Storm23

Storm 23 is all new code that can run on a Stern Lightning pinball machine (1981). This software requires an Arduino MEGA 2560, so it needs a Rev 3 or greater RPU interface board to connect to the pinball machine’s MPU.

Code and audio files here:

https://github.com/RetroPinUpgrade/Storm23/


Rules

Multiballs

Complete 5 standups (3-7) to qualify lock #1

Complete 2 & 2 (1, 2, 8, and 9) standups to qualify lock #2

Timers will not expire during any multiball

Multiball #1 (2 ball) -

  • with lock #1 (left saucer), complete loop 3 times without engaging the upper playfield

  • on 3rd completion, lock #1 is released. (number of completions increases with each multiball)

  • playfield multiplier is increased by 2 for 30 seconds

  • loop for jackpot / re/qualified with upper & lower alternation

  • loop for triple jackpot during saucer hold

  • top saucer for double jackpot - ejects after 10 seconds (requalify with loop)

  • + bonus x available on loop for each drop bank completed

Multiball #2 (2 ball) -

  • with lock #2 (right saucer), get 50 spins to eject lock #2

  • playfield multiplier is increased by 2 for 30 seconds

  • spinner = 5k * playfield multiplier

  • right saucer for double jackpot - ejects after 10 seconds (re/qualify with loop)

  • spinner = 10k * playfield multiplier during saucer hold

  • + bonus x available on loop for each drop bank completed

Multiball #3 (3 ball) -

  • With 2 balls locked, hit strobing lamp to start multiball (moves between 9 standups)

  • all drop targets reset

  • playfield multiplier is increased by 3 for 45 seconds

  • landing a saucer = jackpot (holds for 15 seconds)

  • landing second saucer = super jackpot (holds for 15 seconds)

  • if two balls are in play and both are in saucers -- add a ball

  • all drops down during multiball = double jackpot

  • two balls in saucers and loop = mega jackpot

Jailbreak Multiball -

  • Knocking a locked ball from saucer

  • + Playfield mulitplier for 60 seconds

  • all standups lit


Modes

Timers add together if multiple modes are started at once

Drop Frenzy

Finish bank 1, then 2, then 3 for drop frenzy

30 seconds

+1x playfield

All drops worth 10k and reset 3 seconds after being hit

Drop Jackpot (after completing Drop Frenzy)

After drop frenzy, drops reset

Drop bank 1 has to be hit first. If any of the 1s drops are up, 2s and 3s give no points and reset after 5 seconds

Once 1s are done, 2s can be done

After 3s are completed, player gets a jackpot of 100k

Drop Double Jackpot (after completing Drop Jackpot)

Same rules as drop jackpot except targets reset after 30 seconds and player must start over with 1s

Drop Super & Mega (as above, with less time)

Turnaround / Spinner Alternation (aka Spinner frenzy)

Starts with turnaround (lights spinner)

Spinner lights turnaround

Alternate 3 times (6 hits) for spinner/turnaround frenzy

2.5k per spin

20k per turnaround

30 seconds

+1x playfield

Combos

Left inlane - turnaround

Left inlane - spinner

Left inlane - 2s drop

Left to right

right inlane - turnaround

right inlane - 1s drop

right inlane - 2s drop

right to left

  • 3 combos achieved = holdover bonus x

  • 6 combos achieved = holdover bonus

  • 8 combos achieved = double timers

Spinner Value

Unlit = 100

Lit = 1000

Frenzy = 2500

Spinner Multiball = 5000

Spinner Multiball during saucer hold = 10000

Coin Door Tests / Audits / Options

Tests (test number shown in Credits, Ball in Play is blank)

  1. Lamps

  2. Displays

  3. Solenoids

  4. Switches

  5. Sounds (not applicable)

Settings & Audits (page number shown in Ball in Play, Credits is blank)

  1. Award Score 1

  2. Award Score 2

  3. Award Score 3

  4. High Score

  5. Credits

  6. Total Plays

  7. Total Replays

  8. High Score Beat

  9. Chute 2 Coins

  10. Chute 1 Coins

  11. Chute 3 Coins

  12. Reboot (All displays show 8007 (as in "BOOT"), and Credit/Reset button restarts)

  13. Coins per Credit for Chute 1

  14. Coins per Credit for Chute 2

  15. Coins per Credit for Chute 3

  16. Free Play

  17. Ball Save

  18. Sound Selector

  19. Music Volume

  20. Sound Effects Volume

  21. Callouts Volume

  22. Tournament Scoring

  23. Tilt Warnings

  24. Award Scores (0 = all extra balls, 7 = all specals)

  25. Number of Balls Per Game

  26. Scrolling Scores

  27. Extra Ball Award (for tournament scoring)

  28. Special Award (for tournament scoring)

  29. Credit/Reset hold time for restart (0=immediate, 1, 2, 3 seconds, or 99 for never)

  30. Sound Track 1 or 2

  31. Saucer Eject (1=light, 2=normal, 3=strong)

  32. Multiball Ball Save* (0, 5, 10, 15, 20 seconds)

  33. Spins to Start Spinner Multiball

* Warning: because this machine lacks auto-plunge, multiball ball save will serve a ball into the shooter lane during the ball save period and the player will have no incentive to put that ball into play until they've drained the remaining balls.



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