New The Addams Family software mod


#1

Pinball people have expressed “if only you could not time out the power magnets on The Addams Family”. With reference to competition play, where players are holding the balls and waiting.

However, in my view, an improvement of the game will not be to extend the time out interval. But to shorten it.

First of all, the time out of magnets activity is not game design as such. But a safety precaution to not have them overheat (stock balls).

Second, I believe the magnets cause a bit too much randomisation in competition usage.

And third, if a player manages to trap up, why not reward an oppotunity for a clean shot. Right away.

The magnet feature is great. But I like to see it used a bit more subtle.

Dwelling a bit on this. How about a magnets rule, where precise shot making for mode objectives does not activate the magnets at all. But, with balls out of control, “The power” is thrown into the game.

The Addams Family
L-5 patch a656
Download link: https://tinyurl.com/y9xnjvur

The download contains a patch for both the Xdelta 3 and the LunarIPS tools. It also contains a backbox info sheet.

Changes

New feature adjustment A.2 29 The Power.

Options:
“Disabled”,
“Some-sw 2s”, “Some-sw 3s” (default), “Some-sw 4s”, “Some-sw 5s”, “Some-sw 6s”, “Some-sw 10s”, “Some-sw 15s”,
“All-sw 2s”, “All-sw 3s”, “All-sw 4s”, “All-sw 5s”, “All-sw 6s”, “All-sw 10s”, “All-sw 15s”.

“Disabled”: The power is disabled.
“Some switches”: The power is activated only on ball hits to standup targets (not Train wreck), pop bumpers and slingshots. With the designated timeout.
“All switches”: The power is activated on any ball activity (rev L-5 behaviour). With the designated timeout.

When Tournament play selected: A tilt do not advance GREED.
When Tournament play selected: The lock trough is emptied at end-of-game.

Adjustment A.1 28 Min vol. override, defaults to Yes.

Why it rocks

The “choiced switches only” magnets rule rewards accurate shooting and ball control.
Less waiting time for magnets to time out.
Menu adjustable timeout and mode of operation.
In competition play (single player games), the initial game state is the same for everyone.

Note

The power is still only in play in Seance and multiball modes.
The Train wreck shot is safe. Return balls to the Swamp targets and to the left slingshot will not activate The power.
The three The power flash lamps will occationally be run as light show. Even when the magnets are passive.
Selection “All switches 15s” will give the rev L-5 behaviour.
Please perform a factory reset upon installation.

Previously released software mods. All updated with LunarIPS patches. Many with backbox info sheets.

Creature From The Black Lagoon
Demolition Man
Dr. Dude
Earthshaker
High Speed
Junk Yard
Pool Sharks
Star Trek The Next Generation
Taxi
The Getaway High Speed 2
Theatre Of Magic

Get them all here: https://tinyurl.com/yb52ld5z


Demolition Man question for TD’s
#2

Nice touches!


#3

Wow, awesome work!


#4

new code will be showcased at NWPC :wink: thanks @soren!


#5

Really good ideas and touches in here.
But I disagree that The Power should not be activated when you hit certain switches – the risk/reward of Multiball and Seance is that The Power (randomization) is active all the time, because the shots/points are available all the time. And those points are quite lucrative. If you’re making all your shots in either scenario, The Power doesn’t impact you much.

I would much prefer that The Power is active on All Switches, but with the shorter magnet time-out interval. Is this possible? In other words, in the new patch, if “All switches” is selected, is there an option to reduce the magnet time-out interval?


#6

Looks like he’s got you covered @Snailman!


#7

Certainly. The “all switches” group of options are the game as you know it, with shorter time outs selectable. And that was the original idea. The “out of control” punishment options are improvisation on top of it all.

I agree to some extend, Colin, especially for Seance. But the multiball is still good ol’ Pat, with each jackpot to be qualified. And collected via a playfield flipper.


#8

Ahhhh, duh! I didn’t make the connection that each “#s” syntax (2s, 3s, etc) was the # of seconds until the magnet times out. Got it!
Great stuff @soren.


#9

My LAWD this is sweet! Nicely done!


#10

@hisokajp: which adjustment option will you be using at NWPC?


#11

We are using 4s magnet time out so when people want to time it out. it doesn’t delay the game much and the magnets are active as soon as they hit a SW so it is fun :smiley:.


#12

They are using the “all switches” option. The “as you know it” with a shorter time out.

You are able to distinguish options after lock 2 is made. With the “some switches” option, and assuming the last ball is fed to the shooter lane, you are able to plunge to the swamp or the thing hole, and get the ball on a flipper, without the power activating.

Good luck with the event, Germain. And thanks.