Last year I brought a friend to spectate and they bought a 1 day pass with cash. I would assume the policy won’t change and you can buy a full day with cash.
Isn’t there some bug with tilt warnings enabled in that game?
Pretty sure this will encourage intentional draining until 2x playfield running.
Yep… Was reminded about this…
So…no tilt warnings.
We’re using updated, pre-release Black Knight: Sword of Rage code in The Open. Change notes:
PRO V1.?? - INDISC-ONLY
Fixed:
- Fixed an issue that sometimes prevented players from earning KNIGHT letters
from a mode that had been continued on a subsequent ball. - Fixed an issue that sometimes kept foreground display effects on the screen
during KNIGHT multiballs. - Fixed an issue that sometimes prevented the war hurryup display effects
from playing over the mainplay display effects. - Fixed an issue during modes where players could sometimes share mode shot
progress. - Extra ball is lit display effect will no longer play if extra ball is not
lit. - Fixed a bug that could sometimes cause the left ball save not to save a ball
when the player took a tilt warning.
Tweaked:
-
Deep Freeze mode shots will always start with the same shot array, even when
the mode continues from ball to ball. -
Reduced the intensity of GI effects during the mystery award light show.
-
Shield Diverter Disabled adjustment will allow you to start all shield
features by bashing the shield. -
Removed critical lights from skill shot and war hurryups light shows.
-
Changed the TKC Multiball start video to play after the mode start video.
Lock videos still play before the mode start videos. -
Locked out the Horse Whinny sound for game start - no credits for 30 seconds
after it is played. -
Moved the War Hurryup priority above mode priority. This makes it easier to
see hurryup and score values for the war hurryup shots. -
Added flail movement logic to Retro Multiball.
-
Increased mode scoring.
- All modes have a base value starting at 2m.
- Increased by +200k for each mode completed.
- Increased by +950k for each lap of modes completed.
- Draining while a mode is active will reset the mode scores to the base 2m.
-
Increased the score bonuses for shooting the flail prior to starting a mode.
- Flail bonuses are reset when the mode starts and cannot be earned until
the next mode is qualified. - Flail bonuses are reset when the ball drains.
- Shooting through the spinning flail awards +250k (increases
by 25k.) - Shooting the flail when it’s closed awards +200k.
- Shooting the flail when it’s spinning awards +400k.
- Shooting the flail when it’s open awards +250k (increases by 25k.)
- Flail bonuses are reset when the mode starts and cannot be earned until
-
Changed default mode difficulty to MEDIUM.
- Tweaked the number of mode shots required to complete modes.
- Molten Fire (Magma Beast)
- Easy: 6 shots to complete. 2 shots for KNIGHT letter.
- Medium: 8 shots to complete. 3 shots for KNIGHT letter.
- Hard: 10 shots to complete. 4 shots for KNIGHT letter.
- Wicked Cavern (Hell Hand)
- Easy: 6 shots to complete. 2 shots for KNIGHT letter.
- Medium: 8 shots to complete. 3 shots for KNIGHT letter.
- Hard: 10 shots to complete. 4 shots for KNIGHT letter.
- Mud Bod (Hydra)
- Easy: 3 heads sealed to complete. 1 sealed for KNIGHT letter.
- Medium: 4 heads sealed to complete. 2 sealed for KNIGHT letter.
- Hard: 5 heads sealed to complete. 3 sealed for KNIGHT letter.
- Deep Freeze (Lich Lords)
- Easy: 3 liches defeated to complete. 1 defeated for KNIGHT letter.
- Medium: 4 liches defeated to complete. 2 defeated for KNIGHT letter.
- Hard: 5 liches defeated to complete. 3 defeated for KNIGHT letter.
- Burning Sands (Sand Worm)
- Easy: 6 shots to complete. 2 shots for KNIGHT letter.
- Medium: 8 shots to complete. 3 shots for KNIGHT letter.
- Hard: 10 shots to complete. 4 shots for KNIGHT letter.
- Molten Fire (Magma Beast)
- Tweaked the number of mode shots required to complete modes.
-
Increased war hurryup scoring.
- Base Value for all hurryups is 3m.
- Score for subsequent hurryups is set to the value of the hurryup when
it was awarded or when it was terminated. - The left pop bumper increases the value of the flail hurryup by
+225k+(5k*number of left pop bumper hits for this player this game) - The bottom pop bumper increases the value of the target hurryup by
+175k+(5k*number of bottom pop bumper hits for this player this game) - The right pop bumper increases the value of the target hurryup by
+195k+(5k*number of right pop bumper hits for this player this game) - Increased max value of each hurryup to 25m.
New:
- Added topper support.
- Added speech calls for WAR when war hurryups start and RAGE when mystery
is lit from the inlanes. - Added adjustment for shield hold power.
- Added diagnostics icons to game menu.
- Added flame panel test menu entry.
- Added adjustment for backpedaling speech frequency. Defaults to NEVER.
Also has adjustments for Occasional (30% of the time) and Frequently. - Added Butcher skeleton speech to Skill Shot.
Moved to System 2.39:
-
Updated to nodeboard firmware v0.55.0
-
Allow the knocker sound effect to play completely when a replay is
awarded during the last ball bonus and ensure the normal game volume is
restored. -
Added Standard Adjustment “MAX PLAYERS PER GAME”. Values are 1 to 4,
with a default setting of 4. This can be used to limit the number
of players that can be added to a game. -
Using LEFT+START to end a game during bonus count could leave game graphics
on screen while in attract mode. This has been corrected.
Moved to OS V2.0.16
Or, don’t use Beat The Clock at all, if forced to set it to no tilt warnings
Yeah. Odd choice of game and I own a BTC. I just remember it from NWPC a few years ago everyone was just plunge-draining zzz…
I might have missed it, but what difficulty setting will the modes be in?..MEDIUM?
BK? Most likely medium.
Lightning or regular flippers?
Regular flippers.
Outlanes maxed, but with rubber.
1 Knight letter spotted.
Reduced ball savers.
Cool topper!
Oh dang. Hopefully the new callouts are set to maximum! Haha.
Do we need to have a talk about ball savers?
I am guaranteed ball on flipper, I am guaranteed ball on flipper…
Classics Target Match Play Championship game list:
Abra Ca Dabra, Air Aces, Aladdin’s Castle, Algar, Aztec, Bow & Arrow, Butterfly, Captain Fantastic, Catacomb, Cybernaut, Doodle Bug, Dragonfist, Eight Ball, Eight Ball Deluxe, Excalibur, Fireball II, Free Fall, Genesis, Harlem Globetrotters, High Speed, Hulk, Jacks Open, Joker Poker, Laser Cue, Meteor, Neptune, Nitro Ground Shaker, Paragon, Scorpion, Seawitch, Skateball, Space Shuttle, Space Time, Strange World, Tag Team, The Red Max, Warlok, Xs & Os
Game list updated 1/6 (Games are subject to change)
JPLE will be running new code at INDISC. The release should be out next week but here is a rundown…
-
Adjustment Changes:
- added ‘JP SYSTEM FAILURE SPEECH’ defaults to TRUE, which will play speech during the ‘System Failure’ event when the first Paddock is entered, turn to FALSE to turn off this speech
-
T-Rex Multiball - added new T-Rex mech choreography when starting the mode, T-Rex now chews the ball, roars in time with on-screen display effects, then throws the ball on a delay
-
T-Rex Multiball - Super Jackpot now needs to go into T-Rex mouth instead of Left Ramp, T-Rex will chew and throw the ball on a delay as a temporary ball lock
-
Chaos Multiball - changed Letter Jackpot thresholds C = 1 Jackpot / H,A = 2 Jackpots / O,S = 3 Jackpots
-
Chaos Multiball - added 3rd Stage Chaos Hurry-Up value that starts at all the combined Super Jackpot values from Stage 2, collected at the Pop Target
-
Chaos Multiball - Chaos Hurry-Up can be doubled by moving the Truck to the left facing direction (making the Pop Target shot tighter)
-
Chaos Multiball - fixed an issue where the Super Jackpot display effect would not interrupt itself if one was already going causing some collect values to not be displayed
-
Raptor Tower - now for each Raptor Tower award threshold a Super Tranquilizer is lit
-
Super Tranquilizer - lit at game start on action button. once used must be re-lit via Raptor Tower awards (does not stack). freezes dino in place and prevents attack for 20 seconds
-
Museum Mayhem - fixed an issue where a ball locked in the Raptor Pen would get released when it should be single ball play, Gate will now stay closed and hits to the gate will count for the Raptor Award
-
Invalid Frenzy - each Gate hit now boosts jackpot and scores 500K
-
Invalid Frenzy - switches and Gate hits can now build value even if jackpots are already lit
-
All Paddocks - when in a Paddock the Helicopter spinner now increases the Paddock Bounty by 25K per spin times number of paddocks visited
-
All Paddocks - added a grace period of 2 seconds for the dinosaur capture timer when the Helicopter has to be refueled
-
All Paddocks - fixing an issue when the dinosaur is captured on the helicopter shot that would result in a “helicopter needs to be refueled” callout when the dinosaur has already been captured
-
All Paddocks - added ‘Dinosaur Escaped’ display effect when the dinosaur escapes a paddock
-
T-Rex Encounter - fixed an issue where the spinner arrow would not light when it was an active shot for the mode
-
T-Rex Encounter - fixed an issue where timer callouts were never heard for this mode
-
T-Rex Chase - fixed an issue where timer callouts were never heard for this mode
-
Pteranodon Attack - changed from 20 switches to light and increment X down to 12 switches
-
Pteranodon Attack - removed timer callouts from this mode
-
Loops - improved Left Loop detection logic if a switch is missed
-
DNA Combos - added display effect numbering so you can tell how many you have collected
-
Super Supply Drop - added display effect numbering so you can tell how many you have collected
-
Callouts - added more callouts
-
Replay - increased default replay values by 100M to bring lowest replay level to 250M
-
Attract Mode - fixed an issue with pricing information disappearing after Free Play is set
-
Attract Mode - added pricing information to tournament screens
-
Attract Mode - fixed an issue in attract mode light sweeps where museum mayhem light would not light up
-
High Scores - fixed an issue with 10 letter spacing being too wide
-
Enter Initials - fixed an issue with 3 letter spacing being too narrow when champion awards are presented
-
Spinner - a single spin can now trigger shots lit at the Left Orbit / Spinner shot (used to be 2 quick spins in succession)
-
Spinner - a single spin will not un-light any spinner score inserts
-
Museum Mayhem - victory laps base value changed from 1.5M to 3M
-
Museum Mayhem - fixed an issue with not being able to hit the Super Jackpot in Victory phase when there is a ball locked in the Raptor Pen
-
All Paddocks - fixed an issue with Super Tranq pausing timers and when the ball drains the timer is never started up again
-
Chaos Spellout - number of spellouts to light the multiball now capped at 2 (was 3)
-
Chaos Multiball - added Super Jackpot speech and text when the 3rd stage hurry-up is collected
-
Chaos Multiball - 3rd stage hurry-up will continue to run if you have only a single ball in play, mode will end after it times out or is collected
-
Chaos Multiball - Pop Bumper hits will not count towards Add-A-Ball directly after the mode starts until the Pop Bumpers are not hit for 1.5 seconds
-
Raptor Triball - ‘CHAOOOSSS’ callout added when 3 balls are added to enter stage 2
-
Secure Control Room - fixed an issue with T-Rex Perk (+8 Seconds) was capping timer at 30 seconds when you add time, now will cap at 38 if you have the perk
-
Secure Control Room - added 10 second audible countdown for hurry-up timers
-
Smart Missile - added Invalid Frenzy as an option once per game
One thing folks - might just be an international thing (although I doubt it) but security has been stepped up, I guess because of recent events, at airports and it took me a lot longer to board because of it.