LE V0.98 - September 25, 2025
==========================
Every Marker Must Be Honored.
- New Blood Oath Marker Rule: During an Adversary Battle, the Blood Oath Marker targets light
at the halfway point toward the "Be Seeing You" Bonus. When lit, hitting the Marker targets
lights the left eject for Escape. Shoot the left eject to either Escape or Continue. If Continue
is chosen, play continues and arrow shots now score 2X. Collect arrow awards to relight the Marker targets.
Repeat the above sequence to increase arrow shots to 3X, then 4X. Play continues until time expires,
you choose Escape, or you drain.
- Added Adversary Battle Mode sound FX.
- Added a "Be Seeing You" sliding banner display award to all 5 Adversary Battle Modes.
- Changed the volume on the Adversary Battle "Be Seeing You" and "Blood Marker Ready" sound FX.
- Now the "Be Seeing You" end of ball Bonus scores 10M.
- Added new Adversary Battle sound FX.
- Added a Adversary Battle "Blood Marker Ready" display/slidein effect.
- Added a Kirill Adversary Battle award sound FX.
- Reorganized Adversary Battle award sound FX sequences.
- Added Adversary Battle "Be Seeing You" speech.
- Added Adversary Battle "Blood Oath Marker" speech.
- Raised the volume of the Adversary Battle "Be Seeing You" speech.
- Added logic to the Ares Adversary Battle to use the Marker Targets to light/advance the Escape Shot.
- Added shot multipliers to the Ares Adversary Battle.
- Fixed Combos and Adversary score award display that showed score awards on 2 lines.
- Now Adversary Battles displays can show multiplied awards.
- Changed logic that detemines when the Marker Target Lamps and the Marker Mech lamps are
turned on/off/blinking during Adversary Battles.
- Added logic to the Viggo Adversary Battle to light the Marker Targets.
- Added logic to the Zero Adversary Battle to light the Marker Targets.
- Changed the dance floor scoring during Ares Adversary Battle.
- Added a light show for collecting the Adversary Battle Escape Award.
- Now Ares Adversary Battle "Still Not Found" award shots can be multiplied by 2X/3X/4X when
"Continuing" past Escape.
- Pops/Slings no longer contribute to the Ares Adversary "Shot Found" award.
- Changed the score awards for Ares, Kirill, Viggo, and Zero Adversary Battles.
- Now Cassian Adversary Battle "Jackpot Grows" award shots can be multiplied by 2X/3X/4X when
"Continuing" past Escape.
- Now the Jackpot Award during the Kirill Adversary Battle is bumped 1M for completing all
Jackpots while avoiding the Dance Floor.
- Now Zero Adversary Battle "Combo" start/award shots can be multiplied by 2X/3X/4X when
"Continuing" past Escape.
- Now, when starting/making a Zero Adversary Battle shot combo, the next combo shot ids
lit are natural combos from the shot just awarded.
- Now the End of Ball Bonus adds/displays bonus scores for Jobs Started,
Adversary Battles Started, Gold Coins Collected, and "Be Seeing You" Adversary
Battle awards.
- Now the End of Ball Bonus adds 2M for Adversary Battle Mode Starts.
- Now Bonus X is capped at 5X.
- Changed the score thresholds that trigger congratulatory speech callouts for
both Bonus Score and end of game Total Score.
- Added a "Bonus Multiplier Maxed at 5X" display effect/slidein.
- Fixed a bug during the Cassian Adversary Battle where the "Cassian" shot scored both "Cassian"
and missed/blue shots.
- Changed the rules for the "Task a Crew" Job Mode. Shoot the arrow shots to build the
score award and light the Left Orbit Spinner. Shooting the Left Orbit Spinner collects the
score award. Each successful Left Orbit Spinner shot relights the arrow shots. After 4
successful Left Orbit Spinner shots, the Left Eject will light to finish the Job. Shooting
the right ramp lights the Left Orbit Spinner for a 2X Combo.
- Now all "Task a Crew" Job mode arrow shots are available at the start of the Job.
- Added logic to disallow "Task a Crew" Left Orbit Spinner awards if the ball hitting the
spinner came from the Right Orbit or Shooter Lane.
- Changed the arrow colors for the "Task a Crew" Job mode.
- Added logic for the "Task a Crew" Job Mode to display the "SPINNER/CREW" grows
display slide-in.
- Added logic for the "Task a Crew" Job Mode to display the cumulative shot/spinner
award total for a spinner award session.
- Fixed the "Task a Crew" Job Mode award display effect to show the score on a single line.
Previously, large scores that did not fit on one line were split and displayed on two lines
with a smaller font.
- Changed the "Task a Crew" Job Mode start display effect instruction text.
- Changed the "Task a Crew" Job Mode award values, displayed values, and total session values.
- Fixed a problem where the spinner was not showing the correct multiplier value for the
"Task a Crew" Job Mode.
- Changed the spinner score award value during the "Task a Crew" Job Mode.
- Now "Task a Crew" Job Mode Combos only start with a lit Katia Ramp.
- Now the "Task a Crew" Job Mode shows floating Spinner score awards.
- Adjusted the starting position offset (“X” positions) for the "Task a Crew" Job Mode
floating spinner score award.
- The "Task a Crew" Job Mode floating score awards will now only appear when a spinner
shot arrow award is given.
- Changed the rules for the "Security Detail" Job Mode. Shoot the blinking Security Detail
arrow shots for a score award. After 7 shots, the Left Eject will light to finish the Job.
Dance Floor targets, pop bumper, and sling hits build the score award.
- Now the pop bumper (and not the sling/dance floor targets) move the "Security Detail"
Job award shot.
- Added logic to the "Security Detail" Job award Grows display effect so it persists while balls
are active in the Dance Floor.
- Now the "Excommunicado Multiball" Jackpot and Super Jackpot slide-in display effects show
when they have been multiplied by 2X, 3X, or 4X.
- Fixed the "Excommunicado Multiball" Total display effect to show the score on a single line.
Previously, large scores that did not fit on one line were split and displayed on two lines
with a smaller font.
- Fixed a bug where the "Locating Pinballs Please Wait..." display effect would not display the
Outline portion of the text correctly.
- Fixed a bug where the "Car Bash" display effect would not display the Outline portion of the
score award correctly.
- Fixed a bug where the "Choose Your Mode of Play" display effect would not display the
Outline portion of the text correctly.
- Added logic to the BiDirectional Motor to ensure it only operates when it has been completely
initialized.
- Now the "Escort the VIP" award light show can be killed by the Bonus Sequence.
- System Version 4.09
- Various behind the scenes improvements for correctness and performance.
John Wick (stern) v1.00
- jb
- Dept: 33
- Collec Perso: 0 flip
- Rech/Achete: 0 flip
- Messages : 20131
- Inscription : mar. 01 10, 2002 17:59
- Niveau : Confirmé
- Pro / revendeur : non
- Localisation : bordeaux
Re: John Wick (stern) v 0.98
presque deux ans apres sa sortie,la version 1.00 vient de sortir.
LE V1.00 - March 18, 2026
==========================
The Duel (Part I), Special Assignment Coming Soon.
- Added "The Duel" Wizard Mode. It is qualified in the same fashion as "The Staircase"
Wizard Mode, i.e. once "The Staircase" Wizard Mode has been played "The Duel" Wizard Mode
is available if any TWO of the following criteria have been met: Playing 7 Jobs,
5 Adversary Battles, OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball,
Helipad Showdown, Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the
Left Eject and Right VUK are lit to start "The Duel" Wizard Mode. When lit, shoot either
Eject/VUK to start "The Duel" Wizard Mode. "The Duel" Wizard Mode is a 2 Ball Multiball
where score awards are based upon a Hurry-Up Countdown Score. Shoot lit Arrow Shots to
collect the Countdown Score. Starting Countdown Score Awards are based upon shot progression
in the game, i.e. 5M for the first lit arrow shot, 10M for making the next 4 lit arrow shots,
and 15M for making the last 2 shots. The Countdown Score awards are MULTIPLIED by the number
of balls in play. The last 2 shots (Left Eject, Right VUK) are time locked where, upon making
one shot, you must make the other within 10 seconds. If the other shot is not made, the first
time locked ball is kicked back into play. If the other shot is made the game gives the
Countdown score award and holds the ball(s) for a "Duel" video presentation which is followed
by kicking the ball(s) back into play. Do this above sequence 3 times to light the final
4 shots. These final Countdown Hurry-Up awards start at 25M and are MULTIPLIED by the
number of balls in play. The Final shot scores 50M which is also multiplied by the number
of balls in play. Upon completion all of the balls are cycled back into the trough at which
time 1 new ball is kicked into the shooter lane to allow play to continue.
- Note: Lights Out is not available during "The Duel" Wizard Mode.
- Fixed a bug where, on rare occurrences, game graphics and light shows would appear to
slow down.
This was seen to manifest itself during the attract mode presentation.
- Fixed a bug where a BLACK screen appeared in place of a video during a "Staircase"
Wizard Mode award presentation.
- Added a NEW LCD display Service Menu.
- Now RELEASE notes are available via the NEW LCD display Service Menu.
- Added a NEW Drop Target Test.
- Added Drop Target Adjustments for coil firing time/power.
- Added logic to game rules to use the NEW drop target adjustments, i.e. coil firing time/power.
- Now an Extra Ball is awarded upon collecting the first "Be Seeing You" Adversary award,
i.e. once per game.
- Fixed a display conflict between the "Extra Ball" and "Adversary Continue/Collect"
display effects.
- Now the Adversary "Be Seeing You" award is displayed first followed by the Extra Ball
display effect (when available).
- Raised the priority of the Extra Ball speech.
- Added timeout logic to insure the deferred "Extra Ball" display effect is displayed.
- Changed the required number of Jobs started to Light Extra Ball. Default = 3.
- Now the New York "Night" scene plays in the background when "The Duel" Wizard Mode is over.
- Fixed a bug where a ball could be kicked out prematurely from the Left Eject while
displaying the Adversary "Continue/Collect" display effect.
- Added resized Attract mode Tutorial videos.
- Fixed a bug where, upon completing all of the multiballs and playing "The Staircase"
Wizard mode, playing 1 more multiball would light the left/right ejects to qualify
"The Duel" Wizard mode.
- Added another "The Staircase" Wizard Mode "Level Completed" background video
clip to increase variety.
- Added MULTIPLIED text to the Midway and Final "Level Completed" display effects
in "The Staircase" Wizard Mode.
- Added logic to start Skill Shot Ready upon completing "The Duel" Wizard Mode.
- Added logic to start Skill Shot Ready upon completing "The Staircase" Wizard Mode.
- System Version 4.20
- Updated to nodeboard firmware/protocol v1.31.0
- Various behind the scenes improvements for correctness and performance.
- Added support for Graphical Service Menu Diagnostics LED Test to
take a LED Out of Service/Return to Service.
LE V0.99 - November 26, 2025
==========================
The Staircase.
- Added "The Staircase" Wizard Mode. It is qualified by playing 7 Jobs, 5 Adversary Battles,
OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball, Helipad Showdown,
Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the Left Eject and Right VUK
are lit to start "The Staircase" Multiball. When lit, shoot either Eject/VUK to start
"The Staircase" Wizard Mode. Once started, shoot the lit enemy shots
(Left Ramp, Right Ramp) to light the Arrows (White) at the same shot(s). Completing all
enemy shots lights the Center/Charon ramp for a Level Completion award. Collecting White
Arrow shots prior to shooting the Center ramp raises the Center Ramp shot multiplier.
Shoot the lit Center/Charon ramp shot to score a "Completion" award that is multiplied by
the number of made White Arrow shots. The sequence repeats/continues by lighting 4 enemy
shots (Left/Right Ramps, Left/Right Orbits). Collect these (and light the corresponding
White Arrow shots) to light the Center/Charon ramp for an award. As before, shoot the lit
Center/Charon ramp shot to score a "Completion" award that is multiplied by the number
of made White Arrow shots. The sequence repeats/continues by lighting 6 enemy shots
(Left/Right Ramps, Left/Right Orbits, Dance Floor, Left Eject). Collect these (and light
the corresponding White Arrow shots) to light the Center/Charon ramp for an award. As before,
shoot the lit Center/Charon ramp shot to score a "Completion" award. This now starts a
2 Ball Multiball where you must complete the above sequence without draining both balls.
Repeat the above sequence of shots to finish the mode. Upon completion all of the balls
are cycled back into the trough at which time 1 new ball is kicked into the shooter lane
to allow play to continue.
- Note: Lights Out is not available during "The Staircase" Wizard Mode.
- Added "The Staircase" Wizard Mode multiplier increased sound FX.
- Fixed a bug where ball search occurred during a long "Staircase" Wizard Mode award
sequence.
- Increased the Ball Saver time(s) for "The Staircase" Wizard Mode.
- Added "The Staircase" Wizard Mode sound FX.
- Changed award text to "Level Completed" when finishing a level during
"The Staircase" Wizard Mode.
- Added a Mode Start lamp effect to "The Staircase" Wizard Mode.
- Added logic to illuminate "The Staircase" Wizard Mode playfield status lamp.
- Fixed a bug where the Enemy shot lamps were not lit correctly during each stage in
"The Staircase" Wizard Mode.
- Added a Total Display Effect for Completing "The Staircase" Wizard Mode.
- Added the ability to blow off "The Staircase" Wizard Mode's Final Award. This
will fast forward the display effect to the end sequence prior to showing the
Mode Total.
- Added flipper blowoff to the Video Award for completing the 3rd Level of "The Staircase"
Wizard Mode. The blowoff fast forwards to the last 6 seconds of the Video and Syncs
with releasing 2 balls.
- Added an Insider Connected Objective.
- Added a longer Ball Saver when 2 Balls are kicked into play during "The Staircase"
Wizard Mode.
- Updated "The Staircase" Wizard Mode Falling Sound FX assets.
- Added "The Staircase" Part 2 Video and Sound FX assets. These appear when Wick is kicked
down the stairs and fights, along with Cain, to make it back up the stairs.
- Added Midway/Final award sound FX for "The Staircase" Wizard mode.
- Added a Multiplier Slide-in Award display effect to "The Staircase" Wizard Mode.
- Added a Level Completed Award display effect to "The Staircase" Wizard Mode.
- Changed the scoring for collecting enemy/stage shots during "The Staircase" Wizard Mode.
- Added logic for the "Paris" background video to play immediately after "The Staircase"
Wizard Mode Start/Intro display effect finishes playing.
- Added logic to collect balls at the trough while "The Staircase" Wizard Mode display
effects playout before returning balls back into play. This happens when John Wick
is thrown down the stairs mid-way through the Mode and at Mode Completion.
- Added flipper blowoff and sound/video syncing to the "The Staircase" Wizard Mode.
- Added logic for the enemy lamps on the Charon/Center Ramp to represent the shot
multiplier for the shot during the "Staircase" Wizard Mode.
2X Multiplier = 1 Blinking Enemy.
3X Multiplier = 2 Blinking Enemies.
4X Multiplier = 3 Blinking Enemies.
5X Multiplier = 1 Solid + 2 Blinking Enemies.
6X Multiplier = 2 Solid + 1 Blinking Enemy.
7X Multiplier = 3 Solid Enemies.
- Added additional flash lamps to the "Staircase" Wizard Mode Ready background
lamp effect.
- Changed when arrows are solid/blinking during the "Staircase" Wizard mode.
- Added logic to play the Paris Background video during "The Staircase" Wizard Mode.
- Added logic to disqualify Jobs/Battles/Multiballs from starting while "The Staircase"
Wizard Mode is actively running.
- Added a "Staircase" Wizard Mode ball saver adjustment.
- Added a "Staircase" Wizard Mode Total display effect.
- Added a "Staircase" Wizard Mode Ready lightshow.
- Added a "Staircase" Wizard Mode Slide-In Award Display effect.
- Added logic for the crate to be "open" when "Staircase" Wizard Mode is available to be
started at the right VUK.
- System Version 4.14
- Updated to nodeboard firmware/protocol v1.28.0
- Various behind the scenes improvements for correctness and performance.
- Added support for Service Menu Diagnostics Switch Tests to take a Switch Out of Service/Return to Service
LE V1.00 - March 18, 2026
==========================
The Duel (Part I), Special Assignment Coming Soon.
- Added "The Duel" Wizard Mode. It is qualified in the same fashion as "The Staircase"
Wizard Mode, i.e. once "The Staircase" Wizard Mode has been played "The Duel" Wizard Mode
is available if any TWO of the following criteria have been met: Playing 7 Jobs,
5 Adversary Battles, OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball,
Helipad Showdown, Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the
Left Eject and Right VUK are lit to start "The Duel" Wizard Mode. When lit, shoot either
Eject/VUK to start "The Duel" Wizard Mode. "The Duel" Wizard Mode is a 2 Ball Multiball
where score awards are based upon a Hurry-Up Countdown Score. Shoot lit Arrow Shots to
collect the Countdown Score. Starting Countdown Score Awards are based upon shot progression
in the game, i.e. 5M for the first lit arrow shot, 10M for making the next 4 lit arrow shots,
and 15M for making the last 2 shots. The Countdown Score awards are MULTIPLIED by the number
of balls in play. The last 2 shots (Left Eject, Right VUK) are time locked where, upon making
one shot, you must make the other within 10 seconds. If the other shot is not made, the first
time locked ball is kicked back into play. If the other shot is made the game gives the
Countdown score award and holds the ball(s) for a "Duel" video presentation which is followed
by kicking the ball(s) back into play. Do this above sequence 3 times to light the final
4 shots. These final Countdown Hurry-Up awards start at 25M and are MULTIPLIED by the
number of balls in play. The Final shot scores 50M which is also multiplied by the number
of balls in play. Upon completion all of the balls are cycled back into the trough at which
time 1 new ball is kicked into the shooter lane to allow play to continue.
- Note: Lights Out is not available during "The Duel" Wizard Mode.
- Fixed a bug where, on rare occurrences, game graphics and light shows would appear to
slow down.
This was seen to manifest itself during the attract mode presentation.
- Fixed a bug where a BLACK screen appeared in place of a video during a "Staircase"
Wizard Mode award presentation.
- Added a NEW LCD display Service Menu.
- Now RELEASE notes are available via the NEW LCD display Service Menu.
- Added a NEW Drop Target Test.
- Added Drop Target Adjustments for coil firing time/power.
- Added logic to game rules to use the NEW drop target adjustments, i.e. coil firing time/power.
- Now an Extra Ball is awarded upon collecting the first "Be Seeing You" Adversary award,
i.e. once per game.
- Fixed a display conflict between the "Extra Ball" and "Adversary Continue/Collect"
display effects.
- Now the Adversary "Be Seeing You" award is displayed first followed by the Extra Ball
display effect (when available).
- Raised the priority of the Extra Ball speech.
- Added timeout logic to insure the deferred "Extra Ball" display effect is displayed.
- Changed the required number of Jobs started to Light Extra Ball. Default = 3.
- Now the New York "Night" scene plays in the background when "The Duel" Wizard Mode is over.
- Fixed a bug where a ball could be kicked out prematurely from the Left Eject while
displaying the Adversary "Continue/Collect" display effect.
- Added resized Attract mode Tutorial videos.
- Fixed a bug where, upon completing all of the multiballs and playing "The Staircase"
Wizard mode, playing 1 more multiball would light the left/right ejects to qualify
"The Duel" Wizard mode.
- Added another "The Staircase" Wizard Mode "Level Completed" background video
clip to increase variety.
- Added MULTIPLIED text to the Midway and Final "Level Completed" display effects
in "The Staircase" Wizard Mode.
- Added logic to start Skill Shot Ready upon completing "The Duel" Wizard Mode.
- Added logic to start Skill Shot Ready upon completing "The Staircase" Wizard Mode.
- System Version 4.20
- Updated to nodeboard firmware/protocol v1.31.0
- Various behind the scenes improvements for correctness and performance.
- Added support for Graphical Service Menu Diagnostics LED Test to
take a LED Out of Service/Return to Service.
LE V0.99 - November 26, 2025
==========================
The Staircase.
- Added "The Staircase" Wizard Mode. It is qualified by playing 7 Jobs, 5 Adversary Battles,
OR, 6 Multiballs (Deconsecrated Multiball, Excommunicado Multiball, Helipad Showdown,
Taxicab Chase, Motorcycle Pursuit, Bagarre). Once qualified the Left Eject and Right VUK
are lit to start "The Staircase" Multiball. When lit, shoot either Eject/VUK to start
"The Staircase" Wizard Mode. Once started, shoot the lit enemy shots
(Left Ramp, Right Ramp) to light the Arrows (White) at the same shot(s). Completing all
enemy shots lights the Center/Charon ramp for a Level Completion award. Collecting White
Arrow shots prior to shooting the Center ramp raises the Center Ramp shot multiplier.
Shoot the lit Center/Charon ramp shot to score a "Completion" award that is multiplied by
the number of made White Arrow shots. The sequence repeats/continues by lighting 4 enemy
shots (Left/Right Ramps, Left/Right Orbits). Collect these (and light the corresponding
White Arrow shots) to light the Center/Charon ramp for an award. As before, shoot the lit
Center/Charon ramp shot to score a "Completion" award that is multiplied by the number
of made White Arrow shots. The sequence repeats/continues by lighting 6 enemy shots
(Left/Right Ramps, Left/Right Orbits, Dance Floor, Left Eject). Collect these (and light
the corresponding White Arrow shots) to light the Center/Charon ramp for an award. As before,
shoot the lit Center/Charon ramp shot to score a "Completion" award. This now starts a
2 Ball Multiball where you must complete the above sequence without draining both balls.
Repeat the above sequence of shots to finish the mode. Upon completion all of the balls
are cycled back into the trough at which time 1 new ball is kicked into the shooter lane
to allow play to continue.
- Note: Lights Out is not available during "The Staircase" Wizard Mode.
- Added "The Staircase" Wizard Mode multiplier increased sound FX.
- Fixed a bug where ball search occurred during a long "Staircase" Wizard Mode award
sequence.
- Increased the Ball Saver time(s) for "The Staircase" Wizard Mode.
- Added "The Staircase" Wizard Mode sound FX.
- Changed award text to "Level Completed" when finishing a level during
"The Staircase" Wizard Mode.
- Added a Mode Start lamp effect to "The Staircase" Wizard Mode.
- Added logic to illuminate "The Staircase" Wizard Mode playfield status lamp.
- Fixed a bug where the Enemy shot lamps were not lit correctly during each stage in
"The Staircase" Wizard Mode.
- Added a Total Display Effect for Completing "The Staircase" Wizard Mode.
- Added the ability to blow off "The Staircase" Wizard Mode's Final Award. This
will fast forward the display effect to the end sequence prior to showing the
Mode Total.
- Added flipper blowoff to the Video Award for completing the 3rd Level of "The Staircase"
Wizard Mode. The blowoff fast forwards to the last 6 seconds of the Video and Syncs
with releasing 2 balls.
- Added an Insider Connected Objective.
- Added a longer Ball Saver when 2 Balls are kicked into play during "The Staircase"
Wizard Mode.
- Updated "The Staircase" Wizard Mode Falling Sound FX assets.
- Added "The Staircase" Part 2 Video and Sound FX assets. These appear when Wick is kicked
down the stairs and fights, along with Cain, to make it back up the stairs.
- Added Midway/Final award sound FX for "The Staircase" Wizard mode.
- Added a Multiplier Slide-in Award display effect to "The Staircase" Wizard Mode.
- Added a Level Completed Award display effect to "The Staircase" Wizard Mode.
- Changed the scoring for collecting enemy/stage shots during "The Staircase" Wizard Mode.
- Added logic for the "Paris" background video to play immediately after "The Staircase"
Wizard Mode Start/Intro display effect finishes playing.
- Added logic to collect balls at the trough while "The Staircase" Wizard Mode display
effects playout before returning balls back into play. This happens when John Wick
is thrown down the stairs mid-way through the Mode and at Mode Completion.
- Added flipper blowoff and sound/video syncing to the "The Staircase" Wizard Mode.
- Added logic for the enemy lamps on the Charon/Center Ramp to represent the shot
multiplier for the shot during the "Staircase" Wizard Mode.
2X Multiplier = 1 Blinking Enemy.
3X Multiplier = 2 Blinking Enemies.
4X Multiplier = 3 Blinking Enemies.
5X Multiplier = 1 Solid + 2 Blinking Enemies.
6X Multiplier = 2 Solid + 1 Blinking Enemy.
7X Multiplier = 3 Solid Enemies.
- Added additional flash lamps to the "Staircase" Wizard Mode Ready background
lamp effect.
- Changed when arrows are solid/blinking during the "Staircase" Wizard mode.
- Added logic to play the Paris Background video during "The Staircase" Wizard Mode.
- Added logic to disqualify Jobs/Battles/Multiballs from starting while "The Staircase"
Wizard Mode is actively running.
- Added a "Staircase" Wizard Mode ball saver adjustment.
- Added a "Staircase" Wizard Mode Total display effect.
- Added a "Staircase" Wizard Mode Ready lightshow.
- Added a "Staircase" Wizard Mode Slide-In Award Display effect.
- Added logic for the crate to be "open" when "Staircase" Wizard Mode is available to be
started at the right VUK.
- System Version 4.14
- Updated to nodeboard firmware/protocol v1.28.0
- Various behind the scenes improvements for correctness and performance.
- Added support for Service Menu Diagnostics Switch Tests to take a Switch Out of Service/Return to Service
rech pieds pour flipper wpc et system 11
rech dome topper pour un whitewater.