Black Knight: Sword of Rage Rulesheet

Well, that code update seemed underwhelming. Compare it to the awesome and massive updates to Stranger Things released on the same day thus week, and Knight and day (see what I did there?).

Hoping this 1.02 is just a little teaser before Tim gives us lots of good updates to fix things up and deepen the gameplay in time for Christmas!

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Made it to black castle for the second time ever. Drained in 28 seconds and that was that. @timballs any chance for a code update to let the mode not start over from ground zero after a drain?
Also would be a fun mini mode to just battle the knight, sort of like the mini mode option in Jurassic park.

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I’m looking for information on what changes happen in the tournament mode setting?

@ScoutPilgrim … see previous post/request… I could have sworn you had that documented somewhere in a blog post or something.

In addition to turning on ā€œcompetition modeā€ which de randomizes things, competition install will change these settings:

Knight Spellout Difficulty to EXTRA HARD
Sword of Rage Difficulty to HARD
Slingshot power to 24 (from 16)

If premium / LE:
Disable Last Chance feature
Catapult lock difficulty to MEDIUM
Require mode for catapult lock to YES

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Thank you for that. Do you happen to know of anyplace where I can find more information on ā€œcompetition modeā€ settings?

I am setting up a tournament and have looked up the rules sheets for several machines and have only managed to find a couple of definitions for their competition modes. I have about 12-13 machines I need do this for.

Competition mode just de randomizes things.

I would recommend avoiding competition install unless you’re able to figure out what it changes so you can notify the players.

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Agree with @chuckwurt. Avoid Install Competition and stick with just turning on Tournament mode. Previously @raydaypinball gave some insight one the differences here:

Tournament mode disables random things about a game, where as competition install changes crucial settings based on what the programmer deems makes it good for high level competition. Examples are, walking dead tournament mode simply makes things like walker progression non random where as competition install makes it so multi kills are way harder and modes can’t be started in multiball.

Iron Maiden tournament makes starting mode same, but competition install disables super skill shots.

Side note - what type of tournament are you running and what skill levels will be attending? I ask, because the tournaments I run I have players of all skill levels and at one point in time I was trying to make some of the games harder for the more experienced players. For example I changed the setting on Iron Man to HARD for raising Monger, which made it much harder to start Monger MB. After a few tournaments I made the decision to have all games simply put in Tournament mode and to NOT make any setting harder than the default so that all the other players can enjoy the game in its regular setting.

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That’s exactly what I’m trying to do right now. Its a Critical Hit style tournament (uses pinball specific cards to changes outcomes of games).

Basically all rounds have to complete in order to move onto the next round. So I will likely need to use the competition mode for most all games in order to keep the tournament flowing smoothly. Or at least a few of them. I just basically need to know what changes the competition modes does for all of the machines.

All changes to the game will be posted on the back glass as well so the players will definitely be well aware of it. I just need to know what they are.

Currently:

Jurassic Park - Pro
Guns and Roses - SE
The Walking Dead - Pro
Willy Wonka - SE
Star Wars - Pro
Ripley’s Believe it or Not
Aerosmith Pro
Avengers Infinity Quest - Pro
Ghostbusters Pro
Black Knight Sword of Rage
Teenage Mutant Ninja Turtles - Pro
Wizard of Oz
The Addam’s Family
The Incredible Hulk '79
Space Invaders '80

Ok gotcha. So install competition is a complete software change.

Makes sense I’ll just use the Tournament mode then. Just would be nice to know what all changes in their entirety happens with Tournament mode.

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Its a Critical Hit style tournament with all skill levels.

Critical Hit tournaments run long period. If you are trying keep things moving along you need to look at disabling balls saves, reducing ball save times on multiballs, and possibly removing post rubbers. Most of the games in your list are going to play long for good players.

Agree. Definitely am looking at each machine to do all of what you mentioned.

Just would be nice to know what changes occur in Tournament mode. I don’t like surprises and I want to do things right to fully disclose to the players as to what changes have been made.

Still on the fence about what to do with Ripley’s and Addams.

Again, it depends whether you are just changing ā€œcompetition modeā€ or performing ā€œcompetition installā€. The changes I listed for black Knight are competition install.

Competition mode settings only affect things that are random in nature like mystery awards, starting modes that are lit, etc.

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Nothing should change in tournament mode except for randomness of awards being taken away.

That’s not really going to reduce game times though. Reducing or turning off all ball saves will.

Critical hit is pretty random anyway so just concentrate on adjustments that will reduce game times and leave the rest stock.

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Thank you guys for your input. This is my 1st time doing this, I’m learning a lot!

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I don’t mean to derail the BKSOR rulesheet thread even more, but I felt the need to chime in here. Critical Hit tourneys are very random and they can be fun. But I have found that the cards often inflict changes on players that will mitigate skillful play. Therefore some players will like it, while the more skillful players may not like it at all.

CH tourneys do have their place as they are a fun alternative to an actual tournament.

Hey all!,

I’m still little foggy regarding the mechanics of super modes. Sorry if it’s obvious, I’ve been playing on location and don’t have time to examine in detail how the score changes while playing.

Is building the super mode ā€˜super jackpot’ value the only objective of supermodes? Or do they increase the value of the shot associated with the mode also?

If so, by how much? What does ā€˜boosting’ the value of the super mode really mean?

Is a ā€˜boosted’ level of the super mode equivalent to a shot multiplier for that shot?

Any ideas? Thanks :blush:

Boosting the super mode value means boosting the amount of points each super mode adds to the super jackpot by +1x, up to 4x for level 4. You don’t score the points from the super modes unless you collect that super jackpot.

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