I've been busy the last months with freewpc working on new rules for Whitewater.
Why whitewater ? Not because the original rules are bad, but just because I wanted to play around with freewpc and Whitewater is the only wpc-89 game I own..
This is a work in progress !!
I've started this topic so other people can test it and give feedback. It's definitely not finished (and am not sure when it'll be..).
Don't take this post as a public release yet - it's more that I am looking for beta testers, feedback on the rules, more help (anyone wants to do graphics ?) ..
I'm looking for positive feedback - what can be done to improve it, what is your opinion of the rules (scoring needs more balancing), specific changes (play a sound or let a flasher flash at a certain time, ..)
Don't tell me it's not finished or doesn't look professional enough - I know that.
I've been busy for about 3 months with this on my own and getting a bit tired of working on it alone. I'd like some feedback.
At this moment I even need a name for the wizard mode (and no, not vacation jackpot) so ideas for that are welcome.
Feedback on the rules are also welcome.. I implemented some rules but things like the wizard/wetwilly can be still changed, these I have hardly tested and played myself. I just finished the stacking of modes but even these things can change (although some changes are not easy)..
The latest build can be found at:
This version may change every few days, depending on the feedback I get, if I have time to program/test things, ..
and sometimes when I implement something it makes the rom crash.. I will try to always upload a version that I tested and is stable but I can't guarantee anything..
Note it's still very early in development.
- If you want to play with it in visual pinball then please do.
- If you have an eprom burner and want to test it in your machine, you can. I test it also on my machine, I haven't had problems (no burnt coils, ..) but it's at your own risk. Make sure all your switches work as there's no switch compensation implemented.
- If you need to pay someone to burn it on an eprom for you - then please wait a few months until there's a more stable and finished version.
Some things aren't implemented (topper lamps), not even all modes are completely tested, ..
NOTE: the first time you run this, freewpc will ask you to confirm by pressing enter a few times. This works ok in a real machine.
In a visual pinball setup - first time run only vpinmame with setting 'skip startup test' disabled. Then confirm these warning messages.
Then you are able to run it in visual pinball and the rom will start correct.
Overview of the rules :
Bigfoot does not divert the pinball into whirlpool unless wpool is lit for a mode
Hit 2 bigfoot targets to light bigfoot cave and start cave hurryup
Bigfoot cave when lit awards 250k + item : flashlight, key, camera, map at 5, cow at 20
todo? when camera collected - spot bigfoot in different locations
cave hurryup: countdown from 1M to 250K in 10 seconds, shoot cave/wpool to collect
mapmode: started in whirlpool after map is collected in cave
map is shown on display, with bigfoot hiding in a random location
make 5 shots, 3 hazards on lower pf decide path to follow (left, middle, right), try to reach the X in 5 shots
todo: play and test - remove middle shot and start with 2 instead of 3 ?
combos: ramp to rapids and then no way out or disaster drop for 3, or pass to right flipper and repeat ramp to rapids for 4combo
repeating boomerang bend shot
repeating disasterdrop shot 3x awards hazard or 1M
todo? more combos
jet bumper hits increase riverclass (count resets at start of ball)
jet area border switches change to next wpool mode
riverclass = bonus multiplier and score of bumpers
no way out locks balls - hit green targets first (increases with nr of mb played), lock 3 balls for multiball
multiball: 3 ball mb, hit upper main ramp for jackpot, hit at beginning for double/triple jackpot, hit bigfoot targets to light bigfoot for jackpot
lostmine: starts goldrush when key is awarded from cave and minimum 2 lostmine entries, then restarts every 3 lostmine entries, else starts boulder bash
goldrush: 2ball mb frenzy, everything 25K, shoot moving lit lamp for 1M
boulder bash: timed mode, 20 seconds, jet score extra 250K+50Kxtimes bash started
multimillion: left ramp shot, repeat within 5 seconds, 1M and increases up to 5M per shot
red targets: any red tgt hit will light next unlit tgt
hitting red target advances wpool mode
complete 3 to relight kickback, when kb already lit then score 250k
-falls ramp scores 1M X nr skillshot made, and each shot during game will score 50K * skillshot
-bigfoot ramp scores 1M X nr skillshot made, and each shot during game will score 50K * skillshot + light cave
-let go to right inlane and shoot no way out to start quickmb
quick mb: 2 ball mb, every hazard scores 10K first, shoot all hazards for score multiplier, until 100K per shot max
rafts: increase rafts by shooting lit hazards, until wetwilly is reached
shoot only lit hazards (except nowayout) to score a perfect path (triple raft score) and spot bigfoot
secret passage counts as perfect shot
make 2 perfect rafts to light dam mode
river hurryup starts when raft increases (from hazard - not from secret pass or wpool)
river hurryup: 10 seconds, shoot lit river targets, one letter dims every 2 sec
value increases from 250K to 1M
dam mode: start at wpool, hit 5 river targets in time to break dam, 3 sec ballsaver at start
each lit rivertarget scores 250K, 1M when completed in time
wetwilly: starts as timed mode: for each raft (8 shots) shoot random lit hazard in time, when all done then every hz lit for jackpot
* 20 seconds at start 5 seconds added per shot made
flipper buttons move lit inlane l/r
lit inlanes add a river letter
river targets: complete letters to light wpool
shoot lit whirlpool to start whirlpool mode:
-wpool challenge: 2 ball mb, shoot wpool for jackpot increasing from 1 until 10 mill
hit bigft tgts to score a double jp
v1: 30 seconds score*5, can be stacked
v2: 2ball mb - every hz starts at 1mil, increases with each shot until 5m max for each shot
-man overboard: shoot one specific hazard in time. when flashlight found then hz is lit, else everything is dark but audio cues (left/right) and only lower pf hz
-mystery: starts waterfall mode
TODO add other random modes/points ? start dam mode ?
wizard mode: complete wet willy, class 6, finish wpool, play mapmode, lock 3 balls => wizardmode (TODO new name and not vacation !)
starts with 8 levels to do:
1- wake up bigfoot : shoot 2 white tgts
2- visit cave
3- 2x disdrop
4- 20 bumper hits
5- complete red tgts
6- 2 spine chillers in time (=mmil)
7- spine chill to wpool
8- 2x no way out to rapids
3 ball mb, (everything scores 20K, hazards 1M TODO)
- jets /riverclass increase always
- redtgt always enable kickback
- rivertgt hits count during river hurryup and dam mode (but don't light lamp)
- can't lock balls (start mball/quickmb/wetwilly) when a multiball is running
- wpool award / dam / map : only in raftmode, not in wpchall, not in multiball
- hazards/rafts continue during wpool challenge, multiball
- no stacking during:
- wp manoverb