[FSPA] MAJOR Ghostbusters code change at Silverball Sanctum (Lost Rhino)

David Barber clydesguy82 at gmail.com
Sat Sep 28 14:45:42 EDT 2019


It did eliminate the skill shot video mode! So excited!

David

On Sat, Sep 28, 2019, 12:43 PM Paul Liam McGlone via FSPA <fspa at fspazone.org>
wrote:

> I Did Not see it mentioned here but supposedly this also eliminated video
> mode from the skill shot.?  By popular demand.
>
> Sent from my iPhone
>
> On Sep 28, 2019, at 2:37 PM, Roland Joyal via FSPA <fspa at fspazone.org>
> wrote:
>
> You're welcome Greg. There is even a bit more detail with the Read Me file
> on Stern's website, including bug fixes and enhancements ...my recap is
> just an edited version of theirs.  -Roland
>
>
> -----OriginYiu are al Message-----
> From: Gregg Giblin via FSPA <fspa at fspazone.org>
> To: fspa- all <fspa at fspazone.org>
> Cc: Gregg Giblin <rgregggiblin at gmail.com>
> Sent: Sat, Sep 28, 2019 11:30 am
> Subject: Re: [FSPA] MAJOR Ghostbusters code change at Silverball Sanctum
> (Lost Rhino)
>
> Thanks for the recap Roland, I will be installing today.
>
> Gregg
>
> On Sep 27, 2019, at 10:51 PM, Roland Joyal via FSPA <fspa at fspazone.org>
> wrote:
>
> Just when you thought you knew everything about Ghostbusters ... see below for MAJOR (and I mean MAJOR) changes in S/W for GHOSTBUSTERS at Silverball Sanctum (Lost Rhino).
>
> Even the instruction card has been changed.  Game code was just released yesterday and installed tonight.  Since it is so significant, I thought I would post it for those league players that wish
>
> to learn the changed rules, and I have BOLDED and/or highlighted in RED some of the most notable, including TWO new WIZARD modes, one is "ARE YOU A GOD?",
>
> and the 2nd one is all new and displaces the current one, and called "We Are Ready to Believe You".  here is added polish and improved SCORE BALANCING ...important for league play.
>
> I like the added backbox lighting effects.  Hats off to STERN for their continued significant support for this particular game, even after it is no longer available.
>
>
> -Roland
>
> www.SilverballSanctum.com
>
>
>
>  - Collecting Ghost and starting Looping Supers, PKE Frenzy, and Mass Hysteria
>    have changed:
>
> - Looping Supers will no longer stack with anything. All ghost
>           collection will stop until you play Looping Supers. Once completed
>           ghost collection will resume.
>             - Looping Supers will wait to run until you have nothing else
>               running. While paused the Looping Supers Light will pulse to
>               indicate its waiting to run.
>             - Added a Looping Supers ready state. When nothing else is
>               running the game will go into a state where the only thing
>               you can start is Looping Supers. Shoot the left ramp to start it.
>         - PKE Frenzy will now only stack with Mass Hysteria. Ghost collection
>           will stop until you start PKE Frenzy. While paused the PKE Light will
>           pulse to indicate its waiting to run.
>             - Added a PKE ready state. When nothing else is running the game
>               will go into a state where the only thing you can start is PKE
>               Frenzy. Shoot the left ramp to start it.
>         - Mass Hysteria will no longer stack with anything except PKE Frenzy.
>           Ghost collection will stop until you finish the multiball. While
>           paused the Mass Hysteria Light will pulse to indicate its waiting to
>           run.
>             - Added a Mass Hysteria ready state. When nothing is running, or
>               only PKE is running, the game will go into a state where the only
>               thing you can start is Mass Hysteria. Shoot the left ramp to
>               start it.
>         - If the skill shot is still active when the Ghosts Collected
>           thresholds of 60, 80, or 100 are crossed, the skill shot is ended.
>           This handles the edge case where one of the Ghost threshold modes is
>           ready to run (Loopin's Supers, PKE Frenzy, or Mass Hysteria) and a
>           skill shot will start a mode. In this case, the mode should not be
>           allowed to start.
>  - Added an adjustment called ENABLING MODE CHAINING. It allows modes to no
>    longer start the next mode in order for that ladder. The adjustment defaults
>    to NO. Modes will not chain by default.
>         - When modes are not chained you have more time to do other game
>           features and it allows you to change ladders for your next mode.
>  - Added an adjustment called GHOST TARGET SPOTS MODE SHOT. During all ladder
>    modes, after a normal advancement within that mode, the G H O S T target will
>    spot advancement within the mode. The G H O S T target will never spot the
>    final shot of a mode. The adjustment defaults to YES, mode shots will be
>    spotted. This was added to make it easier to progress through the game.
>  - Added Ghost Collected threshold awards for 10, 30, and 50 Ghost to more
>    better communicate why STORAGE FACILITY multiball is being lit.
>  - Added Super Jackpot growing on each spinner spin. Each ball the super can
>    grow to a maximum value. As long as the Super Jackpot value is less than
>    the maximum, each spinner spin will increase the value. The Super Jackpot
>    value will reset to its minimum value each ball.
>  - The GEAR feature now advances the playfield multiplier rule. When you
>    collect the GEAR feature on the left 3-bank if the 2X is not lit or blinking
>    it will light the 2X. If the 2X is lit or blinking and 3X is not it will
>    then light 3X.
>  - Added an adjustment called 2ND SCENE COMPELTE EXTRA BALL. This allows a 2nd
>    Extra Ball to be awarded for completing scenes. It defaults to PLUS 3,
>    meaning when the player completes 3 more scenes past the first Extra Ball
>    awarded they will be awarded with a new lit Extra Ball.
>  - Added an adjustment called BALL SAVE LIMIT AT START. This adjustment allows
>    the game to give more than one ball back per ball start during the
>    ball-start ball-save. The default is 2. You now will get two balls back at
>    the start of each ball if needed. The range is 1 to 5.
>  - Added a small flasher lamp effect each time the Gozer target is hit and the
>    Terror Dog hurry-up value is increased.
>  - Added varied speech calls to the start of "OKAY WHO BROUGHT THE DOG?"
>  - Added Topper effects all throughout the game. The topper will light up much
>    more often.
>
>  - Revamped some of Mass Hysteria Multiball.
>         - The scoring changed. The only way to increase the value of the awards
>           is to hit the center captive ball and change the flippers. Then you
>           need to shoot at least one shot, collect the new value, to enable it
>           to be increased again.
>         - Added sound and light show when the flippers are changing
>         - Also the shot colors now change based on if the flippers are normal
>           or if they are reversed.
>         - Terror Dog target spots Right Ramp
>         - Added 3 second ball save at end of multiball
>         - Added award light show
>
>
>  - Revamped the mode STAY PUFT MARSHMALLOW MAN. There are now 4 stages:
>         - STAGE 1 - CHOOSE OR PERRISH
>             Here you are presented with 4 shots. Each shot has a multiplier
>             associated with it. When you shoot one of the four you will lock in
>             that multiplier for STAGE 2. Every few seconds one of the 4
>             multipliers goes down by one. This continues until you shoot one of
>             the four.
>         - STAGE 2 - WHAT HAVE YOU DONE RAY
>             Here you have 30 seconds to shoot as many shots as you can to
>             collect awards at the multiplier "chosen" in STAGE 1.
>         - STAGE 3 - ONE TWO THREE ROAST 'EM
>             Here you need to shoot 4 shots to roast the Marshmallow man.
>             - The Terror dog target will spot the right ramp.
>         - STAGE 4 - CROSS THE STREAMS HURRY UP
>             Shoot the STAY PUFT MARSHALLOW MAN one more time to collect the
>             hurry-up and complete the mode.
>
>  - Revamped WE CAME WE SAW
>         - Sped up how fast you work your way through the movie. Each new award
>           will work your way through the movie about 4X faster now.
>         - A bonus is awarded for completing the movie.
>         - Increased the maximum scores per award.
>
>
>  - Added a new WE ARE READY TO BELEIVE YOU.
>
>         - This wizard mode completely displaced the old one.
>         - It starts as a four ball multiball, but it will continue if you get
>           down to one ball.
>         - You have 60 seconds to catch as many ghosts as you can. As you cross
>           thresholds of ghost caught you will receive new titles: JUNIOR (You
>           start here), TEX, APPRENTINCE, GHOSTBUSTER, DEMIGOD, LESSER DEITY
>           and finally "MAYBE A GOD?"
>         - Each time you cross a threshold a new ball will be added in to play.
>         - If you reach the end, run out of time, or drain down to zero balls in
>           play, the mode will end and it will recap how well you did.
>         - If you reach the end you will start ARE YOU A GOD?
>         - If you don't reach the end you will continue to receive "WE ARE READY
>           TO BELEIVE YOU" at the end of each new ladder you complete instead of
>           "WE CAME WE SAW...".
>         - Each time you hit the middle captive ball, the stack of books will
>           start timing out. If you hit the captive ball while it is timing out
>           you will add time to the clock and the Scolari Brother targets will
>           rise.
>
>  - Added ARE YOU A GOD?
>
>         - This wizard mode is a one ball mode with 2 main stages.
>         - STAGE 1 - Shoot two combos before they time out.
>         - STAGE 2 - Shoot all 7 Major Ghost in the game one at a time.
>         - Each stage has a timer. If a stage times out you will have to start
>           that stage from the beginning.
>         - Hitting the captive ball will add time.
>         - If you reach the end, the game will go into Victory Laps Multiball
>           and will kick out balls until you have six balls in play.
>           - Completing this will award a bonus ONE BILLION points.
>         - Added a Champion for ARE YOU A GOD.
>
>
>  - Added new River of Slime rules
>         - Increased the scores
>         - When you collect River of Slime in the right scoop, the rule may
>           spread pink slime to other shots to be collected again.
>
>
>  - Added a Librarian mini-mode to the list of little features that can start
>    with the Symmetrical Book Stacking feature. It will only insert itself in
>    the list if you have played one or more of the Librarian ladder modes.
>         - When inserted it will go here:
>            - Scolari Brothers, Terror Dog hurry-up, Librarian, Terror Dog
>              hurry-up, and last Gozer Hurry-Up. Then it repeats.
>         - When it is lit you need to shoot the Librarian scoop. You will only
>           have a few seconds to do so and then it will begin.
>         - Once started the ball will kick out and you will have the choice.
>           - 1 - Shoot the middle captive ball to increase the value of the
>                 Librarian award.
>           - 2 - Shoot the ball back into the Librarian scoop to collect the
>                 award and end the mini-mode.
>
> - Revamped the whole 3-ball captive ball area:
>          - LIGHT SUPER JACKPOT
>           - LIGHT SUPER JACKPOT is lit solid when SUPER JACKPOT can be lit and
>             a multiball is not running.
>           - Load 2 captive balls to start LIGHT SUPER JACKPOT timer.
>           - Load 3rd captive ball to light SUPER JACKPOT.
>           - This is the main rule of the 3-ball captive ball area.
>         - LIGHT PLAYFIELD MULTIPLIERS
>           - When PLAYFIELD VALUES 2X and 3X are not both either solid or
>             blinking, LIGHT PLAYFIELD MULTIPLIERS can be lit from the left ramp
>             on a timer. Hitting the captive ball or the left target bank will
>             light either PLAYFIELD VALUES 2X or 3X.
>         - LIGHT ADD-A-BALL
>           - LIGHT ADD-A-BALL is lit solid when ADD-A-BALL is not lit
>             and ADD-A-BALL is available (a multiball is running and a ball can
>             be added)
>           - Load 2 captive balls to start LIGHT ADD-A-BALL timer.
>           - Load 3rd captive ball to light ADD-A-BALL.
>           - Collect ADD-A-BALL to relight LIGHT ADD-A-BALL
>         - LIGHT STORAGE FACILITY
>           - LIGHT STORAGE FACILITY is lit if STORAGE FACILITY can be lit.
>           - Load 1 captive ball to start LIGHT STORAGE FACILTY timer
>           - Hit blinking LIGHT STORAGE FACILITY to light STORAGE FACILITY
>         - These rules displace all the old rules that were on this area.
>
>  - Add an adjustment called MAX SUPERJACKPOTS STACKED. It specifies the number
>     of SUPER JACKPOTs that can be stacked at a time. It will default to 3.
>     There are no longer 2X or 3X Super Jackpots. They just stack instead.
>
>
>
> Tweaks:
>  - Increased the initial Super Jackpots value.
>  - Changed the rate Ghost are collected during the first 70 ghost. Collecting
>    Ghost near the beginning of the game are collected faster now.
>  - Left over Slime is now cleaned up at the end of each ball.
>  - Removed Scolari Brothers from PICT-O-POPS.
>         - When and how often Scolari Brothers pop up was too messy.
>  - Changed the color of Librarian Ladder Modes shoot me arrows. They are now
>    yellow. The old color was too confusing with the pink of the River of Slime
>    feature.
>  - The Spooked Librarian Mode no longer lights the spinner to grow the Super
>    Jackpot.
>  - The GEAR feature value has been increased by about 10 times what it was. The
>    value now resets at the start of the ball.
>  - Player scores are shown at ball start more often. The first thing you see
>    will be the skill shot instructions then it will change to the skill shot
>    options. Then it will change to the normal players scores display. It will
>    stay on scores for a few seconds before it shows the skill shot instructions
>    one last time and go back to the scores display. If you press a flipper it
>    will show the current skill shot options for a few seconds and then revert
>    to the scores.
>  - ESP Video mode scores were increased but no longer double each iteration.
>  - Dont Cross the Streams video mode scores were increased. The maximum is now
>    80M.
>  - Terror Dogs score values were increased by 3 times.
>  - Added adjustment BALL END MODE BEHAVIOR (replaces ALLOW MODE CONTINUE Y/N).
>    Values are:
>       - COMPLETE - Running mode will complete and modes will be lit next ball
>       - CONTINUE - Running mode will continue to the next ball
>       - LAST SCENE CONTINUES (default) - Most running modes will complete, but
>         the last mode in each ladder will continue to the next ball.
>  - Changed the adjustment "ALLOW MODE CONTINUE". When set to "NO", when the ball
>    drains when a mode is running, the mode will be completed and modes are lit
>    to start at the beginning of the next ball.
>  - Reduced PKE scoring quite a bit.
>  - The adjustment for "START GAME ON CREDIT" is now part of the System
>  - Now you only ever need one shot on the G H O S T target to bring out SLIMER.
>    Also removed adjustment "GHOST SPELLOUT DIFFICULTY".
>  - Added "GHOSTBUSTERS" chanting to the awards of SPOOK CENTRAL
>  - Sound:  LOOPIN SUPERS - start fanfare enhanced
>  - Speech: STAY PUFT MARSHMELLOW MAN - Ray: "One", "Two", "Three", "Roast em!"
>  - Music:  STAY PUFT MARSHMELLOW MAN - increased volume of music in the
>    "Church" phase
>  - Librarian instructions - The ball will be held 2 seconds longer when
>    instructions are shown at the start of the mode.
>  - The a top lanes will not kill the lower skill shots. The lower playfield
>    skill shot will keep running until an arrow shot is made.
>  - Reordered adjustments to be more consistent.
>  - WE CAME WE SAW - shooting a lit shot will relight all shots except the last
>    shot made.
>  - Increased the default ball save time for most of the multiballs
>  - Starting a playfield multiplier will cancel the skill shot.
>  - Premium/LE - added light show on right orbit when Slimer is lit
>      in the Ecto Goggles.
>  - Sped up how fast the left captive balls take to settle and be counted.
>  - Added support for 6th coin switch
>  - Removed awards "INCREASE SPINNER LEVEL" and "INCREASE SPINNER VALUE" from
>    SKILL SHOT, PICTO-POPS, and TOBIN'S SPIRIT GUIDE.
>  - Added left orbit SKILL SHOT award "+5M SUPER JACKPOT"
>  - Change right scoop advances playfield multiplier like K does during skill
>    shot
>  - Added backbox GI to various GI light strings
>  - Book Stacking, Scoleri Brothers, Terror Dog, Gozer, cannot be started if a
>    Ready mode is running.
>  - PKE should not be a skill shot choice if a Ready is underway
>  - BACK OFF MAN - time increased from 30 seconds to 40 seconds
>  - Extra Ball Light Show - mask off shot arrows, top lanes, and critical lights
>    if a multiball is running.
>  - PREMIUM - Ecto goggles opto sets valid playfield
>  - Reduced all sound volumes
>  - Added Flipper cancel of choreographies: Extra Ball, Special, Storage
>    Facility Lock, Storage Facility Start.
>  - Valid Playfield is SET on roll over switches and on the captive 3-ball lock
>    switches.
>  - Removed TOBIN'S SPIRIT GUIDE award "START PKE FRENZY"
>
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