Based on Stern's Star Trek (Pro)
I began this project months ago, with an original table layout, but didn't like the direction I was headed with it. Decided to use an existing layout on a table that I really enjoy and adapt the theme to work. It's gone well so far and started to come together in the last few days. Lodger has offered to help with scripting and scoring and without that help I'm a Zoidberg out of water. I'll be sending him a flippable table sometime soon so we can start putting the ideas together.
I'm going to build this around UltraDMD implementation as well.
For now I'll share some thoughts on the scoring, based very loosely on the Star Trek table
6 modes - you can see in the hexagonal lights near the bottom. The names may change if I get other ideas but right now:
Omicron Persei-8
Parasites Lost
Farnsworth Parabox
Slurm Factory
Problem With Popplers
Amazon Snu Snu
With a semi-wizard mode Hypnotoad
On Star Trek, these are stackable, so there's 18 missions (6x3). I'm going to try and keep it simple here, so just 1x on the modes with some mini modes mixed in, completion gets you to the wizard mode...
The Planet Express light insers (6 of them) will be RGB lighting that light to the color of the current mode and are your indicators for mode progress, they blink, you hit the shot, solidify all 6 lights and you can move on to the next mode.
To get to the next mode, hit the orange flashing lights (left: kicker, right: behind upper flipper to shooter lane) and then you can select the next mode. This will be just like ST. You can also choose the next mode if you drain after completing the current mode
If you complete 3 modes in a row, you get a mini mode (maybe...) that you follow the red triangle lights to complete. We'll see how this goes.
If you hit the red triangles while they're blinking (they will just rotate, left to right, at a steady interval) it adds to your bonus, that's the green triangle lights, all the way up to 300,000. Each red triangle gets you 10,000 so the intensity of the green lights will have 5 steps, dim = 10k, bright = 50k...
Then hit the yellow light targets (I'll change them to blue) lights Nibbler ball lock (under the Planet Express ship)
Purple light targets enables mutant multi ball (the left scoop kicker is the goal)
I hope most of this is do-able. It's going to be an adventure. Futurama gives me a lot of source material and ideas to use so the challenge is going to be reigning them in.