Tag Archives: pinball

AMH Debug 5-3-14

A beautiful sunny day, perfect for programming!

  • Changed ball search routine, so game will only ask to load balls when you press Start, not upon boot (makes troubleshooting / servicing easier)
  • Final graphics to add to game will be “Load X Balls”
  • Added visual Switch Matrix to service menu
  • Added Game Settings to service menu, that get stored to EEPROM (# of balls, free play, etc)
  • Implemented REPLAY feature, and counter for total number of games played
  • Fixed glitch where CREDITS:X and FREEPLAY didn’t appear on attract mode videos after a game had been played.

AMH Debug 5-1-14

Very close now, just tweaking a few things:

  • Wizard Mode is now in game, and achievable (good luck Allentown)
  • Fixed some end-of-multiball issues with music not resuming, mode total not being display.
  • Fixed issue with game “forgetting” about Hellavator MB if you stack Minion MB onto it.
  • Added “Flippy Ghost” video mode (spell WIKI, TECH & PSYCHIC, start mode by shooting ghost)
  • Added “color prompts” to GI. Each mode has a color (minion = blue, ghost bosses = green, MB = magenta) Making shots towards modes briefly flashes their color to guide player. MB and Minion already did now, now Ghost Investigation Shots do too.
  • Changed countdown “seconds” timer to more accurately represent actual seconds 🙂 Bit longer than actual seconds, but feel right.
  • Increased some seconds allowed amounts to reflect new, faster timers.

AMH Debug 4-20-14

All I’ve got for Easter Dinner is Spam. But I made a turkey sandwich.

  • Re-writing Loop Catch routine so it’s modular, faster, and works for any mode. This is when we want to catch a ball in the Ghost Loop and hold it with the targets.
  • Added “Speed Demon” bonus if you hit the loop so fast the magnet can’t catch it. Turns a deficiency into player compliment!
  • Considering turning off Ghost Motion unless you’re in a mode – so you have to “earn it
  • Testing magnet ball hold at 25% duty cycle. I’d rather the magnet stay cool, than catch every ball every time. Only a few modes catch the ball outright anyway.
  • Performing cycle testing on new Loop Ball Catch code – it either needs to catch the ball (preferred) or acknowledge it missed it.
  • Fixed glitch where targets wouldn’t make sounds on Minions #4 and up.

AMH Debug 4-19-14

Three day weekend? What’s that?

Weekends? Huh?

  • Improved ball launch timing when locking shots to start Demon Battle (the Wizard Mode)
  • Fixed Shot Randomizer so it won’t pick same shot twice (that wouldn’t make sense)
  • Tweaked move time to about 5 seconds per shot. You have to hit 6 moving shots to beat the demon. So it’s like the AFM Super Jackpot, times 6. Nobody ever said this game was going to be easy!
  • Need to implement correct FAIL condition for Wizard mode. If you fail out, it’s re-lit on next ball.
  • Improved strobe shot lighting for Demon Shots.
  • Improving cabinet color transition for Demon Mode
  • Making wizard mode really, REALLY difficult (if you can even get to it in the first place!)
  • Fixed demon mode so it fails properly. Guess I didn’t really fix it since I’m only just now testing it…

AMH Debug 4-18-14

Have a few hours today to work on code. Starting to debug Wizard Mode, so it can ship with the game.

  • Improved timing for Demon Ball release. He sends all 4 balls at you simultaneously (or as close as I can get it)
  • Need to implement the “actual magnet ball trap check” for shot #2 of Demon Mode, like the start of Haunted Bar has.
  • Need to find reason display sometimes locks up while showing the score