CODE UPDATE: KISS v1.40.0


MERRY KISSMAS! Stern Pinball has posted KISS code v1.40.0 for the Pro, Premium, and Limited Edition models.

This code contains a redesigned wizard mode, adds city combos, enhancements to song modes, and new playfield and shot multiplier rules!

This code also adds additional polish, score balancing, adjustments, system updates and contains bug fixes.

Pro Code v1.40.0: https://sternpinball.com/support/game-code/

Premium Code v1.40.0: https://sternpinball.com/support/game-code/

Limited Edition v1.40.0:

https://sternpinball.com/support/game-code/

V1.40.0 – November 29, 2018 ====================================

  • City Combos now contribute to the end of ball Bonus.

  • Changed the criteria for when “2,000,000 + Backstage Pass Lit” is available as a Backstage Pass award.

  • Fixed a bug in Love Gun Multiball where the Starchild Motor returned back to the home position while carrying a ball. This occurred upon collecting a Triple Jackpot (which collects the ball and starts carrying it over to the Starchild area) and simultaneously draining the remaining balls. Now the Starchild Motor will continue traveling all the way to the Starchild area before returning back to the home position.

  • Fixed a bug in Heaven’s on Fire where the STAR target progress was reset upon lighting/collecting a Super Jackpot. Now the STAR target progress is saved upon lighting/collecting a Super Jackpot making it easier to complete the targets for an add-a-ball award.

  • Reorganized some of the default High Score Champion initials.

  • Bonus X is now displayed in the instant info page (when applicable).

  • Added a Heaven’s on Fire Wizard Mode High Score Champion.

  • Added adjustments to support Heaven’s on Fire Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give).

  • Added Heaven’s on Fire Wizard Mode Champion to the attract mode.

  • Added Heaven’s on Fire Wizard Mode Champion to instant info.

  • Added a Kiss Army Wizard Mode High Score Champion.

  • Added adjustments to support Kiss Army Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give).

  • Added Kiss Army Wizard Mode Champion to the attract mode.

  • Added Kiss Army Wizard Mode Champion to instant info.

  • Added a Rock City Wizard Mode High Score Champion.

  • Added adjustments to support Rock City Wizard Mode High Score Champion (default score threshold, type of award to give, # of awards to give).

  • Added Rock City Wizard Mode Champion to the attract mode.

  • Added Rock City Wizard Mode Champion to instant info.

  • Added/Changed the award for starting KISS/ARMY combos via a return lane -> target shot . Now, in addition to starting a KISS/ARMY combo via a return lane -> target shot, you also are awarded an end of ball Bonus X multiplier. Previously the additional award was a BackStage Pass.

  • Fixed a bug where, if the Starchild drop target was disabled, the Starchild targets would stop scoring Starchild lane awards.

  • Fixed a bug where the background lamp effects for Super Targets and Super Spinner were still active during the end of ball Bonus sequence.

  • Added logic to the game to make score awards above 1M more readable, i.e. 1.2M instead 1200K, etc.. This is seen in switch/target/spinner awards that have been multiplied multiple times causing their score values to be greater than 1M.

  • Added lamp logic to the Spinner stage of Rock City to show when the spinner value is increased by a combo/shot multiplier.

  • Added lamp logic to Super Spinners to show when the spinner value is increased by a shot multiplier.

  • Fixed a bug where Super Scoring count down speech was not being heard/played.

  • Added logic to Super Spinners allowing the award to be multiplied by a combo and a shot multiplier (in addition to Playfield Multipliers). The right mini mars lamp will strobe when Super Spinner is available and blink rapidly when a combo is available/timing out.

  • Changed the scoring values for Super Targets and Super Scoring to be equable with the other “Super” mode awards.

  • Changed the Super Scoring background display effect text to be more readable.

  • Fixed unreadable text that was displayed during the Super Scoring “Time Extended” display effect.

  • Reorganized the game logic that handles floating boxed scores to be consistent within all the modes/multiballs that use this feature.

  • Removed Double Scoring as a BackStage Pass award.

  • Removed unused audits.

  • Added “Shot Multipliers Lit” as a Backstage Pass Award.

  • Fixed a bug where “2,000,000 + Backstage Pass Lit” was available as a Backstage Pass award during tournament/competition games. It is still available as an award during multiball but no longer part of the tournament/competition sequence of awards.

  • Added some changes to the audit text making it more readable.

  • Added “2,000,000 + Backstage Pass Lit” as a Backstage Pass award. This Backstage Pass award is given when:

1) A multiball is active, and

2) The multiball ball saver is active, and

3) Backstage Pass is lit and hasn’t already given this award This award solves the problem where Backstage Pass would normally award an add-a-ball during the early stages of a multiball, i.e. it is less desirable to have an add-a-ball award when the ball saver is already keeping balls in play and more desirable to have this award when the ball saver has timed out.

  • Fixed a Super Spinner scoring bug that maxed out the award score too soon.

  • Fixed a text message on the Super Pop Bumpers background display effect where text appeared partially off screen when awards were multiplied by 5X.

  • Added additional arted score boxes, i.e. 205K-1MIL, 1M+. These are required due to playfield multipliers raising the max arted score box. These appear during Love Gun Multiball, Super Pops, Super Spinner, Super Targets and the Pop Bumper & Starchild target stages of Rock City.

  • Added new sound f/x and crowd sound f/x to the Kiss Army Wizard Mode Jackpot, Double Jackpot & Super Jackpot awards.

  • Added a new Shot Multiplier Lit sound f/x.

  • Added a Virtual Locks adjustment to virtually lock balls in the Demon. Default = NO. Now tournament directors can add this adjustment change to make their tournament games more deterministic.

  • Modified logic that determines how quickly new balls are kicked into play once a ball is locked in the Demon head. Previously when the game couldn’t kick a new ball into play it would kick a ball from the Demon too early.

  • Added logic to turn off the right ramp diverter upon entering the Diagnostic Menu System. Previously the diverter would turn off once it timed out. Additionally, upon exiting the Menu System, the right ramp diverter is put back into the correct game state instead of waiting for the first flipper/switch state change.

  • Added crowd cheering sound f/x to the Rock City Instrument Stage & Kiss Army Stage awards.

  • Added shaker f/x to all the Rock City Stage awards.

  • Added artwork/logic to the Rock City background/award screens to show progress during the Instrument Stage, Kiss Army Stage, Pop Bumper Stage, Demon Stage, Continents Stage & World Stage.

  • Added artwork/logic to the Rock City Wizard Mode award display effects to transition to the next stage upon completion.

  • Added a new Rock City Super Jackpot animation for completing the mode.

  • Now the left scoop/eject will hold the ball until the Rock City Super Jackpot presentation is finished.

  • Reorganized all of the Rock City Artwork and added additional artwork to the Rock City Wizard Mode display effects.

  • Added crowd cheering sound f/x to the Rock City Super Jackpot award.

  • Added an underline to the mode names on the mode select screen.

  • Added logic to the mode background display effects to show the number of mode shots made/remaining. The shots are represented by a line that appears under the name of the mode, i.e. the line is filled in as progress is made towards completing the mode.

  • Added logic to the mode select background display effect to show the number of mode shots made/remaining.

  • Made the Combo Awards Instant Info screen more readable.

  • Now the Demon Multiball background display effect shows the amount of time remaining for locked balls.

  • Added 2-Way, 3-Way, 4-Way, 5-Way and 10-Way City Combo Instant Info pages to show which unique combos have been completed.

  • Cleaned up intro speech/fx.

  • Added sound f/x to Playfield Multiplier 2X/3X/5X awards.

  • Added sound f/x to Shot Multipliers lit/awarded.

  • Added a new “timed out” sound effect to Super Scoring.

  • Added abbreviated intro speech .wav files.

  • Added City Combos to Instant Info.

  • Added 15 Unique City Combos. Combos score 1M x number of shots in the combo. The 15 Unique City Combos are:

1) Chicago: Left Ramp -> Right Ramp

2) Pittsburg: Right Ramp -> Left Ramp

3) Seattle: Left Orbit -> Left Scoop

4) Portland: Left Orbit -> Starchild Lane

5) Los Angeles: Right Ramp -> Left Ramp -> Demon

6) Houston: Right Ramp -> Left Ramp -> Right Orbit

7) New Orleans: Left Ramp -> Right Ramp -> Left Orbit

8) Atlanta: Left Ramp -> Right Ramp -> Left Scoop

9) Orlando: Left Ramp -> Right Ramp -> Starchild Lane

10) Mexico City: Left Ramp -> Right Ramp -> Left Orbit -> Left Scoop

11) Tokyo: Left Ramp -> Right Ramp -> Left Orbit -> Starchild Lane

12) London: Left Ramp -> Right Ramp -> Left Ramp -> Right Ramp

13) New York: Right Ramp -> Left Ramp -> Right Ramp -> Left Ramp

14) San Francisco: Left Ramp -> Left Ramp -> Left Ramp -> Left Ramp -> Right Orbit

15) Detroit: 5 sets of Left Ramp -> Right Ramp

  • Added logic for City Combos to light Extra Ball.

  • Added a City Combo Extra Ball Adjustment, default = 5 Cities to light Extra Ball.

  • Added Super Scoring count down sound f/x.

  • Reorganized the Back Stage Pass Awards & competition sequence.

  • Removed Deuce HurryUp as a Back Stage Pass award.

  • Added Super Scoring time out speech.

  • Fixed a bug where Super Scoring count down speech was not be heard/played.

  • Added countdown speech to Super Scoring.