Last Action Hero Pinball Unofficial Firmware Modification - 2014
Now Available - version 1.13
Last Action Hero Pinball Unofficial Firmware Modification - 2014
Now Available - version 1.13
Last Action Hero is arguable one of the most underrated pinball machines of the past 30 years. As far as bang-for-your-buck, it's hard to top LAH.
Those in the know realize that this pinball machine offers a ton of features and toys, a nice deep rule set, and lots of fun shots.
Many of us collectors would like to see some small changes made to this great game, to further enhance the gameplay, round out some of the modes, and give a greater reward if you can achieve the wizard mode, World Premiere.
This new improved firmware tweaks a few things in the gameplay to balance out some scoring and bring some nice additions to the game.
The new firmware includes these features:
Improved World Premiere Mode - now multiball!
Shots to the ramp during World Premiere add 5 seconds to the mode, increasing the jackpot ceiling by 5M. This jackpot ceiling can be increased to a max of 95M.
Jackpot value starts at 1M and increases 1M for each second of play up to the jackpot ceiling, just as it did on the original game.
Shots to the Left scoop collect Jackpots as normal.
2 seconds after WP starts a second ball will be added to play. Then every 10 seconds later, another ball will be added to play for the entire time the mode is running.
If all balls drain before time expires, the mode is terminated.
If balls remain when the jackpot timer expires, all the balls will drain and a single ball will be served up from the shooter lane to return to normal play.
YOU must Qualify Multiball - now you have to shoot for the captive balls
The new default setting to light m-ball is "easy" in the adjust menu, which does this:
No free multiball on ball 3. You have to earn it!
2 captive hits are required to light the first M-Ball, 4 hits to light second, 6 for third etc.
Now it's more compelling to try to light M-Ball a second time (or third time) using the captive balls, since the hit requirements are more achievable.
M-Ball can still be lit by the smart missile if you choose to do that.
If you still want automatic multiball on ball 3, set the adjustment to "extra easy." This will give you the new easier hit requirements, with the automatic ball 3 multiball you are used to. Alternately, if you really liked the way it worked before just set the adjust to "medium" for the factory original captive ball hit requirements and the automatic multiball on ball 3.
Ball Saver - a more modern timed ball saver
Shoot Again Insert now flashes while ball saver is active.
Ball saver is time based at the launch of each ball (approx. 10 seconds).
Ball saver is restarted when a new ball is plunged after ball is locked.
Ball saver is restarted when a new ball is plunged after LAH 6-ball auto drain.
You can still be saved by the low switch count ball saver; it still runs along with the timed saver.
Multiple right outlane insta-drain forgiveness is unchanged.
Ripper ball save is 1 second longer than it was previously (now approx. 4 seconds).
Light Special for 25M Bonus - freeplay users have never seen this feature until now
When the user bonus exceeds 25M, special will be lit.
If you set special to award extra balls, this is what you will get when you collect special.
User Tilt warnings fully adjustable from 0-5 - now you can set it to 2 like all your modern games
Default value for tilt warnings is now 2.
“Go to the Movies” mode - this mode has much more value now and should not be passed up!
Starts as a 2 ball multiball.
Mode progresses as normal except each hit on the captive balls awards 5M x number of balls in play instead of just a flat 5M.
Blowout Mode (the Ripper is downtown) - so shoot the ripper!
A shot to the ripper during this modes immediately advances the switch closure award value up to 1M, and gives you some extra time.
Knocker - freeplay users hardly ever heard their knocker fire until now
The knocker now fires for Special regardless of special type.
It also fires for each Extra Ball.
It still fires for replays (unchanged).
Ripper Bounty
Each shot to the ripper adds 2.5M (5X more than before) to Ripper Bounty.
Second Cousin Frank bounty
Shots to the ramp now add 400k (4X more than before) to Frank Bounty.
Shots that enter the middle scoop from the bumpers now add 1M (4X more than before) to the Frank Bounty.
Dekker Super Spinner requirement lowered
Did you know that on version 1.12, 5 ramp+ramp combination shots would light up the spinner for Dekker Super Spinner?
This requirement has been reduced so now only 2 sets of ramp+ramp combos are required to light the Super Spinner.
Default High Scores Tweaked
Factory high scores start at 200M.
Now you can use the automatic score reset feature to 'clear' off your scores so your family can get on the score board sometimes (at least for a little while).
Outlane voice callouts no longer get cut off mid sentence - no more "I've just shot somebody, I did<snip>"
Longer voice callouts are used when multiple balls are in play, to ensure they play to completion.
Shorter voice callouts and sound effects are used when a single ball is in play.
Outlane sound effects may still be preempted by a higher priority audio call out during gameplay.
Added voice callouts
Arnold says: “The Bad Guys Are in There” when scoop is lit from ramp shot or start of new ball (low probability).
Arnold says: “No Sequel For You” if M-Ball restart is not hit before it times out.
The Chief says: “If You Go In There, It’s Your Badge” sometimes when spinner is hit.
Arnold says: “Too Much Muscle” sometimes when the danger bar is hit (low probability).
Arnold says: “Sorry, Not Yet” sometimes instead of “Come Back Later” (low probability).
Arnold says: “Save Danny” near the end of save danny mode time.
Arnold says: “Shoot the Screen” sometimes when ball goes through inlanes.
Arnold says: “Last – Action – Hero” whenever award is achieved in 6-ball LAH multiball mode and mode is continued.
Default music volume is set to 75% so you can hear the call-outs better.
Bug fixed - flashing dynamite featue was sometimes lost after MBall
I discovered this bug in the orignial code while working on my modification.
Pressing the smart missle while shooting the lit left start scoop caused the problem.
Mball would be lit, and the next mode to start (the light that flashes on the dynamite features grid) would be lost from memory.
After Mball finished, no light would be flashing. You couldn't start a new feature until draining the ball even if the scoop was lit. :(
The flashing "next feature" is now restored in this situation.