Hi Pinballwiz,
thank You for the new rule informations. To indicate what already has been implemented and what is still to be done, here is the complete feature list.
I am missing some of the callouts and some animations. The video mode still has to be coded but the rules are clear.
OK = complete
(OK) = feature implemented, rules not confirmed
(X) = to be implemented
The Web
Top Rollovers 1000 OK
Bumpers 1000/1Mio*SuperJet Level OK
Slingshots 1100 OK
Left Outlane Kickback, if lit (if Ballsaver is active, Kickback stays lit) - Grace Period with blinking light after Kickback OK
- Extra Ball if lit OK
Left Inlane (left) Start Timer for right Power Level OK
- Start Timer for right Kickback Target OK
Left Inlane (right) Start Timer for Light Magnet + Quick-Dock at Explosion Hole OK
- Start Timer for right Kickback Target OK
Right Inlane Start Timer for left Power Level OK
Right Outlane Extra Ball if lit OK
Left Lock Hole Starts Video Mode if lit OK
- Frenzy Lock if lit (Take Your Pick) OK
- Start Fast Frenzy (if the last Ball is locked) OK
- if nothing else is lit: Lights one Left Ramp Target until collected OK
Magnet with Timer OK
Left Spinner 100K * Power Level OK
Left Orbit Start Timer for left Power Level OK
Left Ramp Light Lock at first and then every 5 hits OK
Light Extra Ball at 20 hits and every multiple of 50 hits thereafter (50, 100, 150..) OK
Ramp hit count is varied by the two ramp target lights, Ramp lights are reset after collection (1 light=2 ramps, 2 lights = 4 ramps) OK
Left Ramp Targets according light will flash for 10 seconds, if not lit permanently OK
Pop Bumpers increase Jackpot by 7130 OK
- can be switched off by holding both Flipper buttons OK
3 Top Rollovers advance Bonus Multiplier 1,2,4,6,8,10 + BonusMaxed (10,15,20…Mio) OK
Flipper cycle lights left and right OK
ExtraBall for first 10x Bonus OK
Bumper Mini Lane starts a timer to collect next Super Jet level (1-3) but not during MultiBall OK
Mystery Target used in Missions OK
Center Hole:
Starts Ultimate Showdown OK
Starts Super Launcher OK
Starts Combo Mania OK
Starts Quick Shot OK
Starts Mission OK
Awards Jackpots OK
Awards Extra Ball if lit OK
Drop Targets Target lights according Light, either 3-bank is reset if down OK
If all 6 lights are lit, Dock is lit at the right ramp OK
Targets light "Light Magnet" - 6 down OK
Reactor Hole:
spot one DT light OK
Lights "Light Magnet" if lit OK
Mission - Reactor: decrease percentage by 20 OK
Loop (upper Orbit)
2 consecutive Loops activate HurryUp Extra Ball OK
3 consecutive Loops award Bonus Held (Bonus Multiplier) OK
4 consecutive Loops award Super Jets Held OK
5 Mio Points per LoopCount (5,10,15..) OK
Dock Ramp Advances Jackpot by 1Mio, if unlit OK
Docks Balls when lit, 3 Docks start Space Station Frenzy OK
Explosion Hole Activates Magnet when lit OK
Random Explosion Award when lit OK
Right Target Activates Kickback if lit OK
Right Spinner 100K * Power Level OK
Right Orbit Start Timer for right Power Level OK
Skill Shot Shoot the Dock Ramp immediately after Ball Launch for 25Mio (increasing for 2nd Skill shot etc.) OK
up to 2 Loops before the Dock Ramp shot increase the value by another 25/50 Mio OK
Combos Spider shots are lit for a Combo shot after one shot OK
Combo, Double Combo, Triple Combo, Super Combo… OK
Double Loops are no Combo but the Dock Ramp stays lit for Combo (restart Combo timer) OK
Combo Mania is lit every 15 Combos OK
10 Mio Points per ComboCount (10,20,30..) OK
5-way combo lights the US Combo light OK
Power Levels
PL 1: "Small Points" - 5 Mio OK
PL 2: Explosion - lights the Exposion Hole for Explosion OK
PL 3: Super Jets - advances the Super Jet level OK
PL 4: Light Quick shot at the Center Hole OK
PL 5: Light Video Mode at the left Lock Hole OK
PL 6: Super Ball Rescue (Kickback stays lit for the current Ball) OK
PL 7: Light Super Launcher at Center Hole OK
PL 8: Showdown Sphere + lights Power-Light at the center OK
No Power Levels during Multi Balls OK
Missions 45-60s, lights cycled by Bumper and Mystery Target hits OK
Reactor Critical:
OK Red Reactor Light is lit, Mystery is lit, DT lights are lit, DT score 5Mio OK
10 DT needed, Reactor Hole removes two hits, DT are reset immediately, Mystery deactivates Reactor Hole setback OK
After 10 DT hits, the Reactor Hole completes the Mission (+Showdown Sphere) OK
Biker Race:
Flashing Bike Ramp, Dock Ramp, Right Orbit, Left Orbit - cycling OK
Loop is lit at the start and can be relit by completing a lit shot, Mystery target is lit and stops the cycle until collected OK
4 hits needed, a bump scores 10M points, 60M bonus for completion OK
Hunt Down:
Shoot lit Sink holes Center Hole, Reactor, Explosion, Lock - one is lit at a time OK
Mystery Target lights all holes until one is collected. OK
5 Holes light Mystery Target for 100M + Showdown Sphere OK
Shuttle:
Bike Ramp and Dock Ramp for gun shots to destroy the shuttle (4-5) 105Mio + Showdown Sphere OK
Dock Ramp awards more % than Bike Ramp, value increases during mode OK
Mystery Target is lit after a successful ramp shot for additional % (worth one shot) OK
Skyscraper:
Shoot Spinners to advance floors, Spinners are unlit after a hit for some seconds (1 Orbit awards only 1 floor), 1Mio per floor OK
5 Floors needed, Center Hole ends the mission, if ended at floor 5 it awards 105Mio + Showdown Sphere OK
After Floor 5 the Mystery Target is lit and relights the spinners for Floor 6, Exiting at floor 6 awards 100M and Extra Ball in addition OK
Ammo Dump:
25 Pop Bumper hits needed to complete for 95Mio + Showdown Sphere OK
Mystery Target is lit for Double Pop Bumper hits OK
All Missions completed:
The 6 Mission lights cycle, shoot Center Hole for 250Mio + Showdown Sphere OK
After Relighting Mission start all the missions can be done again OK
2x, 3x…Point value, including completion award if done again OK
The Mission Start is lit by completing a left or right ramp shot OK
Modes
Quick Shot:
Lit at Power Level 4, started at Center Hole, first QS starts at 25Mio OK
each next activation adds 25Mio to the starting value (even if not collected) OK
after collecting the QS the next Level starts at 50Mio points more OK
Minimum of 5Mio Points for the last seconds OK
Super Launcher:
Lit at Power Level 7, started at Center Hole. A 10s Countdown starts. Shoot the Dock Ramp for 50Mio OK
The timer restarts and the value increases by 25Mio each time until 150Mio. Collecting 150Mio ends the Mode + Showdown Sphere OK
The base value and increment increase each time the Mode is started (75M+50M . . .) OK
Combo Mania:
Lit after 15 Combos have been collected. Start at Center Hole. All Combo Shots remain lit OK
Combo 25M, Double 50M, Triple 75M Super Combo 100M up to 150M for 5 Combos OK
The base values are increased by 5M each time Combo Mania starts OK
Starting Combo Mania lights the US Combo light OK
Multiball - Space Station Frenzy
Dock 3 Balls + 1 from first ?-Pick OK
Cow Jackpot (SuperJP, then the first JP lights CowJP at the left hole until DoubleJP or MB ends) OK
After collecting 3 Jackpots the Dock Ramp is lit for Super Jackpot OK
Collecting Super Jackpot activates the Drop Targets for Ultra Jackpot sequence OK
- All DT down enable the Explosion Hole for Ultra Jackpot start OK
- Hitting the Explosion Hole starts a 5 second timer for Ultra Jackpot at the Dock Ramp, Explosion Hole stays lit if JP is missed OK
- Collecting Ultra Jackpot lights the ULTRA US-Light OK
Multiball - Fast Frenzy
Lock 2-5 Balls (5 from second ?-Pick) OK
Multiball - Secret Mania OK
5 Ball Multiball (Start Fast Frenzy during Combo Mania by locking the last Ball) OK
Multiball - Ultimate Showdown
6 Ball Multiball (OK)
30s Ball Saver (OK)
All Switches are 1Mio per Showdown Sphere * (1 + US successfully completed) OK
Mystery-Target relaunches drained Balls (one per Reserve Ball) OK
Reserve Balls invreased by 2 for each Loop (OK)
Spinner hits count as one hit for point score, no spins OK
A failed Showdown deactivates Super Ball Saver (OK)
Phase 1: 150-200 Switch Hits (OK)
Phase 2: Spinner (100 Spins? -> 3-4 full Spinner hits) - only one Spinner is active, Mystery-Target changes the active one, 4 different quotes ("C'mon men", "Stop!","No!","Finish her!") (OK)
Phase 3: Finish Her (Mission Hole?) - awards 1.000.000.000 points * (1 + US successfully completed) (OK)
Phase 4: Start 3-Ball Fast Frenzy OK
Showdown Spheres
Complete Reactor Critical OK
Complete Hunt Down OK
Complete Ammo Dump OK
Complete Skyscraper (Level 5 or 6) OK
Complete Shuttle OK
Complete Bike Race OK
Start 7th Mission OK
Score a FF JP after dropping all DTs OK
Score 5 Hits on Super Launcher OK
Complete Video Mode (X)
Reach Power Level 8 OK
Bonus Calculation Loop=400K, PoweLevel=500K, Combo=600K * BonusX OK
Pity Ball3 score < 100Mio, lights a 3-Ball Fast Frenzy at the left Hole (X)
Video Mode DMD Animation (X)
CD Music OK
Callouts Integrate Sounds (X) - not complete
Kickback OK
Ball Saved OK
Edited by mfuegemann, 13 December 2015 - 12:50 PM.