For anybody that either missed it - or didn't get to come to expo - here's the rundown of what's in the current version of the code:
Edit: I should point out - this is all on top of everything the orignal game does.
A new super skill-shot with better prizes:
- Activated by holding a flipper when the ball is in the shooter lane, it kicks off with an intro animation, then updates the prizes available.
- One of three shots (Left Loop, Left Ramp, and Center Ramp) is randomly selected to start, and lights up.
- Each hit in the ramp bowl advances both the prize, and the shot selection.
- When the ball hits the ramp, the shot to complete is locked in, and you have one shot to make it - not a timer.
- Hitting anything else on the table cancels the shot and you lose.
A new gimmick multiball called "Drunk Multiball":
- Drunk multiball is earned with shots to the Beer Mug target (configurable amount).
- Once lit, it starts with a shot to the saloon.
- During the multiball, the GI is off and the flippers are reversed
- Shots to the beer mug target add jackpots on the 5 major shots, none are lit to start.
- There's a hefty ball save when the mode starts, and another after you're down to one ball and the mode ends.
- Jackpots in this mode are worth 5 mil, because of the difficulty.
Ambush Mode:
- Ambush alternates with Showdown, after a rack of 4 bad guys is killed via QuickDraw
- Ambush is a combination of Showdown and Quickdraw, and is a single ball mode
- At the start, 2 targets pop up. As the number killed increases, 3rd and 4th target are added.
- Targets remain up for a set (configurable) number of seconds before the bad guy "escapes".
- After a set number of bad guys (configurable) escapes, the mode ends and the bad guys reset for Quickdraws again.
A match animation:
- It doesn't serve a lot of purpose, since it's free play, but it's there.
- I'm working on some idea to make some better use out of it, we'll see if any of that pans out.
Tumbleweeds:
- Once either loop is completed, rather than continue to repeat their 'finished' state, there's a new award
- Each 'full loop' shot counts as a tumbleweed, and each one is slightly more valuable than the last
A new Ramp combo shot system:
- In addition to the existing timed combos, I added a new combo system based on the ramps.
- Shots back and forth to the Left and Right ramps build up a combo chain.
- Staring with the second shot, each shot in the chain is worth 50,000
- After a chain is running, if you hit the center ramp, it adds 1 to the chain and gives you a bonus of 25,000 times the length of the combo, and caps it off.
New high score categories:
- Quick Draw Champ
- Showdown Champ
- Ambush Champ
- Undertaker (All three previous, combined)
- Tumbleweed Rustler (full loops)
- Motherlode Champ (highest value single motherlode)
- Combo Champ (Longest ramp chain)
- Town Drunk (Most beer mug target hits)
- Bounty Hunter (Bart Brothers defeated)
MOVE .. YOUR .. TRAIN:
- Awarded from either the super skill shot, or a bounty award
- Once the mode starts, it moves the toy train to the middle of the track and draws a train on the DMD
- Shots to the left side (Loop, Ramp, or Mine) move the train left
- Shots to the right side (Loop, Ramp or Saloon) move the train right
- Shots to the center continue to move the train in the direction it was going (if not centered)
- The train on the DMD and toy train both move with hits
- The distance to move is divided into 4 steps, so the lowest shot total possible is 4
- The score for a perfect run is 1,000,000 (presently) and it goes down by 100,000 for every shot extra you take, bottoming out at 200,000. So, six shots only gets you 800,000 and so on. I might adjust the scoring. Maybe I should ad some bonus for keeping it on the screen for a high number of shots. heh.
- In the mean time, the game plays entirely normal behind the train, with the one exception that "Polly Peril: Tied To the Tracks" can't start while Move Your Train is running.
Bandits!
- On every run of the gold mine multiball, after the first one, you'll run into bandits.
- When you hit the mine to collect motherlode, they'll show up to steal it!
- 2 guys the first 2 times, 3 the next 2, then 4 after that
- You'll have a set time to defeat them
- While the bandits are around, you can't score more jackpots or motherlodes
- If you fail to kill the bad guys in time, they make off with the gold and you get no points!
Three Separate Polly Peril 'episodes'!
- Polly Peril in "Rescue on the River"
- The third shot to the river ramp starts Rescue on the River
- Any ramp shot advances our hero closer to the boat
- Hit enough ramp shots in time and save Polly!
- Polly Peril in "Hostage at the Bank"
- The third shot to the bank ramp starts Hostage at the Bank
- Three bad guys are holed up in the bank and need to be dealt with
- Each ramp shot kills one of the bad guys, you have to hit all three before time runs out!
-Polly Peril in "Tied to the Tracks"
- The third shot to the center ramp starts Tied to the Tracks (the original Polly Peril)
- Gameplay is from the original game - left & right ramps advance goal, center buys time
- Shots during polly peril are worth 250,000 - with a bonus for the other ramps being completed first
- For either episode, if it's complete - but lost - you gain 50,000 per shot for each mode
- If either episode has been won - you gain an additional 250,000 per shot for each mode
- If you fail an episode, points on that ramp shot are drastically reduced until reset by a Stampede!
Motherlode badge requirement change:
- To light the motherlode item on the badge you either need:
- 3 regular motherlodes, or
- 1 motherlode after the motherlode multiplier has increased by clearing all the jackpots
Several new animations and graphics:
- Things like "Extra Ball is Lit" and "Shoot Again" now have their own new animations.
- Some stock animations were updated on things like the bronco loops, and the river ramp
- Several places where the original game had plain text with a thin border now have fancier displays
Cowboys VS Aliens multiball:
- At seemingly random times Aliens will invade cactus canyon!
- This is a three ball multiball
- The action starts with a roving jackpot shot that shoots down a flying saucer
- If the saucer makes it all the way across the table without being hit, then aliens teleport down to the surface
- You have to kill 4 aliens to get back to the flying saucers the first time, and +2 every time they show up after that
- The saucers are where all the points are, starting at 1 mil and going up, the aliens are worth peanuts
- At this point, the saucer speed is a constant, but will soon be changed to progressively speed up with each ship.
And of course, Bionic Bart
- Bionic Bart is available where High Noon used to be.
- Once all the badge points are complete, they chase in a circle.
- A shot to the saloon starts Bionic Bart.
- Since BB is a tough guy, it takes a helluva gun to hurt him.
- A shot to either loop, and then the center ramp will complete the 2 step process of loading said weapon.
- Then a shot to the saloon deals the damage (shots to the bart brother toy don't hurt a robot, your aim must be true)
- For continuing shots, a 3rd step of "unloading" the weapon is added (either side ramp)
- Once Bionic Bart is defeated, then High Noon lights as normal -- if Bionic Bart survives, the badge resets and you have to start over!