Led Zeppelin Rulesheet

Still not a piano. Still an awesome game! I got to put a few games on the new code today. Cool to see Dwight S get the nod for default initials for Action Button Champion! This is my best first attempt.

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Chris just can’t cope with the fact that Led Zeppelin are really a keyboard band :smiley:

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Later Zeppelin (Presence, ITtOD) were indeed pretty keyboard-centric, as Jones came more to the forefront. One of the things I love about this band, so many musical styles over their career.

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1.0 code README for reference:
I’ll also add the pertinent band boost info to the wiki rule sheet
Fixed:

  • Rules:

    • Fixed an issue that could cause the Electric Magic spinner to time out
      before the device was physically raised.

    • Fixed an issue which prevented the player from getting an additional
      platinum bonus after ? Multiball had been played.

    • Fixed an issue which allowed players to advance their tour modes during
      wizard modes.

    • Fixed an issue which could cause inconsistent song mode shot values
      between games.

    • Fixed an issue which could cause unexpected behavior if a player tilted
      during the ? Multiball intro.

    • Fixed an issue which could cause inconsistent tour rule difficulty in
      multiplayer games.

  • Display:

    • Fixed an issue which could prevent the Song Select screen from appearing
      after the Shoot Again display effect until a flipper was pressed.

    • Fixed an issue that could prevent the Electric Magic Frenzy high score
      from being recorded properly.

    • Fixed an issue that could show the incorrect number of completions needed
      for Electric Magic in Instant Info.

  • Game:

    • Fixed an issue that could sometimes cause long boot times when powering
      on the game.

Tweaked:

  • Devices:

    • Synchronized the Electric Magic game effects with the physical state of
      the Electric Magic device.
  • Adjustments:

    • Refactored ELECTRIC MAGIC USAGE adjustment options.

      • ELECTRIC MAGIC USAGE now has 2 options. MOVE ON FAR SHOTS, and
        MOVE WHEN BALLS ARE HELD.
    • Added additional entries to the SPOTLIGHT MOVEMENT IN ATTRACT adjustment.

      • MINIMAL USE - Spotlights move infrequently during attract mode. Great
        for home use.
      • MODERATE USE - Default Adjustment
      • MAXIMAL USE - Spotlights frequently move during attract mode. Great for
        location use.
      • NONE - Spotlights remain in a fixed position throughout attract mode.
    • TOUR DIFFICULTY now has 5 options.

      • EXTRA EASY (default) - Starts with the tours lit at the left eject.
      • EASY - No Change
      • MEDIUM - No Change
      • HARD - No Change
      • EXTRA HARD - Requires 3 ramp shots to light tour, increases by 2 for
        each tour completed.
      • Competition install sets default to EASY.
    • Competition install sets ZEPPELIN LOCK DIFFICULTY to MEDIUM.

  • Rules:

    • Increased the grace period on Electric Magic Multiball add-a-ball to
      3 seconds.

    • Song Select now remembers where the player was in a song if they change
      to another song and back to the song they were already playing.

    • Decreased Song Select timeout (when shooting the top eject) to 20 seconds.
      Added a 10 second countdown callout.

    • Extra ball consolation points are now multiplied by Icarus X

    • Tweaked Combo Scoring:

      • The base combo value now grows by completing target banks:
        • Left two-bank increases base combo value by +5k
        • LED and ZEP banks increase base combo value by +10k each
        • ROCK bank increases base combo value by +20k
      • Base combo value no longer resets between balls
    • Tweaked shots in The Song Remains the Same mode.

      • The mode starts with the Left Orbit and Left Ramp lit, then adds in
        the center ramp, left eject, right ramp, right orbit, and Zeppelin Award
        shot to subsequent musical sections.
    • Tweaked shots in Kashmir mode.

      • The mode starts with the Left Orbit and Right Orbit lit.
    • Tweaked Whole Lotta Love mode.

      • The drum solo section now has 2 shots that rove around, and the side
        shot is always lit. Completing both roving shots replenishes the same
        2 shots.
    • Tweaked Top of the Charts Challenge rules:

      • Draining the last ball in play removes less of the player’s progress
        toward song sales.
    • Tweaked Electric Magic Frenzy Scoring:

      • Switch frenzy values now start at 75k (previously 10k)
      • 1% of switch frenzy scores get added to your Super Jackpot per spin value (previously 10%)
      • Switch value max now 250k (previously 500k)
    • Tweaked World Tour Multiball:

      • Doubled the scoring of miles.
      • Unlight the most recently hit ramp during World Tour Multiball so the
        player must hit different ramps to gain miles.
      • Progress now carries between World Tours
  • Lights:

    • Added background light show to the Electric Magic plastic to help indicate
      when the device can be raised.

    • Added light show for super slings - Red GI string flashes when super
      slings are hit.

    • Added background red arrows to indicate Super Ramps are running.

    • Improved Expression Light shows in various songs.

    • Change the Band Member Symbol lights award to only blink when the
      Icarus X value has been increased.

  • Display:

    • Show the Extra Ball score during the Extra Ball display effect if the
      award is set to points.

    • Changed the Top of the Charts Challenge completed display to only show
      the challenge time if the player beats the mode.

  • Diagnostics:

    • Added additional entries to sound test menu.

New:

  • USB updates from v0.98 to v1.0 can now be done via NTFS-formatted USB sticks
    in addition to FAT32-formatted USB sticks.

  • Sounds:

    • Added support for keyed sound effects.

      • Keyed sound effects perfectly match the current chords of the songs to
        provide enhanced choreography to improve the gameplay experience.
    • Added additional game speech.

  • Adjustments:

    • Added ARE PLANTINUM SONGS SELECTABLE adjustment, default to YES.
      • Competition install sets adjustment to NO.
      • When set to NO, players will not be able to change their song in Song
        Select to a song in which they have already earned a platinum record.
  • Audits:

    • Added audits to track the number of times a song mode is started,
      completed, and gone platinum.
  • Display:

    • Added a “Miles Added” display effect during World Tour Multiball.

    • Added a new choreography for the ? Multiball intro.

  • Rules:

    • Added BAND BOOST feature:

      • The player starts the game with 1 (adjustable) Band Boost.

      • Completing a song adds 1 (adjustable) Band Boost.

      • Going platinum in a song will add an additional 1 (adjustable) Band
        Boost.

      • Changing a song with the top eject to a DIFFERENT song will add 2
        (adjustable) Band Boosts.

      • Player can store a maximum of 5 (adjustable) band boosts.

      • Using a band boost during single ball play will instantly award 5x the
        current combo value, end the combo, and terminate the combo at the target
        bank with the lowest current band multiplier, boosting its multiplier
        value.

      • Using a band boost while in a multiball will instead award progress
        toward your Icarus Add-a-ball.

      • Saving up three band boosts will enable Super Band Boost and will award
        10x the current combo value and terminate the combo, adding the multiplier
        to 2 of the target banks (the two lowest) instead of just one!

      • Using a Super Band Boost during any multiball will instead instantly
        add-a-ball! This is in addition to any add-a-balls you can earn in that
        multiball!

      • Band Boost status is shown in instant info and on action button light.

      • Action button solid green = you have at least one band boost, but it
        currently cannot be used.

      • Action button flashing green = you have at least one band boost and can
        use it now.

      • Action button solid red = you have a super band boost.

      • Action button flashing red = you have a super band boost and can use it
        now.

    • Diamond record is awarded for reaching ? Multiball.

    • Song Awards now get multiplied by the number of Diamond Records earned.

    • Added Diamond record to bonus and instant info. Each diamond record
      applies an additional multiplier to your bonus after it has been tallied.

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Hey Ray, awesome update! I see the added details to EM Frenzy, but then realized there are not any original descriptions of the rules for EM MB and EM Frenzy. I really like the EM Frenzy mode but would love it if you could provide some details, especially about the SJP. How many switches to qualify SJP? Is it two SJP per level or just one?

Electric Magic sections added. Also added install competition changes

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Awesome info, thanks!

Updated combo scoring section as it had inaccurate information (that I had previously put there, heh). Starting in 1.0 code, base combo values grow with each completion of target banks and carry throughout the game.

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For those visual learners out there, my tutorial is finally live and not blocked by YouTube… https://youtu.be/HZ3q8QELbJg

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Updated info on the Jackpot and Super Jackpot in EM Multiball.

Updated Competition Install rules. Also added info about add-a-ball during EM Frenzy MB.

LE V1.04 - July 13, 2021

Fixed:

  • Game:

    • Fixed an issue that could cause a game crash if a display element was
      requested before it was initialized.
    • Fixed an issue that caused Top of the Charts Challenge to be selected
      when the player attempted to play a competition game from the game play
      menu.
  • Devices:

    • Fixed an issue that could cause the Electric Magic Device not to raise
      on the first shot that should have raised it.
  • Display:

    • Fixed an issue that prevented completion time from showing during the
      Top of the Charts Challenge total screen.
    • Fixed an issue that could cause the SONG CHANGE IS LIT display effect
      to appear when it was not lit.
  • DJ Mixer:

    • Fixed an issue that could cause the game to start when a player tried to
      exit DJ Mixer.
  • Lights:

    • Fixed an issue that could cause the light shows to slow down when
      Icarus X was started on games that did not have a topper.
  • Rules:

    • Fixed an issue that prevented the player from re-playing World Tour
      multiball from the beginning if they had previously reached World Tour
      Victory Laps.
    • Fixed an issue that could cause Top of the Charts to end early if the
      song mode you were playing matched the song that started Top of the Charts
      multiball.

Tweaked:

  • Adjustments:

    • Removed the “ARE PLATINUM SONGS SELECTABLE” adjustment. Platinum songs
      can no longer be re-played until after the player completes “? Multiball.”
  • Game Timers:

    • Changed the Icarus X Timer to pause during Song Select and Tour Select
      screens, as well as for other game choreographies.
  • DJ Mixer:

    • Changed the DJ Mixer playlist to continue to the next song when it is
      finished instead of repeating the current song.
    • Removed silence from songs in DJ Mixer.
  • Display:

    • Changed the “Mothership is Lit” display effect to no longer show on the
      display after the player drains out of Top of the Charts Challenge.
    • Added an attract mode screen to show the current game play mode and
      instructions on how to change the game play mode.
    • Changed the mode total display to appear after grace period. This gives
      the player an accurate mode total if they scored any points during grace.
  • Song Select:

    • Changed the Song Select Screen to skips songs in which the player has
      achieved a platinum record.
  • Sound:

    • Added a timeout period to prevent the Start Game - No Credits sound
      effect from playing repeatedly when the start button or action button was
      pressed.
    • Improved the timing of the “Tour is Lit” speech callout.
  • Lights:

    • Changed the action button color to Orange when Band Boosts are maxed out.
    • Removed the Hermit arrows from the Zeppelin Jackpot light show.
  • Icarus X:

    • When using a Band Boost to boost multipliers, the band member symbol(s)
      that get(s) boosted will also light if they are not already lit.
    • Changed the Icarus X overlay to show the multiplier and timer value on
      the display when all band member symbols are lit but Icarus X has not been
      started yet.
    • Changed the order of Instant Info to show the Icarus X status as the
      first page of instant info.
  • Combos:

    • Changed the base combo value to only increase during single-ball play.
    • Boost the combo base value when a target bank is completed.
      • +10k for Ball Save bank.
      • +15k for LED bank.
      • +15k for ZEP bank.
      • +25k for ROCK bank.
    • Completing a target bank by terminating a combo awards double the values
      above.
  • USA 1975 Tour Objectives:

    • Changed Objective 1 (Shoot 6 Ramps) rules to no longer allow the ramp
      that was just hit to progress the objective.
  • USA 1977 Tour Multiball Rules:

    • Scoring a jackpot now immediately lights a 3x Super Jackpot on a timer.
    • When the timer expires, it decreased to a 2x Super Jackpot.
    • This is decreased further to a 1x Super Jackpot, which will stay lit
      until it is collected or the multiball ends.
    • Increased the number of switches needed to light the first super jackpot
      to 50.
  • Top of the Charts Multiball:

    • Added a Platnium Jackpot.
    • Platinum Jackpot is lit at the left eject upon going Platinum in a song.
    • Platinum Jackpot awards a Platinum Bonus equal to 2.5M * the number of
      platinum songs you have * the number of balls in play.
  • World Tour Multiball:

    • Boosted the maximum tour multiball jackpot +1M for each city jackpot
      earned during World Tour multiball.
    • Added “Mile Multiplier” which multiplies all miles earned while it is
      active.
    • Side flipper shot raises Mile Multiplier.
    • Mile Multiplier resets back to 1x any time an add-a-ball is awarded
      (every 2nd city jackpot.)
    • Changed the Right Ramp to award twice the miles of other ramps.
  • Electric Magic Multiball:

    • Increased hurryup value to 1.25M.
    • Changed the multiplier timers to briefly pause at 20x and 40x while
      a ball is being added into play.
    • Added a display effect to show the Electric Magic super jackpot award
      when the ball is first knocked off the magnet.
    • Changed the timer hurryup to start at 10x if the score hurryup times down
      to 250,000, and 20x if a ball is locked to end the score hurryup.
  • Extra Ball:

    • Disabled the records extra ball if competition mode is on and the Records
      Extra Ball is set to AUTO.
  • Song Modes:

    • Tweaked the shots in Communication Breakdown. Intro and Verse shots were
      reversed. Changed the chorus shots to include the side ramp/target and
      exclude the center ramp.

New:

  • Lights:

    • Changed the mode arrows on the Hermit shots to now blink in sync with
      the beat of the song that is playing.
  • Display:

    • Added instruction screens for Tour Multiballs.
    • Can be turned On/Off with SHOW TOUR INSTRUCTIONS adjustment.
    • Added an Icarus X overlay that shows the value that Icarus can be started
      at when all band members are lit.
  • Speech:

    • Added speech for Mothership multiball super jackpots.
    • Added countdown timer speech for Mothership multiball super jackpot.
    • Added “Mothership is Lit - Shoot Top Eject” speech when the mode is lit.
  • High Scores:

    • Added Platinum Bonus Champion.
  • Adjustments:

    • “BUILD ICARUS DURING MULTIBALL” defaults to YES.
      • Install Competition changes this adjustment to NO.
    • “EARN SALES FROM ACTIVE PLAYFIELD” defaults to YES.
      • Install Competition changes this adjustment to NO.
    • “ICARUS BOOSTS SONG MODES”
      • Boosts the value of all song mode shots by +15k per Icarus hit this
        ball.
      • +5k per Icarus hit this game.
      • Adjustment Options:
        • ALWAYS (Factory Default)
        • NOT IN MULTIBALL (Competition Install)
        • NEVER
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RIP miracle-grow garden :wink:

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@raydaypinball with Comp Install… it disables the ability to increase IcarusX during MB. So this means all the Combo arrows during MB only score you Combo points, and any termination of a combo into a target bank does nothing and no addition of +0.x to your Icarus multiplier for that bank?

yes

Are band boosts turned off during competition play? I’ve played a few games on a location zeppelin and I’ve gotten 0 band boosts in 5 games

Only difference is you start with 0 band boosts instead of 1, and I believe “earn records for valid playfield time” is turned off as well, making it harder to get to 5 records to earn a boost.

Comp install on LZ is not quite as brutal as GOT, but it still limits scoring quite a bit. I really hope comp install is not widely used in tournaments on LZ. If TD’s need to shorten game times just turn off Ball Saver and pull oulane rubbers or posts.

I’ve only played this on site, had a good game last week but could do with a bit of clarity which I can’t find in the initial post.

How do you requalify locks for Zeppelin MB? Is it spell ROCK?
I assume it goes through the cycle of:
1st MB locks already qualified
2nd MB spell ROCK once, qualifies all 3 locks
3rd MB spell ROCK per lock
4th MB spell ROCK twice per lock?

Also can someone list the breakdown of objectives to light the Tour Locks for each successive Tour MB?
First lock is x amount of spins, ramps, pop bumpers or targets?
Further MBs need more requirements. I spotted on the 4th Tour MB I needed a 4 way combo to qualify as well as 3 other aims.
Do these change based on the order you take them in?

You’re correct for both. The PDF has all these answers with the requirements inside.

1st tour you do (any of them) requires you to do one part to qualify, 2nd one requires 2 so on and so forth. So depending on which ones you choose will change shot requirement.