Police Force LX-5 is a complete rework of the rules to this classic Williams System 11. The goal is take the spirit and best parts of the original game and turn them into a more interesting, varied, and balanced game. All of the original scoring features remain in one form or another, but most have been modified to bring better balance to the game. Some new features have also been added (as many as could fit when the base game only has 160 bytes of free space in the ROM!)

This new ROM is being released as a patch for legal reasons. DeltaPatcher has been included in this zip file. You will need to download the Police Force LA-4 ROMs from IPDB (https://www.ipdb.org/machine.cgi?id=1841) and apply the patch files to them using Delta Patcher.

Middle Ramp: In stock Police Force code the middle ramp is the most important shot of the game. The scoring on this ramp tended to dominate every other shot. Tournament directors resorted to draconian physical modifications to try to bring it in line with other features, but it was tough to do so without completely gutting it.

My goals for LX-5 were as follows:
								Create a more varied play pattern that utilizes every shot on the field. 
								Place more emphasis on multiball which already had a fantastic light/sound show.
								Introduce elements of risk/reward and minimize randomness (including TAKE HIGHEST SCORE adjustments)

NEW: Center Ramp advances in value up to 150k. It never lights for unlimited millions. It also advances the jackpot by 250k per shot. The only way to score millions on this ramp is in multiball during a DOUBLECROSS.

NEW: DOUBLECROSS Ramps: A homage to Capcom Kingpin. In multiball, shoot either ramp to briefly light the other ramp for a Doublecross award. These jackpots score 1M+ ala Whirlwind/Funhouse(1M, 2M, 3M etc). The DOUBLECROSS Jackpot resets after each multiball.

NEW: The regular criminal Jackpot value maxes at 9.99M. It can be built up by center ramp shots (250k per) OR by completing TAKE HIGHEST SCORE which will set it to the maximum value. Jackpot value resets to 2M at the start of each ball.

NEW: Playfield Multipliers. Complete top lanes to add a playfield multiplier, which can be seen from the bonus x lamps. When you have a multiplier available your inlanes will light and alternate via lane change. Go through the lit inlane to start your playfield multiplier. Playfield multipler applies to EVERYTHING. Doublecrosses, Jackpot collects, TOP COP awards. The duration of the playfield multiplier can be changed in the adjustment menu. If you complete another set of lanes during your playfield multiplier time it will reset the timer at the same X level.

Adjustment 35: Playfield X Timer (4-30s) Controls the length of time that playfield x runs. Default is 10s which I think is fairly reasonable but go ham! (The timer pauses slightly for feature awards like the center ramp/criminals etc.

Adjustment 40: Inlane Memory. Controls whether Inlanes stay lit for playfield multipliers after a ball ends. If yes, Inlane will stay lit on the next ball. Make sure adjustment 43 is set to something higher than 1x if you have Inlane Memory set to yes (or else your lit inlane will give you a 1x playfield multiplier...)

Adjustment 43: Playfield X Memory. Controls the value of playfield multiplier that is held after a ball drains. Set to 1x to forget all playfield x, up to 6x. (ie if you set it to 4x any playfield x you have built up above 4 will be removed on end of ball). If you set this to 1x make sure to also set adjustment 40 Inlane Memory to no.

All other adjustments match the LA-4 ROM although consolation time has been turned off to not interfere with the new inlane rules. 



There are some minor text issues that may or may not be fixed in a future update, but for now I am considering this ROM feature complete. Thanks as always to I Deal Joker for his 7eleven disassembler tools, as well as Slochar for being a great source of insight on ROM hacking games from this era.

FIXED: JACKPOT and DOUBLECROSS displays now differentiated. Thanks to Slochar for helping me make some ROM space to have room for this one.
FIXED: Multiball locking you out of collecting a regular jackpot in some situations. JACKPOT now takes precedence over a DOUBLECROSS. Maybe not fixed?
FIXED: Higher PF X value double multiplying certain features

5c

FIXED: Jackpot display bug
CHANGED: Police and Criminal Memory now hold even after collecting jackpot/top cop
ADJUSTED: Logic adjustments for DOUBLECROSS while regular JACKPOT lit

Post INDISC:

FIXED: PF X above 6 going wacky
FIXED: COMPETITION GAME resetting jackpot to max value after collect
CHANGED: Jackpot value now starts at 2M

Latest:

FINALLY FIXED: Jackpot not being able to collect in multiball
FIXED: Bonus X Memory resetting differently than expected. It now will drop to whatever you set Adjustment 43 to.
ADDED: Siren Sound when a DOUBLECROSS is active
ADDED: Previous game scores now stay up much longer in Attract Mode
CHANGED: Hotsheet Scores normalized (175k-250k)


U26 Checksum: 00390CC0
U27 Checksum: 003315BD



If you have questions or issues feel free to reach out to me on Pinside or Discord @frisbez, or via email Richie@pinballtherapy.com







