What do you mean? Hasn’t this Rulesheet always had links implemented?
Whenever you see bold text in a section, you’ll be able to click on the link to get information about the feature.
Just some observations about .93
I’ve had times where I’ve had multiple levels of power ups stacked and I can collect them one after another. Seems like once the power up meter is full you would collect that level and then have to refill the meter before the next level was available.
I don’t know how power up choices are chosen, are they set to correlate with whatever progress is being made on the playfield?
An example might be 2 saucers have already been destroyed so a power up would be to destroy a saucer or if you have 5 planes collected the choice could be award a jet fighter.
The first set of power-ups are randomly determined from about 10 options, but the same for each player in a multiplayer game. Future sets are predetermined.
problem is there are only so many powerups available. if you take forever to cash in because you are avoiding the scoop like Karl does then you will not have enough to get to the wiz modes
Wizard modes you say? Tell me more!
I actually just finished playing the new code for the first time and I really like the stacking of Allies and the Power Ups are a great addition.
game start powerups 1-4 are unlocked. 5-9 will unlock with either a godzilla super jackpot or mecha super. 10-11 will unlock with both supers collected. 5, 10,11 are wiz modes. 12 will unlock by…?
and godzoooooooky~
I just made changes to update the rulesheet to V0.93, but I havent changed the Planet X stuff yet. Though I made a note that it needs to be done.
*Edit: Planet X is updated as far as I can tell and understand the mode.
Thanks for explaining.
Appreciate you doing this. I noticed that after clicking on a link and going to that section, I can’t hit the back button to get back to the index at the top. This can be done on the pin wiki. Is it possible to do that here? Rule sheets are getting epically long. It would definitely help jumping around. Noticed it on two different browsers, so I don’t think it’s browser related. Thanks either way.
“Two times per game, balls that drain after scoring Godzilla Wallop will be saved.”
What is the logic used for this?
Is it that the 1st and 2nd times you drain SDTM directly from a reverse shot through the building you get your ball back,
OR is it
the first two times you hit a reverse shot through the building the ball save is on for a short period.
How does hitting the shot in a MB effect this? I know you don’t get the ball saved, but does it count as one of the first 2 shots?
I’m certain that I’ve had the ball drain SDTM (and not come back) from the shot the first time it has happened
This may be old news, as it happened on 0.90 code a couple of days ago.
I had 2 RAGE combos running at the same time, and I’m not certain how, or even if it’s meant to happen.
I can only assume that I had the left inlane lit to start RAGE combo, at the same time as having the centre spinner just short of qualifying the next one.
I came down the left inlane, hit the right ramp, then left ramp, then centre spinner, missed the loop shot and the ball came down the left inlane - triggering a new RAGE combo to start again, as well as the loop remaining lit for the 4th shot of my initial combo.
I was that confused I drained without making a further shot anyway.
Has anybody else seen this before?
I’m confused by the wallop ball save logic too. I may just turn that setting off just knowing it will never save my ball. Rather that then misunderstanding when to expect it to be on.
Two ball saves for SDTMs from the reverse building per game. This behavior stops during Multiball.
I love the implementation of the power-ups so far, and just have one insanely minor gripe - I press the flippers to skip cutscenes, but for the power-ups, doing that always just awards the left option. This is especially painful with power-up #2 where I really want 5x time bonus but nope, +10 seconds instead.
already fixed. Is actually a bug in .93
Perfect, thank you!
That’s what I assumed.
Have changed the wording in the rules to make it clear.
Still having an issue with the ball not being held for DJP. I’ve had a couple where it was qualified, ball was momentarily captured and then released with no call out or anything.