Everything you need to update to the latest and greatest version of this CLASSIC pinball. Note: There is NO cost for this software, you are paying for the cost of the 4 chips and the service to program them. Please see the license below and a paper copy will also accompany your chip set. Below is a change-log / summary of improvements and bug fixes, and there are many so scroll on.... Questions? PM me if you only want the CPU or Sound update. Free shipping in USA only, buyers using eBay's international service pay actual cost as determined by eBay - NOT me.


File        Checksum    Description

TZU14_L2.ROM    A08A        Sound ROM U14 revision L-2
TZU15_L2.ROM    9588        Sound ROM U15 revision L-2
TZU18_L2.ROM    6788        Sound ROM U18 revision L-2

Twilight Zone Pinball        Software Revision Information

       Version 9.4CH U6 CPU

Changes from revision 9.4H:

       NOTE:    The "H" (home) ROM is "free play only".  CH allows for pay for play.

        1)    Added a new adjustment: "LITZ CHEAT OK".  When set to
                YES, this allows the player to hold in the buy-in
                button during game play to enable Lost in the Zone.
                The next shot to the Slot Machine or Piano will
                start a LITZ "practice round".  The player is not
                able to enter intials for LITZ champ if the cheat has
                been performed.

        2)    Implemented "Mute & Pause" mode.  Pressing buy-in Button
                while holding a flipper will kill music and keep flipper held.
                Pressing buy-in again will resume regular play.
                This feature can be disabled by adjustment ("MUTE & PAUSE OK").
                The game resumes automatically after 15 minutes.

                NOTE:  If you are worried about your flipper hold coil getting
                hot with this feature, then disable it.

        3)    Added a magnet ball-catching effect at the beginning of multball.
                This will catch the balls on the magnets if all of these conditions
                are in effect:
          - 3 magnets installed, and all 3 work
          - adjustment for the effect is ON
          - 0 or 1 balls in the lockup
          - white ball is in the gumball machine
          (Note that the last condition requires that the game
          has actually seen a white ball loaded since last
          power up or exit from Test mode, since the location of the
          white ball is not tracked across initialization.)
                This effect can be disabled by adjustment ("MB ST. 3 MAG. GRAB").

    4)    Added an adjustment that allows white ball detection during multiball
            ("M.B. P.B. DETECT OK").  With this adjustment turned ON (default)
            the game behaves as before.  With it OFF, then the game can no longer
            be fooled into thinking the white ball is in play by a quick 1-2 shot into the
        piano and slot machine.  Use of this adjustment is recommended only
                if all of the proximity sensors are correctly functioning.

    5)    Added a preset ("INSTALL #pinball") for home adjustments
        desired by group of silly Twilight Zone owners.
       
       
       Version 9.4
       Date:
U6:    Checksum:

Changes from revision 9.2:
       
    1)    Fixed a Powerball/Multiball bug where the Powerball
                was not detected when it was the 2nd ball served
                from the trough for Multiball start.
    
    2)     Fixed Super Skill Shot bug where a completely missed
                shot would end the ball and give Super Skill Shot to
                the next player up.

    3)     Added ball search to the ball recycling at the end of
           Lost in the Zone.

    4)    Enhanced the ball-type detection logic on the magnets.

    5)    Fixed a bug with Bonus X lamp after Bonus X awarded.

        6)    Added/enhanced a few lamp effects.

        7)    Improved the grace period logic at the end of Battle
                the Power timeout.

        8)    Added a grace period timer for the end of multiball
        that indicates the Powerball was in play.  This enables
        Powerball jackpots during the jackpot grace period.

        9)    Added code in attract mode to page through the amode
        pages by using a flipper button.

       10)    Added the player-selected tournament module.

       11)    Added some stuck switch logic detection at power up.

       12)    Improved/fixed logic for games with the 3rd spiral
                magnet installed.
     
       13)    Fixed a bug at MB start where two balls get stacked on the
        autofire kicker.

       14)    Fixed a lamp update problem when going from 'unknown'
        ball state into 'steel' ball state after a lock.
       
       15)    Fixed a bug in Clock Chaos where it would speed up the
        mechanical clock, even though another mode was using it.

       16)    Turned off the mini playfield magnet search pulsing if
        'battle the power' gets restarted before the search from a
        previous battle.  Same goes for battling during PB mania.

       17)    Spruced up custom message a bit to use a fatter font
        if it fits on the screen.

       18)    Added a new setting for Spiral Extra Ball Memory.
        The new setting "BY SPIRAL" makes the EB track the
        carry-over setting of the current spiral set.
        That is, the EB carries over if the sprirals carry over.

       19)    Made the lockup kickout wait until LITZ intro is done.

       20)    Fixed a sound bug when adding credits during game play.

       21)    Added an "Empty Balls" test.

       22)    Added a separate high score to date table for players
                who bought in 1 or more times.
       

Changes from revision L-4:

    Bonus X lamp is now ensured to be off at the end of Lost in the Zone.

    Extended ball recycling time at end of Lost in the Zone.

    Fixed the multiball jackpot display effect.  It would incorrectly
    report the score awarded if the jackpot was over 127 million and
    the jackpot was doubled by the powerball.

    The game can now hold scores up to 1 trillion, even though scores
    will be truncated when they are above 9.9 billion.  (High scores
    in the 10 billions are now displayed.)

    Added a new adjustment to allow ball savers beyond ball one.
    FREE RIDE TIME (A.2 27) must be set to non-zero for this to
    be enabled.

    Despite what the note in P-1 says, the game would not play multiball
    correctly with only one ball installed.  It now does.

    Number of buy-in balls allowed is now adjustable.  Enter initials
    is not allowed if more than one buy-in was purchased.


U6:    Version L-4
    Checksum: 3204
    Date: June 14, 1993

Changes from revision L-3:

    Added "EX. EASY" settings for piano and slot.
    When set to extra easy, they are always lit, and
    do not need to be requalified.

    Added Italy 3 pricing of 2 coins per play with
    no Bonus.

    Added logic to allow the 1-coin buy-in on the
    new Italy 3 pricing.  Selecting Italy 3 pricing also
    auto-sets the 1/coin for buy-in adjustment.


U6:    Version L-3
    Checksum: 6403
    Date: May 24, 1993

Changes from revision L-2:

    When either ITALY 2 or SWISS 2 pricing is selected, the game
    will automatically switch to the CREDIT OR COIN setting
    for the A.2 01 Buy-in adjustment.

    If the ball popper pops, but a gumball is not dispensed,
    the game will dispense a gumball (1 only) on any ball search
    before the ball ends (if the ball ends, there obviously isn't
    an extra ball in the gumball machine).


U6:    Version L-2
    Checksum: B902
    Date: May 7, 1993

Changes from revision L-1:

    Enhanced logic on the gumball entry opto.  Spurious switch hits
    after a popper pop no longer dispenses an extra ball.

    Fixed the difficulty presets.  They were causing German and Euro
    jumpered games to change the pricing incorrectly.

    Gumball test now kicks balls out of the lockup.

    The logic for loading "extra" balls into the gumball machine has
    been enhanced to check for a stuck 4th trough switch.

    Added an adjustment for the number of balls in the gumball machine.

    Camera award equalized during tournament play.

U6:    Version L-1
    Checksum: E801
    Date: April 23, 1993

Changes from revision P-4:

    Initial release to production.

    Gumball machine no longer empties during Lost in the Zone if it
    is not working.

    Powerball detection can no longer be faked out during multiball.

    Equalized the slot machine door award in tournament.

    If the powerball is detected out during rematch, the game will
    go into powerball mode when rematch expires.

    Enhanced broken switch logic for the left ramp.

    Center magnet names (switch and coil) changed to "NOT USED".

    Pressing both flippers will speed up the bonus countdown.

    Enhanced the broken switch logic on the powerfield enter switch.

    Added Super Robot award at 99 robots.  (Left ramp or lock.)

    Fixed rematch effect.

    Side kicker (rocket) no longer makes sounds in tilt and game over.

    Fixed a bunch of sound/music effect priority clashes.

    Clock now keeps time in attract mode after 2 minutes of idle time.

    Enhanced the autofire logic for Lost in the Zone.


U6:    Version P-4
    Checksum: E0D4
    Date: April 16, 1993

Changes from revision P-3:

    Enhanced gumball test.

    Added magnet test.

    Implemented "Disable Gumball" adjustment.  Gumballs are simulated
    in this case, or when the right magnet opto or gumball diverter
    are broken.

    Game now detects if the powerball is missing.  When it is missing,
    disabled by adjustment, or the gumball machine is not working,
    then the powerball is simulated.

    Clock errors are now detected and reported.

    Added French translations.

    The powerball is now tracked through the gumball machine to count
    the number of balls stored there.  An error is reported if the
    count is incorrect.

    Once it is verified that there is at least one ball in the gumball
    machine, then gumball dispensing is sped up.  (It is started on
    the ball popper.)

    Added buy-in cancel display messages.

    Added broken ramp switch compensation logic.


U6:    Version P-3
    Checksum: 47D3
    Date: April 2, 1993

Changes from revision P-1:

    Added German translations.

    Added new extra ball effects for 2nd and 3rd extra balls.

    Dead End bonus added for 8 and 20 dead ends.

    Clock Millions damage bonus added for 6 hits on the clock.

    Changed buy-in pricing for Italy to 1 coin/1 credit.

    Added GUM-BALL combo award.

    Multiball modes now work properly with only 1 ball installed in
    the game.

    Added Lost in the Zone champ.


U6:    Version P-1
    PA-1 Checksum: 7BD1
    PX-1 Checksum: 7ED1
    Date: March 19, 1993

    Initial release for building sample games.

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