Stingray pinball by Stern 1977 14-Apr-2022 Version: 31 U2 file CRC32# 13568CE3 (2532/2732), CRC32# DD573A96 (2716) U6 file CRC32# DFAEADDA (2532/2732) Weebly file CRC32# 256070E5 (27512) ROM code update: Program the ROM files into 2532/2732 EPROMs and modify the MPU board to accomodate two 2532/2732 chips with address line A14 if not already done. The smaller 2716 version of U2 can be programmed in a 2716 EPROM instead of using a 2732. For those with Weebly MPU boards, use the 27512 file programmed into a 27512 (E)EPROM variant and plug it into the U1 Expanded ROM socket. Remove the U2 Enable jumper. Key features of this update are: 01. New game rules with respect to the two standup targets near the pop bumpers, stingray lane rollover buttons and standup special target. Hardware wiring mods are required. 02. Freeplay support. 03. Millions scoring using real 7-Digit displays or virtually with existing 6-Digit displays. 04. Ability to disable Extra Balls, or set Extra Ball to score Novelty points. 05. Option to advance Saucer potential on entry rather than from 10 point scores. 06. Reset Saucer potential value to 5,000 points at the start of a ball. 05. Option for Drop Target Special to score Novelty points. 07. Option for Outlane/Standup Target Special to award once per Drop Target bank reset. 08. Show the Highest Game to Date at the start of the last ball. 09. Record Highest Game Credits to Date in Freeplay Credit Reset mode. 10. Show *every* closed switch in switch test mode. 11. Improved test mode/audit navigation. 12. Include basic playfield attract mode lamp animation. Update is as follows: 01. New game rules. These require untying many factory shared lamps/switches to give them individual control. See the attached playfield diagram for how to wire these up. The two standup targets near the pop bumpers now individually light their corresponding lamp. Each time both lamps are lit/made, a stingray lane rollover button lamp is illuminated. Making all five stingray lane rollover button lamps, lights the standup target for special. Lit stingray lane rollover buttons score 200 points each. Advance Bonus can be enabled/disabled in new ways via software settings. 02. Freeplay: enabled when maximum credits DIP switch settings are set to absolute maximum which is now '99' credits: See DIP switch settings below. 03. Add Millions scoring support - the type is controlled by DIP switch 19 on the MPU board: 6-Digit displays will show the score virtually by dancing the score digits right and left (only when millions scores are achieved). 7-Digit displays are supported with the addition of a wire from the MPU board that's daisy chained to each 7-Digit player display. 04. Audit #12 is new and records the Highest Game Credits to Date. Shown when High Game to Date is displayed. Only available in Freeplay Credit Reset mode. 05. Audits #13 - #16 are new Software Setting functions for controlling new game features. 06. Lower centre rollover button can now optionally disable the advance bonus feature: enabled via Software Setting 15:3 07. Drop target bank completion can now optionally control the lower centre rollover button advance bonus feature: enabled via Software Setting 15:2 08. Outlanes now score 1,000 points. 09. Standup Special target now scores 1,000 points when Special is not lit. 10. Bonus is advanced when ball is shot all the way through the right stingray lane (only in the up direction, not down). 11. Software Setting 16 configures the number of Credits to reset to on power up when previous credits were zero (Freeplay only). 12. Bonus Multiplier can be optionally applied to the amount of bonus per step. So instead of counting down bonus in lots of 1,000 steps repeated by the number of bonus multiplier, the bonus multiplier is applied to the countdown step and bonus is counted down once. Eg. 2X 70,000 bonus will count down once in 7 lots of 20,000 point steps to achieve 140,000 points. Software Setting 13:4 controls this feature - see below. 13. Quick navigation in self test / audit mode: During the self tests, press and hold the start button and tap the self test button will now jump directly to switch test mode. During switch test mode, press and hold the start button and tap the self test button will now jump directly to audit #13 where the software settings are. During Audits #01 to #12, press and hold the start button and tap the self test button will clear the value (same as pressing S33 on the MPU board). During Software Settings #13 to #16, press and hold the start button and tap the self test button will load settings to configure game to factory default mode. 14. Drop Target switches now score once only when fallen and are remembered as having dropped. Previously, fallen drop targets could potentially score again and/or the bank fails to reset due to playfield vibrations from poorly adjusted drop target switches. 15. When two Drop Targets are knocked down simultaneously, score is now awarded for both Drop Targets - factory only scored for one Drop Target. 16. Option to require knocking down Drop Targets twice to light drop target specials: enabled via Software Setting 15:1 17. Service active switches in reverse order - now the outhole is serviced last so pending playfield switches are dealt with first. 18. Centre rollover button advance bonus lamp extinguishes when maximum bonus is reached; the advance bonus chime then stops erroneously activating. 19. The two Standup Target 1,000 lamps are factory wired in series across the spinner 1,000/10X lamps. This series wiring results in these two lamps illuminating dimly. Now we mirror the lamp driver boards spinner lamp output to J1 pin 11 allowing users to fully drive the spinner/10X and standup target lamps in parallel. 20. DIP switch 28 and 29 now provide master feature options for Extra Ball. Any Specials configured for Extra Ball are awarded based on DIP switch 28 and 29. 21. Added extra Drop Target Special options awarding Novelty points based on DIP switches 23 and 24. 22. Outlane Specials set to 'open ended' or 'once per Drop Target bank reset' via DIP switch 30. 23. In switch test mode, cycle through showing *every* closed switch, not just the first closed switch found. 24. Add a basic playfield attract mode lamp animation so playfield does something during game over. 25. Made the reaction time between quickly pressing the self test button a little more responsive. 26. Sped up the score threshold award setting counter in audit mode. Single stepping is also now fool proof. 27. Player can now lose their extra ball if they tilt the current ball in play: enabled via Software Setting 13:1 28. When serving an Extra Ball, don't extinguish the Same Player Shoots Again lamp until a score occurs. 29. When a player hasn't scored and the ball is drained, illuminate the Same Player Shoots Again lamp. 30. If Specials is set to award an Extra Ball and Extra Ball has already been achieved, award 25,000 points instead. 31. If Specials/Score threshold awards are set to award an Extra Ball and it's achieved, now switch off the Extra Ball lane lamp if it was lit without Novelties. 32. Show High Game to Date at the start of the last ball. 33. Show the code version number at the Ball in Play/Match display on power-up. 34. After power-up restore previous game scores when the machine was last powered down. 35. TODO: Play an award sound effect when extra ball is achieved: enabled via Software Setting 13:2 36. Play an alarm tune when a Slam switch is activated. 37. Play a tilt tune when the ball in play is tilted. 38. Only activate player displays when they're in the game - no more "00" shown in player displays not playing. 39. Play a descending chime tune when tilting the ball in play. 40. Only activate player displays when they're in the game - no more "00" shown in player displays not playing. 41. If Match feature is disabled, reset Ball in Play to '0' at game over instead of leaving the last ball number shown. Freeplay: Freeplay is enabled when MPU board DIP switches 17 and 18 are on. Maximum Credits in freeplay is '99'; knocker still activates after maximum 99 credits are achieved. When Software Setting 13:3 is set to '0', credits are reset to none at the start of new game (Credit Reset mode). When Software Setting 13:3 is set to '1', credits are normally subtracted by 1 at the start of new games / addition of new players (Credit Count mode). When credits are none, the credit display is blanked out ('00' is never displayed). Players can still be added while credits are none. When credits are '01' or higher, the credits value will be displayed. If previous credits were none on power up, credits will be set to value configured in Software Setting #16. To add incentive for players to chase highest credits awarded per game, in Reset Credit mode, Highest Credits to Date is recorded and shown in the Credit display whenever the High Game to Date is shown. New book-keeping / audits / software settings: ============================================== Audit #12 --------- .....XX Highest Game Credits to Date. Cleared in the same way other audits are cleared Shown when Highest Score to Date is displayed. Only available in Freeplay Reset Credits mode SoftSetting Audit #13 --------------------- ...1 Tilt Through protection 0 Disabled (Disqualify players ball if tilted without scoring) 1 Enabled (Factory mode repeats players ball if tilted without scoring) ..2. TODO: Extra Ball Sound effect 0 Don't play extra ball sound effect [factory default mode] 1 Play an extra ball sound effect .3.. Freeplay mode (set credits to the value in SoftSetting Audit #16 on power-up, if credits were none) 0 Credit Reset mode, Reset credits to zero at start of new game (credit display blanks out) 1 Credit Count mode, Subtract 1 credit at start of new game / addition of new players 4... Single countdown bonus by pre-multiplying the 10k step against the bonus multiplier 0 No (slower) [factory default mode] 1 Yes (fast) SoftSetting Audit #14 --------------------- ...1 Standup Target Special Occurance 0 When making Left and Right Standup Targets 5 times 1 When making Left and Right Standup Targets 6 times ..2. Standup Target Special Relight 0 Leave the Stingray Lane Rollover Button Lamps all Illuminated 1 Extinguish the Last (top) Stingray Lane Rollover Button Lamp .3.. Standup Target Special Advance Bonus 0 Disabled 1 Enabled (Factory Mode) 4... Configuration bit Not Used SoftSetting Audit #15 --------------------- ...1 Drop Targets Specials Occurance 0 Lights after Knocking Down All Targets Once (Factory Mode) 1 Lights after Knocking Down All Targets Twice ..2. Lower Centre Rollover Button for Advancing Bonus Lights: 0 On Drop Target Bank Completion 1 Always/Alternates on 10 Point Hits Based on DSW16 (Factory Mode) .3.. Lower Centre Rollover Button Advance Bonus Feature 0 Disabled 1 Enabled (Factory Mode) 4... Configuration bit Not Used SoftSetting Audit #16 --------------------- .....XX Decimal value from 0 to 15 for the number of default credits on powerup in Freeplay mode if previous credits were zero The functions of some DIP switches were changed to allow the new features to be optioned as listed below: DSW18,DSW17 Maximum Credits Off Off 05 Off On 10 On Off 20 On On 99 (enables Freeplay - see modes via Software Setting 13:3) DSW19 Display hardware installed Off 6 Digit player displays On 7 Digit player displays (requires a wire modification to the game, see below) DSW22 Standup Target Special Award Off Based on the Drop Target Special setting of DSW24 and DSW23 On Based on the Outlane Special setting of DSW32 and DSW31 DSW24,DSW23 Drop Target Special Award Off Off Novelty 50,000 points Off On Novelty 100,000 points On Off Extra Ball (feature based on DSW29 and DSW28 setting) On On Credit DSW27,DSW26 Saucer Award Off Off 10 points scores step through Saucer awards (Factory mode) Off On 10 points scores step through Saucer awards, resets to 5,000 at the start of a ball On Off Saucer entry steps through Saucer awards with 5,000 between each award (long route) On On Saucer entry steps through Saucer awards (short route) On --> DSW27 On setting resets Saucer award to 5,000 at the start of a ball DSW29,DSW28 Extra Ball feature Off Off Extra Balls are disabled. Saucer "Light Extra Ball Lane" is also skipped Off On Novelty 50,000 points On Off Extra Ball On On Extra Ball, if Shoot Again is already lit then award Novelty 25,000 points DSW30 Standup Target Special frequency Off Open Ended (Factory mode) On Once per making Left and Right Standup Targets 5 or 6 times based on SoftSetting 14:1 DSW32,DSW31 Outlanes/Standup Target Special Award Off Off Novelty 50,000 points Off On Novelty 100,000 points On Off Extra Ball (feature based on DSW29 and DSW28 setting) On On Credit 7 Digit display modification ---------------------------- If installing real 7 digit displays, connect a wire from MPU connector J1 pin 7 to all displays daisy chained at: Stern 7 digit displays, millions digit signal goes to pin 11 on the display connector Bally 7 digit displays, millions digit signal goes to pin 12 on the display connector