Tested out the Judge Dredd Final Challenge bug

Considering how difficult it is to trigger, I’d still consider using this game in tournaments. If anyone gets so far in the game that they’ve triggered this bug, I think they’ve earned the win…

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Coming from the guy that won the Bat City Open on Dredd, I approve :wink:

Yeah I won’t rule it out for most of our events. Some of the bigger ones for sure.

I didn’t see you telling me ahead of time :wink:

Like mentioned before. Mad props to those who pull this feat off.

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I was a bit fearful about looking into this one. As debugging stuff deep in a game can be daunting. But it was actually easy to find. And when I understood the game rules in more detail I called it already.

When Ultimate Challange is started as multiball victory laps it should not clear the modes progression on termination. When started as the wizard mode it should. This is controlled by a flag that is set when started by the multiball. And tested in the UC end procedure. But by mistake it is not cleared here. The clear command is in the false condition code path (whoops).

The flag is cleared at start-of-ball. So it will not carry. But, as the UC lit condition will carry, on a new ball you will get one last shot at it before the party is over.

Apart from giving the Deadworld mech logic an overhaul and making the physical lock a menu option, what else needs to be fixed on this game (with reference to L-7)?

I don’t know if on L7, but there are the safecracker and sniper multiball stack bugs. See Judge Dredd mode stack bug

I think Safe Cracker should actually work like Move Your Car (in CFTBL) instead of pretending it does but only giving the same value over and over.

See also this small Safe Cracker bug from the rulesheet:

There’s also something weird about this mode. If you hit it during the opening animation, your score will be 8M. If you wait just a little bit, when it starts counting down, the value will be over 8M, like it started at 9M or something. Weird.

The bonus multiplier applying to mode points is massively overpowered, but I’ve never seen anyone take advantage of it in competition.

An option for a ball save at the beginning of Black Out would be nice. That mode is useless 90% of the time because it doesn’t have one.

IIRC, it takes a while after the game ends to actually show the scores if you have match enabled.

+1. This is a good idea.

Even MORE importantly…
I would also suggest nerfing the wood-chopping strategy of looping the left ramp all day. Particularly on regular-sized flippers that are good and strong, you can just spam the left ramp for safe, growing points, with no cap. And I believe the ramp value carries b/w balls? I don’t recall.
Ideas:

  • Still reward skillful looping by allowing the value to grow, but similar to Police Force, have the value reset back down to base/starting value if you hit any other switch besides the ones on the ramp and the R inlanes.
  • In addition: reduce the L ramp growth value. Factory is 500K (+500K) per ramp, IIRC.
  • Last: put a cap on the L ramp value. Perhaps 5M?

i thought value reset as soon as the combo is broken, is that not the case?

It resets at end of ball but does not require you to continually combo it.

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Thanks for the inputs.

Ramp scoring is +500K without reset on same ball. Open ended (well effectively). I guess a hard setting could be timeout reset and a cap at 10M.

Looking into this I found L-1 very buggy. If you encounter this in competition because the owner like the physical locks (original concept) I suggest you suggest the game not used. Well, until the rev 8.0 that I plan on bringing to market is out.

I think this bug has been brought up before but there’s also a bug with Sniper. If you start Multiball during the second phase of that mode (with the guy falling from the tower), then you’ll be able to start Chain Features during Multiball. This has some very weird behavior, preventing you from scoring jackpots even though they can be lit. This was on the most recent code.

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Didn’t see it mentioned above, if you turn ball save off it will cause JD to randomly award ball saves during normal game play. Pretty sure this is in L-7 but I can double check.

Oh dear. And these ball saves are not also granted when ball save is enabled in the menu?

No they are not normal ball saves. When Ad 2 05 Ball Save set to 0 seconds it will randomly give out ball saves during normal play. I just went and checked and the game actually even turns on the “drain shield” light. Game is on rev. L-7.

As long as the adjustment is set to 1 second or more the ball save functions properly.

Okay. Sound fishy. Are the “good” ball savers in the game? Meaning ment to be ones handed out during game play at certain events. Quick survey, lock multiball and UC starts ball saver but Blackout do not.

Will check and see if the normal multiball/UC ball saves work fine. My guess was that since there is no “off” setting that it was a broken timer sort of thing

I would argue against this. Right now, in general, the scoring is pretty in line with everything else. Yeah it’s weird compared to MYC, but this is also a mode in a group of modes, not an entirely separate feature that needs to be balanced differently than a one-off mode.

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Here’s an easy(?) fix that would probably satisfy both of us: When you score points in this mode, it should just say the value you’re getting each time instead of the cumulative mode total to that point.
See also: Hot streak in F14 Tomcat is less valuable than you think it is.

It might be too much to ask, but Safecracker with a lower starting value and working like MYC would be a nice solution.

Agreed.

Funny, I have to say it never occurred to me that that was for each individual target hit. People would be rolling the game left and right if that were the case… Hot Streak of “100K” would be 550K total points.

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