FLIGHT 2000 ====== ==== v3347M 6.3.2020 Changes by Idleman//5ac seymour.shabow@gmail.com Speech rom changes by pure_penalty//Idleman *** IMPORTANT *** This rom modifcation is provided AS IS, with absolutely no warranty or guarantees of any kind. Any liability associated with use of this rom is assumed by the end user. For versions 39 and up, you need to make a decision on a WIRING CHANGE. Dip 14 now controls the knocker and ball walker. If Dip 14 is *ON* the wiring is as normal, the ball walker stays connected to J5-12 and the knocker gets connected to J2-8 (formerly the coin lockout.) To change the walker so that it doesn't interfere with multiball responsiveness, swap J5-12 and J2-8, and set Dip 14 *OFF*. If you have the wiring swapped and the dip in the wrong position YOU ***WILL*** BLOW A FUSE AND POSSIBLY SOME TRANSISTORS ON THE SOLENOID DRIVER BOARD!!! I recommend that you fuse the knocker just in case you forget about the swap and change dips/mpu board. If you do not install a knocker it will do no damage as that circuit is the lockout coil on the coin door, which is designed to be on continuously. Note as well that there is a new speech rom required to use this rom. The 716 images are for use on 2x2716 eproms, and the 532 image is for use with one 2532 eprom in U9 on the speech board. The speech synthesizer board can take either type, but they MUST be either 2x2716, or the 1x2532. You cannot double up the image into 2x2532 or 2x2732's. Do not put anything in U10 if there is a 2532 in U9 - it just won't work. Also, there are new adjustments 19-22, these should be zeroed out specifically and set/left at zero upon installation of the new game eproms. GAMEPLAY CHANGES ======== ======= GENERAL GAMEPLAY ======= ======== On first bootup, the game will check if all balls are in the trough (specifically, the leftmost position). If they are, all is good. If they aren't, the ball walker will step 4 times to clear previous balls from the lock area. The game will disallow starting until the third ball position in the trough is filled. If you press start during the time the balls are traversing the playfield, the game will say "standby, ball" indicating it is waiting. This is ONLY on first game at bootup, a tilt at game over scenario (rarely), or if a ball gets tossed up into the walker while in game over (how?). The center SPECIAL will no longer strobe on/off with sling hits. The 3 bank sweep award will always be available when all 3 drops are up, no more strobing on/off with sling hits. Setting 19 will now control tilt warnings, range 00-03. Set to 0, instant tilt as stock. Set to 1, 2, or 3, each player gets that # of tilt warnings each ball before tilt. Each warning announced by "DANGER" except for the last one before tilting will say "DANGER DANGER". There is a (short) window between tilt bob activations to allow the tilt to "settle down" rather than multiple short hits always blowing through all warnings. BONUS LADDER ===== ====== Bonus ladder goes to 19k instead of 10k. Countdown can become much faster than stock because max bonus of 19k*15x takes a really long time to count down! EXTRA BALL AWARD ===== ==== ===== Dip 23 now controls an on-playfield extra ball award. Set off=special's pay whatever dips 31 and 32 are set to. Set on=center special (only) always pays extra ball. Outlane specials always pay dip 31/32 setting. Tilting no longer removes any extra balls. SKILL SHOT ===== ==== One of the 4 top lanes LAST blinks at ball start. Making blinking lane spots additional letter in BLAST OFF. The blinking letter is also spotted if not already collected. If Blast off completed, blinking lane spots next drop 5-4-3-2-1. If 5-4-3-2-1 sequence already completed, blinking lane awards 25k plus normal score. The skill shot is only available at ball start, not when locking balls and additional balls launched from shooter lane. FREE PLAY/HSTD REPLAYS ==== ==== ==== ======= Set dip 19 to ON for free play WITH credit accumulation. (Any replays, etc. will add, assuming they do not exceed the max credits set, info below.) Game will always start on free play even if 00 showing in credits remaining display. New adjustment 21 is the max # of credits. Set this to zero to always be freeplay with NO credit accumulations, regardless of dip #19 setting. Range: 00-99 New adjustment 20 is the # of credits awarded for surpassing the HSTD. Range: 00-03 There was a bug fixed in the factory HSTD code where it was possible for more than one player to beat the HSTD but not get awarded all credits due. QUICK SHOT ===== ==== Making B or O inlanes lights Spot Blast for a short period - making spot blast when lit awards 25k and next letter in BLAST OFF sequence, as well as advancing bonus multiplier. If all letters in blast off already collected, awards an extra bonus multiplier. Right spinner lamps blink during the first half of the quick shot period. If made during quick shot period advance the spinner one step. The spinner quick shot timer is 1/2 the value of the spot blast timer. Certain other shots on the game will 'lock out' the ability of the quick shot to light for a brief period. This is because the upper standup B targets are the same switch as the left inlane B and there is no way for the game to tell which B was hit (other than similar, close proximity switches like the 3 bank drops and the pop bumpers, as well as the top lanes). MULTIBALL ========= New adjustment 22, multiball start difficulty. Range: 00-03 00=multiball as stock, any drop 5-4-3-2-1 level acheived when qualified stays. (Easy) 01=multiball when qualified resets 5-4-3-2-1 level requires dropping 5-4-3-2-1 to qualify all systems go. (Medium) 02=multiball when qualified resets 5-4-3-2-1 level 1st multiball requires dropping 5-4-3-2-1 to qualify all systems go, 2nd and subsequent multiballs require full countdown 10-9-8-7-6-5-4-3-2-1 (2 full 5 banks) to qualify all systems go. (Hard) 03=multiball when qualified resets 5-4-3-2-1 level Must drop 5 bank twice 10-9-8-7-6-5-4-3-2-1 to qualify all systems go (Extra Hard) During multiball, balls shot into the ball walker will eject and not remain. For a short period while the ball is traversing the maze to the exit, 2x scoring will be active. A 2 will blit into the left part of the ball in play display while this is active. Any score made during this period will be doubled. If you manage to put another ball in the walker during the 2x scoring, 3x scoring will briefly be enabled, then decay to 2x scoring, then to 1x. Achieving multiball no longer lights the spot BLAST standup target - only the quick shot will light this target. Quickshot is not available during multiball, but the 3 bank drop will still advance the right spinner value. SPINNERS ======== Right and Left spinner will show # of spins on ball in play display. After a short period, the spinner counter will return to the ball in play. Left spinner has been adjusted to score ALL spins. Factory behavior was to prevent scoring during certain ball walker behaviors. SCORE LEVELING ===== ======== Players only receive 10k per kickout after locking 2 balls in walker (i.e., if player 1 had 2 balls locked, player 2 only gets the additional score once they too, have locked 2 balls. This is for fairness in tournaments. If you have dip 24 set to carry over locks game to game, 2 balls carried over count as the 2 locks. SPEECH ====== GENERAL ======= Some of the existing speech phrases have been remixed and repurposed for different phases of the game. More speech phrases have been added to the sound rom by pinsiders Pure_penalty and slochar (idleman). ATTRACT MODE ======= ==== Dip 17 was previously speech on/off (speech is always ON) - now repurposed to attract mode speech. During attract mode, if set to on, every five minutes or so the game will entice players to insert 25¢ via the sound/speech boards. The game will also entice players to play again at game over if there are no credits. KNOCKER ======= Disconnect the wiring running to the coin door lockout coil and reroute it to a knocker installed near the transformer. Yellow-white wire goes to the non-banded side of the diode on the knocker coil. All credits won via score levels, specials, and high score to date awards will knock appropriately. You should install an in-line fuse (2 amp slow blow is sufficient) as this circuit is one of the 'continuous' circuits, and while there is no code to specifically lock it on, it could lock on in other normal operations. (See dip 14 setting at the start of this document for important information on how the knocker and walker can be swapped) CHANGES RELATED TO SYSTEM BEHAVIORS ======= ======= == ====== ========= Due to operating system changes related to making more rom space available, at game over non-playing players will have 00 in their player displays rather than being blank. If the HSTD happens to be less than 100k (likely not for long) the game will display leading zeroes for whatever digits 100k-10 instead of blanks. This is done again to carve free bytes into the software to make room for the enhancements. HSTD will only be awarded based on the nearest 100s. (i.e. you must beat the high score by at least 100 points to be awarded the hstd. Due to the rarity of beating the score by so little this was done as a trade-off to again, save space.) Additionally, the first press of the self-test button on the coin door no longer goes directly into a burn-in test - it instead goes directly to the lamp test. Again, this is to save space in the operating system. For adjustments 01-04 (Replay levels and HSTD), to increase the score displayed, press the credit button. To decrease the score displayed, hold the slam switch while pressing the credit button. For adjustments 19-22 (tilt warnings, hstd credits, max credits, multiball difficulty), press the credit button to increase the option. All except max credits are capped at '03'. Holding the slam switch in these settings does nothing. As always, you can hit the clear switch on the coin door or S33 on the mpu board to quickly reset options to 00. This may not work on some replacement MPU boards as the pin is not connected. There were many changes made to the operating system to allow these enhancements to be added to the game without losing any player-facing gameplay. All adjustments and audits are still intact, including all coin ratios. Subversion of the software installed appears in the match display at power up. (At release time, 47) Questions/comments to seymour.shabow@gmail.com