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New ACDC Code announced


Macca101010

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Wow, new ACDC code announced this morning V1.70...Awesome

 

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©/DC - LEFT RAMP.

- AC(/)DC - BELL.

- AC/(D)C - RIGHT RAMP.

- AC/D© - 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:

- ®OCK - LEFT LOOP.

- R(O)CK - LEFT RAMP.

- RO©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 , #1 4 , #1 6 , #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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Fk I still don't know how to play this game haha

 

- Con

Hit the little silver ball with the bat thingos and stop it going down the sides and down the guts.

 

I hope this helps because it is all I have got :)

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Great news for owners. Makes the best game ever even better :)

 

 

Sent from my iPhone using Tapatalk

 

Awesome news. Go lyman. I wish there was more on lower pf or points weighting. I remember Gorgar suggesting years ago on the acdc thread of having both pfs running at same time. A great idea... would be random with bugger all skill but great fun :)

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Awesome news. Go lyman. I wish there was more on lower pf or points weighting. I remember Gorgar suggesting years ago on the acdc thread of having both pfs running at same time. A great idea... would be random with bugger all skill but great fun :)

 

Good thing about lower pf is there’s no chance of losing the ball whilst also scoring points. Maybe that’s why they can’t make it too valuable.

 

 

Sent from my iPhone using Tapatalk

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Awesome news. Go lyman. I wish there was more on lower pf or points weighting. I remember Gorgar suggesting years ago on the acdc thread of having both pfs running at same time. A great idea... would be random with bugger all skill but great fun :)

 

Yes upper & lower Multiball :) and Lyman turn on the live tracks there in there :)

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How do you get to hear the live tracks

 

Your ACDC pinball is a Juke Box Radio.

 

1. Menu ENTER

2. ADJ enter

3. ACDC enter

4. Press - 4 times until you see ATTRACT MODE AUDIO enter

5. + to YES enter

6. Exit all the SERVICE MENU close door

7. HOLD RIGHT FLIPPER a picture of a radio should come up on DMD. Right and left flipper to pick a song

 

 

44...ACDC ME...

 

 

 

Sent from my iPhone using Tapatalk

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