The past 3 days I have been playing nothing but this game JP! Its that good! I like the battle modes and the ramping up music. the call outs are great and bring you into the serious sam universe. I feel like I'm battling the monsters with SAM!
I was able to enlarge the DMD and flip it for my pin2k which was just great so I was able to use a backglass without score panel. It looks great!
Is there any way to display the commas in the scores in the ULTRADMD? For example I'd like to see 2,500,000 not 2500000. That would be helpful!
I have just one constructive criticism of the game - Its too difficult on default settings. IMO there are too many shots for each battle. After about 25 games I had the shots dialed in pretty well, but its just too hard to progress.
There are 12 battles to complete. You give a healthy number of extra balls along the way IF you can complete the battles. The multiballs help to complete the battles as you have described in your manual. The mystery award gives some substantial awards that also help, one of them (EXTRA BALL) is key! Would you consider a pop up setting for DEFAULT/EASY settings for the battles? This way players can enjoy more of the battles and achieve the mini wizard modes. Then if they get good enough they can change the setting to default and have a greater challenge?
In the meantime, I modified my copy to reduce the shots needed by half to complete battles (determined after about 100 plays). If someone would like to modify yours, I think you'll get farther in your battle and enjoy more of the game!.
Thank you JP for a wonderful game!
--------
line 1842-1853 (just for the display)
Case 1:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Spinners left", 100-SpinCount ''change 200 to 100 12-11-18
Case 2:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Bumper hits left", 50-SuperBumperHIts 'change 100 to 50
Case 3:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Ramp hits left", 5-ramphits 'change 10 to 5
Case 4:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Orbit Hits left", 5-orbithits 'change 10 to 5
Case 5:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the lights", "Ball " & Balls
Case 6:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the lights", "Ball " & Balls
Case 7:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the targets", 25-TargetHits 'change 50 to 25
Case 8:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the targets", 10-TargetHits 'change 20 to 10
Case 9:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot the captive ball", 5-CaptiveBallHits 'change 10 to 5
Case 10:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Shoot ramps and orbits", 5-RampHits 'change 10 to 5
Case 11:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the blue targets", 10-TargetHits 'change 20 to 10
Case 12:UltraDMD.DisplayScoreboard PlayersPlayingGame, CurrentPlayer, Score(1), Score(2), Score(3), Score(4), "Hit the loops", 3-loopCount 'change 5 to 3
line 3057-3061
' change battle six to 3 shots to win instead of 7 12-11-18
If Light46.State = 2 Then
Light46.State = 0
Addscore 100000
WinBattle
End If
'main rules changes in CheckWinBattle
Sub CheckWinBattle
dim tmp
tmp = INT(RND * 8) + 1
PlaySound "fx_thunder" & tmp
LightSeqInserts.StopPlay 'stop the light effects before starting again so they don't play too long.
LightEffect 3
Select Case NewBattle
Case 1
If SpinCount = 100 Then WinBattle:End if 'changed 200 to 100 12-11-18
Case 2
If SuperBumperHits = 50 Then WinBattle:End if 'changed 100 to 50 12-11-18
Case 3
If RampHits = 5 Then WinBattle:End if 'changed 10 to 5 12-11-18
Case 4
If OrbitHits = 4 Then WinBattle:End if 'changed 8 to 4 12-11-18
Case 5
'If Light44.State + Light45.State + Light46.State + Light47.State + Light48.State + Light49.State + Light50.State = 0 Then WinBattle:End if
If Light44.State + Light45.State + Light46.State = 0 Then WinBattle:End if 'changed 7 shots to 3 shots to win 12-11-18
If Light48.State + Light49.State + Light50.State = 0 Then WinBattle:End if 'changed 7 shots to 3 other shots to win 12-11-18
Case 6
Case 7
If TargetHits = 25 Then WinBattle:End if 'changed 50 to 25 to win 12-11-18
Case 8
If TargetHits = 10 Then WinBattle:End if 'changed 20 to 10 to win 12-11-18
Case 9
If CaptiveBallHits = 5 Then WinBattle:End if 'changed 10 to 5 to win 12-11-18
Case 10:
If RampHits = 5 Then WinBattle 'changed 10 to 5 to win 12-11-18
Case 11
If TargetHits = 10 Then WinBattle:End if 'changed 10 to 5 to win 12-11-18
Case 12
If loopCount = 3 Then WinBattle:End if 'changed 5 to 3 to win 12-11-18
End Select
End Sub