Update: added some graphics tweaks, planning to have character portraits that light up below the active player lights
I created a rough ruleset that i think will work well that allows for some mode stacking, combining resources to make big shots. Let me know what you think.
I also wanted to check with people to see who was still interested in collaborating and at what point they would be free. Things have gotten a bit quiet compared to when we got started and wanted to make sure that i didnt overstep in my latest additions. Thanks!
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Early Rule Set
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Hit each of the the 3 ramps to turn on Supply Room Kicker (far left)
If supply room is on, receive random award
-letters to spell “Supply”, Complete for replay (to be visible on dmd)
-instant mini multiball
-extra ball
-Big points
-Med points
-Small points
-Advance multiplier
- advance Spinner charge to max
-Hurry up to jackpot ramp (advances X5)
-~4 junk objects (collect to trigger voices “what’s this?”, “I don’t know”, “maybe if I put them together”, and finally “well, it worked in some other game” and add initials for player that has collected the most junk, replay if they are. Offers a reward of only 10 points.)
Complete upper red targets (by bumpers and vertical) to drop pegs to drop pegs by start mode scoop, shoot mode into scoop to start. At this point, the player selects which boss they will fight ( what character they will try to rescue) when they first hit the scoop. Selecting boss only occurs when a player has not completed any modes towards fighting a boss.
The hatch to the lower area will open based on the number of modes required to start a particular boss fight. This will increase as the player advances (i.e. at start might need to complete 3 modes to open hatch, this can advance up to 5.) To launch more than 5 modes, you must complete the boss battle. After boss hatch is open, no modes will be launched that involve the bridge ramp (which elevates to open hatch.)
Below the window to the lower pf are character lights. By default, the payer can play as the captain character. The light when lit indicates who the current character is. The channel with the kicker on the upper right is used to select a character (after you have earned them by fighting and defeating bosses.) to swap your character, the player must arm this kicker by hitting the bridge ramp which turns on a 15 second timer to swap the character out if it is hit. When this kicker is hit, player will use the left and right flipper buttons to choose a character and will hit start to select. The ball is then kicked out either after the character is selected or after a 10 second timer is completed.
Regarding characters, each will have an advantage against particular bosses. Each player also offers a special reward if the in/outlane rollovers are completed while that player is selected. For example, One character may offer jackpot x bonus multiplier during multiball if charged and active. The light below the character lights with character profile will denote whether that player has been charged.
After a mode is completed, complete a target bank to prime a new mode which is activated by hitting the scoop.
Bumpers advance which mode will be started.
During a boss fight, each boss will have a set number of hit points, and a player will need to identify a boss's weakness (2-3 shots will do damage, but one will likely do more damage, especially if it is with the right character).
Character pertaining to boss is awarded after bossfight.
Spinner ramp charges spinner up to 4 which increases value per spin. One character may increase spinner value x balls in play
hit lower White targets activate kickback
Hit bumpers 100x to light, increases bumper value.
Minimultiball
After bumpers are lit, hit bumpers an odd # of times. hit left and right scoop targets to drop pegs if applicable and open hatch. If mode is ready to be activated, this will allow the mode to be started in multiball mode.
All points earned during minimultiball are doubled while balls in play is greater than 1. This mode can be stacked with standard multiball. Starting mini multiball turns off bumper light.
Standard multiball: lock 2 balls in lower pf, hit jackpot ramp to start.
Jackpot ramp is horizontal, cycles through small, med, to large jackpots when hit
Extra ball lit- hit player select kicker to collect
Jackpot ramp orbit: add to orbit counter which is multiplied at end of ball, extra ball lit at 10, 25, 50 and 100 orbits (a la bear kicks in TAF or the spiral on TZ)
Timed modes:
Targets worth x amount
-Bumpers advance bridge value, shoot to claim,
-spinner at max, horizontal target mode x score
-shoot all lanes,
-shoot supply room,
-moving target,
-shoot mystery lane,
Supply room advance letter toward spelling “supply”,
open lower ramp,
target banks x multiplier
Edited by lodger, 09 April 2016 - 01:27 AM.




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