ROM Revisions

Bally: Safe Cracker

       Version 1.8
       Date: April 22, 1998
G11:   Checksum: E418 (G)  E018 (N)

Changes from revision 1.7:

       Fixed a problem where the drop difficulty (adjustment
       "DROP SEQUENCE NUM." was being used at game start instead
       of each player's first ball.  This resulted in the adjustment
       only working for the very first player up in a multi-player game.

       Version 1.7
       Date: November 25, 1996
G11:   Checksum: D617

Changes from revision 1.6:

	 Removed sound tests 13-17 for German sound ROMs.
	 The kickback pauses the game timer during kicks.
	 Explode, Cyberdog, and Alarm mode timers now pause during
	    "Computer Disabled"
         Enhanced the "Bribe Guard" rules using donuts.

       Version 1.6
       Date: September 13, 1996
G11:   Checksum: 6016

Changes from revision 1.5:

	 Changed some strings for German games.

       Version 1.5
       Date: August 2, 1996
G11:   Checksum: 9815

Changes from revision 1.4:

	 Adjustment A.2.22 (MAGIC TOK. ACCEPT) has been modified to
	 allow the token to be used for "BUY-IN".  The "BUY-IN" setting
	 allows tokens won during a game to be used to extend the
	 current game.

	 Changes made to reset the board game if the game is tilted
	 while playing the board game.

	 The audit for matches now properly chalks an audit for
	 match when the match gives a token.

       Version 1.4
       Date: June 11, 1996
G11:   Checksum: FC14

Changes from revision 1.2:

         Added support for more printers through the optional serial port.

         Completed Spanish translations.

         Made the factory default for French have the
         maximum tokens per player set to 1.

         Added the adjustment A.1.14: 'REPLAY AWARD' which allows the
         operator to turn off replays.

         Attract mode now shows the number of tokens available
         in the vault jackpot.

         Added 2 new feature adjustments:
         - LOCK FOR BANK - This adjustment determines whether the
                 player must lock a ball before playing the board game.
                 YES: player must lock at least 1 ball before break in
                 NO: player must only complete drop banks to break in

                 Default is YES

         - START BANK LIT - This adjustment determines whether the
                 bank is lit for a break in at game start.

                 Default is NO

         Implemented adjustment A.1.16 which allows match to award
         credits or tokens.**

           **NOTE: Tokens paid out by Match are NOT included
           in A.2.21: 'TOKEN PAYOUT %'.  The match percentage is
           governed by adjustment A.1.19: 'MATCH FEATURE'.

           When match is set to token in the 'N' version of the
           software, the match percentage is fixed at 5%.

         Fixed a condition in token multiball which could allow
         a player to win more tokens than were available in the
         vault jackpot.

         Changed logic so that if the token tubes run out or
         become jammed in the middle of token multiball, the
         player will get points as a substitution.

         Changed the minimum allowed value for adjustment A.2.7:
         "TIMER STARTS AT" to 15 minutes.

         Fixed a problem where under some conditions, the game would
         not allow you to change adjustments.

       Version 1.2
       Date: May 13, 1996
G11:   Checksum: FF12

Changes from revision 1.1:

         Put in support for new German speech.  This requires version 2.3
         of the German sound ROMs.

         Fixed the screens for the tests of the auxiliary lamps.

       Version 1.1
       Date: May 6, 1996
G11:   Checksum: 2111

Changes from revision 1.0:

         Added French language text translations.

         When a magic token is set to give the player a credit, the
         free-play percentage audit is now chalked when the token
         is inserted.

         Added an adjustment to make the knob-numbers random during
         spins.  Some players were able to pick their numbers entirely
         too often, which made the odds of success much too high.
         Choices are YES (random) and NO (sequential).  This adjustment
         factory sets to YES (random).

         Changed the replay system so that scores accumulated during
         Assault on the Vault are not counted in the auto replay
         percentaging database.

         Fixed message and choreography when a token is won from the
         gift lady or '?' game.  In version 1.0, these cases would
         say "free credit" instead of "free token", and wouldn't
         wait long enough for the token to be released.

         Patched a bug in the lamp effect system that would sometimes
         cause the game to crash when the assault mode jackpot shot
         was hit.

         New rule added for 'call guard'.  This is now a random
         chance of the guard letting you into the board game for

         Fixed the coil test for the ramp - it got broken in version
         1.0 when the duty cycle was increased.

         Removed the "guards moved" from bonus and status.

         Added a basic top trough test.

         Filled in the sound test table.

         Hid all token adjustments when the tokens are turned off.

         Disabled token-input when the tokens are turned off.

         Added "number of board games played" audits:  these audits
         tell how many players played the board game exactly 1,2,3
         or 4 times in the same game.

         Collecting the "assault from all sides" award in assault
         mode now awards vault letters.

       Version 1.0
       Date: April 29, 1996
G11:   Checksum: 7910

Changes from revision 0.91:

         Initial release to production.

         Ordered Lamp Test implemented

         Conditions of the optos at powerup are tested
         to help determine if the 12V supply is not working.

         Added the continue/quit choices back to the board game.
         Defaults:  On for GERMANY, off for USA.

         Increased the duty cycle of the ramp divertor slightly
         to compensate for divertors that were not able to hold the
         mechanism in when flash bulbs were firing.

         Changed the token spitter process(es) to not log audits
         for vended tokens during test mode.  During test,
         error cases are cleared out, but no feature audits
         are chalked.

         Added more specific token errors to the user-report for
         each particular side - empty and consecutive misses.
         Also, made sure not to report token system errors if the
         tokens are turned off via the feature adjustment.

         Added more robust code to the token releasing code
         to help with broken switch(es), and to help the operator
         better diagnose what the game thinks is wrong.

         Reworked logic when you reach the vault to handle cases where
         tokens are allowed but the mech is marked jammed.  The
         player now will get a REPLAY if permissible, with a magic
         credit powerup, if the feature has been enabled.

         Changed the sequencing of the REPLAY effect if you win
         one as you reach the vault.

         The "magic token accept timers" are totally functional.
         Both flippers or the start button will speed up the
         timer.  Credit button presses while the timer is running
         will be eaten.  Once the last token is inserted, a display
         effect of the "credits" flavor is launched to tell the
         player that their last token was credited.

         Implemented a family mode adjustment.  If the adjustment
         is set, the cop will not get shot at during the beginning
         of assault mode.

         The lamp effect for a whole drop bank shot during tnt
         multiball no longer uses the wheel lights.  This is so
         players can see that the mode is adding time.

         Left kicker now spots a drop target if an entrance is not lit.

         Player's wheel position is now restored each ball during multi
         player games.