot starts at 1M and increases each time it is
collected. The switch score starts at 15K and increases 1K each time
the fuel targets are hit.
- Added instant info for the metallica ramps.
- Added a peak meter for the song select.
- Added and reworked some instant info items: cross, electric chair,
coffin, snake.
- Consolidated the "cross/sparky/coffin/snake" instant info screen into
one page.
- Fuel background no longer shows queued up floating points when the
effect first runs.
- Fuel mode timer now limited by the value of the adjustment "FUEL MODE
TIMER". (Adding time previously increased the fuel mode timer above
this value, up to a maximum of 60 seconds.) Added HSTD for FUEL mode.
The score for hitting the FUEL standup targets was not being added to
the total for the mode and was also not being added for high score.
This has been corrected.
- Cleaned up fuel mode background lamp effects. Lowered the amount of
time that is added to the fuel mode timer when the timer is reset.
Lowered fuel mode scoring.
- Fixed a problem with mystery. When the level tables were added, the
mystery level could go out of range (by lighting mystery 5 times before
collecting it). This would result in mystery not being able to be
awarded. This has been corrected.
- Added art for hitting the fuel targets during fuel mode. Added sounds.
- Fixed up fuel jackpot art. It was missing the last 4 frames due to
a bad specification for the files in the build.
- Reworked the fuel mode start display effect. Added sounds and speech.
- Added a sound for a fuel letter (gas tank filling sound).
- Added new fuel speech.
- Cleaned up the fuel letter display effect. This effect was never
displaying the last letter when FUEL was spelled. (Instead, it showed
generic text.) This has been corrected.
- Snake lock display effect turned into choreography with a lower priority.
- Changed electric chair magnet grab time from 1/2 sec. to 1 sec.
V1.16 - June 28, 2013
=====================
- Added free play check to attract mode radio.
- Added snake lock feature. This is available during any multiball.
Completing the guitar pick targets during multiball lights the snake
for a timed ball lock. Shooting the snake the first time locks the
ball and awards add-a-ball. While the ball is locked, all playfield
scores are 2X. Completing the guitar pick targets again while the
ball is locked in the snake will reset the timer. Once the timer
expires, the ball is released from the lock and playfield scores go
back to 1X. The ball can be re-locked for 2X playfield scores by
completing the guitar pick targets and shooting the snake, but an
additional ball will not be put into play.
- Added coffin force field sound. Added art to coffin multiball super
jackpot display effect. Added coffin speech.
- Added attract mode flipper button speech.
- Added speech for coffin hurry-up.
- Added art for total screens (sparky multiball, fuel, metallica/justice,
snake, coffin, etc.)
- Added speech to the shoot again display effect.
- Added sounds for seek and destroy, ticket (redemption) award, coffin
hurry-up, cross super jackpot, coffin multiball, extra ball, and special.
- Added speech to "player up" effect.
- Lighting items (cross, snake, electric chair) will not light items for
shots that have already been completed (hurry-up collected). Lighting
neighboring (unlit) items (the snake is the only one who uses this) has
been changed to not spread out so much (it no longer skips over items
that are already lit, rather, it increases the count for those that are
already lit). Once a shot has been completed (hurry-up collected), the
number of items that are lit (available) is always 1. No matter how
high an item count (cross, snake, electric chair) is built up, shooting
the shot will only ever award one of each lit item (only the points
awarded and the starting hurry-up value are affected).
- Added effects for special lit and special.
- Added electric chair progress lamps. Fixed up electric chair progress
lamps in the explode/sweep lamp strings (#3 was missing).
- Added ticket (redemption) animation.
V1.13 - June 10, 2013
=====================
- Snake shot (eject) was awarding a snake letter when the snake was not
lit to score a letter. This has been corrected.
- Added a flasher lamp effect for Seek & Destroy (destroy) at the coffin.
- Fixed a problem with the initialization of the "seek" shots for Seek &
Destroy (shots were not being lit in the order in which the hurry-ups
were started/collected.
- Fixed up issues with holding/releasing balls from the snake.
- Added new hurry-up art (the background art had problems).
- Implemented a new set of adjustments for coffin hits to light lock.
(Instead of 10-10-10, it is 5-10-10 and the increment isn't as brutal.)
- Added switch sounds to drop target test.
- Added coffin hurry-up to the list of criteria that leaves the loop
post down so the ball can loop back to the flippers.
- Fixed a bug with the music. If the music ended, then it would not
always be restarted immediately. The song would also sometimes be
restarted in the middle instead of from the beginning. This has
been corrected.
- Right eject was not waiting for extra ball. This has been corrected.
- Skill shot and super skill shot not allowed if auto-firing after a
serve.
- Fixed loop issue with bonus item lamp effect. Reworked the bonus lamp
effects so they work correctly with persistent G.I.
- Fixed the wire colors for the magnets (YEL-VIO changed to VIO-YEL).
- Snakes now awarded for shooting the snake eject (unconditionally).
- Advancing captive ball hits for coffin lock lit was not awarding
coffins for advancing towards modes/EOL. This has been corrected.
- The "lars" guitar pick animation was not being requested when lars
was collected. This has been corrected.
- Coffin locks now awarded at the captive ball instead of the guitar
pick targets.
- Removed the long delay that was present after the ball was kicked
from the snake.
- Fixed some adjustment text that did not fit on the display.
- Fixed electric chair coil wire color (step-up board).
- Added an adjustment (default: YES) to carry over the state of the
guitar pick targets from ball to ball.
- Fixed a typo in the "explode from cross" lamps that was not specifying
electric chair lamp #3.
- Removed long pause at Seek & Destroy start/restart where the timer
would not count down. Implemented grace/grace. Cleaned up restart.
- Loop post lowered (to allow looping) during Seek & Destroy mode.
- Added Seek & Destroy mode total art.
- Cross multiball total stays up on the display for longer.
- Advancing the ramp mode not allowed during multiball and/or Seek &
Destroy mode.
- Cleaned up lots of issues with Seek & Destroy mode. Added an adjustment
to reset the timer when a shot is made. Added speech. Added proper
lamps. Added some sound effects.
- Coffin hurry-up start display effect was indicating that the hurry-up
was worth 20,000,000 (or some other large incorrect amount). This has
been corrected.
- Seek & Destroy champion added back into the attract mode. More changes
to the coffin hurry-up scoring. Changed the multiball autofire timer
values for cross multiball (made longer, from 10 seconds to 15 seconds
default) and electric chair multiball (made longer, from 15 seconds to
20 seconds default).
- Shot features passed off to Seek & Destroy start, so the shots will be
presented in the order in which the hurry-ups were started/collected.
- Added a timer adjustment for Seek & Destroy mode.
- Added new hammer art and more Seek & Destroy art.
- Added background display/music for the Seek & Destroy mode.
- Added new BEEPED speech.
- Coffin hurry-up start value now takes into account the number of items
that were lit on the shot that started the hurry-up and increases the
value in proportion to the number of items that are lit.
- Added new speech to Seek & Destroy mode start.
- Added art to the grave marker multiball total display effect.
- Added more hurry-up art. Added new sounds for combo jackpot award.
- Added art for combo jackpot.
- Added more art -- coffin + combos.
- Implemented combo jackpot. This is collected by hitting the fuel lane
standup target when a combo sequence is active.
- Implemented "autofire after lock" adjustment.
- Reworked ramp mode lamp effect to not turn off lamps that are not being
used by the mode.
V1.06 - May 13, 2013
====================
- Reworked the cross code to allow opto hits to register as drop target
hits at the start of each ball and whenever the inline drop target
bank is reset.
- Added special for adding a certain number of band members (adjustable,
currently 3).
- Changed coffin multiball from 3 ball to 4 ball.
- Snake eject releases locked balls at game over.
- Some work on Seek & Destroy mode (high score). Added combo champion to
the attract mode.
- Added hurry-up art. Added '-' character to the hardcore 10-high font.
- Changed the mystery effect sound to not duck the music so much.
- Removed "combo jackpot lit every" adjustment. Lowered the coffin
hurry-up scores.
- Restricted multiball start to the same criteria as advancing the
features (cross, electric chair, snake). Shot features are now reset
when all have been collected.
- Changed guitar pick target completions to light lock from 3 to 2.
- Lowered the speech volume. Changed the music volume for music that
was made louder to something that is closer to the volume of the other
(unmodified) music. Added logic for completion of the shot features.
V1.05 - May 6, 2013
===================
- Modified "fanfare" sound scripts to duck the music.
- Replaced the coffin explosion sounds with better explosion sounds.
- Fixed a problem with the song select. If the song select was
interrupted as the needle was moving, then the music would not play
properly. This has been corrected.
- Added art and sounds to coffin multiball awards.
- Added new sounds for coffin captive ball hit, coffin lock lit, coffin
ball locked, extra ball award, and skill shot (super and top lane).
- Shortened the extra ball animation.
- Added a mechanism to lock out the ability to change the song after the
ball has been plunged.
V1.04 - May 3, 2013
===================
- Added coffin artwork.
- Added fuel artwork.
- Added crowd chant sounds.
- Added art to fuel lane award.
- Cleaned up fuel lane speech.
- Added extra scores for fuel lane target when all 3 awards are lit.
- Changed the starting points for the songs that can be selected by the
player at the beginning of the game. This plays "more" of the song.
The downside is that, depending on the song, it will take longer to
get into an exciting part of the song.
V1.03 - May 3, 2013
===================
- Changed captive ball extra ball default from "AUTO" (26) to 15.
- Changed up coffin locks. They are now lit via the guitar pick targets
and are independent of collecting the band members.
V1.02 - May 2, 2013
===================
- Cleaned up cross multiball (super jackpot).
- Added an adjustment to allow partially lit shots to remain lit (not
reset) until all are collected. Added a lamp effect for the shot
features that highlights the lit shots for start hurry-up.
- Added super jackpot display effect.
- Added new art (cross destruction).
- Lowered cross and electric chair multiball autofire time. Default
cross lowered from 20 seconds to 10 seconds. Default electric chair
lowered from 20 seconds to 15 seconds.
V1.02 - April 30, 2013
======================
- Tweaked bonus attenuation sleep timing.
- Fixed inline drop targets so they reset correctly when there are drop
target hits left.
- Fixed blanked-out snake background. Changed cross multiball scoring.
V1.0 - April 30, 2013
=====================
- Initial release.