No Fear - Dangerous Sports

Pinball published 28 years ago by Williams Electronics Games, Inc.

Listed in MAME

No Fear - Dangerous Sports © 1995 Williams Electronics Games, Incorporated.


Williams WPC-Security
Model Number : 50025

Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC


Released in May 1995.

Features appearances by motocross racer Jeremy McGrath, NASCAR racer Robbie Gordon, skier Glenn Plake, water skier Sammy Duvall, and mountain climber Dan Osman (1963-1998).

4,540 units were produced.


Date: April 17, 1995
- This is the release of software for production of sample games.

Date : May 3, 1995
- This is the release of software for production.
- Added German translations.
- Fixed a bug in the drop target updater which would allow the drop target to stay in the 'wrong' state if it was told to change while it was already busy trying to change.
- Changed track feature to allow laps during the grace period of nascar - the most obvious result of this is that the nascar lamps will be properly updated at the end of NASCAR mode.
- Drop target now only makes a sound effect when it is dropped by the player.
- Added adjustment ofr attract mode sounds and speech.
- Added broken switch logic for right ramp, underground lockup, right/left loop switches and right return lane.
- Trough test now makes sure the drop target is down at the beginning of the test.
- Added two score fonts to the system to accomodate a 10 billion single player score and a 10 billion multi-player 'player up' score.
- Increased flipper Skill Shot to 50 million.
- Fixed 'match' text to fit on screen.
- Added a bunch of lamp, display and sound effects.
- Ball search is now held off during video mode.
- Fixed up the auto-plunger to correctly check game over conditions.

Date : May 15, 1995
- Added French translations.
- Changed the default adjustment for Raceway Start to AUTO.
- Change the default Raceway Holdover Difficulty to HARD.
- Changed the auto-percentage of Raceways to start with 2 lit instead of 3 by default.
- Implemented the 'dice match' feature. Added an adjustment to use the old match display.
- Fixed a glitch in the multiball start display.

Version 2.0
Date : June 8, 1995
- The game now checks the ramp magnet optos to see if any are stuck closed at initialization. If so, they are considered to be disabled until the next powerup (or test mode) that sees them un-stuck.
- Added user report messages for stuck and disabled magnet optos. Changed broken switch logic on drop target to make sure that it does not try to change the position of the drop target unnecessarily; thus allowing the player to get to the shot behind it more easily. This then allows locks to be lit much easier when the drop target is broken.

Date : September 14, 1995
- Fixed a bug where the state of the errors for the optos being stuck and the drop target being flakey were not being cleared at factory reset, so the user could get erroneous errors randomly, based on the state of the CMOS RAM before the reset.
- Fixed a bug in the user-error report where line 2 of of the error message was not being cleared properly. This would cause messages such as 'check drop target, not set' instead of just having 'check drop target'.
- Added logic to watch the drop target for 15 games to make sure that is is lighting locks. Gives a message if 15 games go by without a lock.
- Corrected the updating of the buy-in button lamp to make sure it is updated whenever credits are added. Before, it would not start blinking until the player had put in MORE than the required credits for buying in.
- Allowed the buy-in button to enter initials during the high score to date entry screen.

Date : September 14, 1995
- Improved the ball search logic to better compensate for a broken switch at the right popper.
- Changed the Skill Shot choice to start after the plunge, not before. This keeps the choice from being available until the ball actually arrives at the shooter.
- Fixed a bug where choosing LOCK from the skill shot would remove the 3rd lit lock if the player already had it lit.
- Fixed score histogram labels.


During Attract mode, press the following sequence :
Message : B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R

Achieve a high score and enter the initials MOO, the skull will now say 'moo' after your credit award.

Press and hold the Extra Ball button at the beginning of Air Challenge and hit the Skydive when it´s still at 25M. You are now awarded 50M and a MK3 hint.


Game's ROM.