(Topic ID: 191802)

Hobbit 2.0 code released!


By PanzerFreak

2 years ago



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  • 50 Pinsiders participating
  • Latest reply 2 years ago by Yelobird
  • Topic is favorited by 10 Pinsiders

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13
#1 2 years ago

Download now! Thanks JJP for amazing code support

Change log: http://159.203.76.48/th/changelog.txt

Downloads: http://www.jerseyjackpinball.com/support/#downloads

All changes listed are from 1.94P and going forward, 1.9 was the last public release.

Version 2.00 June 20, 2017 ==
==============================================================================

=== Game Code

* Fixed Orc Attack lamp effect that wouldn't let Feast Frenzy through.
* Beast lamps inactive when rule unavailable now.
* Fix Beorn being lost if multiball was resurrected.
* Fix Beorn not being reset if a multiball was added to current stack.
* Fix Beorn being available during multiball grace period.
* Score some points for starting Gollum ball save game.
* Fix display glitch if Gollum timed out due to ball drain.
* Fix Goblin ready while collected text popping on and off.

==============================================================================
== Version 1.96P ==
==============================================================================

=== Game Code

* Qualifier moving drop rule now works properly and runs during multiball.
* Barrel Escape stage 2a now only needs 6 beasts instead of 10.
* Barrel Escape stage 2a completion also awards unlimited balls for 10s
instead of just 1.
* Fix Barrel Bumper rule bug that didn't reset earned extra balls.
* Fix game start choreography for restarted games.
* Game number shows on-screen on title page now.
* Finish BOFA choreography.
* Enhanced attract mode lights.
+ Added Into the Fire book instructions.
* Fixed Fire & Water total page showing up as Moon Runes.
* Fix 1-player ball start choreography.
+ Added "GI Brightness" adjustment. Range is 1 (dim) to 8 (bright), default
is 6 (which is what it was before turning them super-bright in 1.95P).
* Barrel Escape scores higher now, should be between ITF and BOFA.
* Fixed a few sound parameters.
+ Game Over lamp effect.
* Don't silence music at endball waiting for bonus to start.
* Fixed Thorin's "well done Master Baggins" call.
* Fix music possibly going away after adjusting volume.
* Added Coin-Op preset.
+ Add book text for BOFA.
* Fix potential consumption of kickback when launching a held Windlance ball.

=== Core Code

* Fixed a very rare potential game-crashing race condition in 2 game systems.
* Console can fill the screen now.
* Added maintenance reboot event to the logger.
* Fixed game time audit (it would get messed up if a game was started again
before attract mode).
+ Start button will now allow restarting on ball 1 without adding players.
* To accomodate the above, players are now added when the start button is
released, not when it is pressed.
+ Courtesy kicks.
* Console now displays loading progress.
* DEFAULT ADJUSTMENT VALUES NOW REPRESENT "HOME" OPTIONS.
+ Added "Install Coin-Op" preset for easier setup for operators due to the
above change.
* HSTD Multiple Initials/Player now defaults to OFF.

==============================================================================
== Version 1.95P ==
==============================================================================

=== Known Issues

- Somehow messed up the new ball sound in 1-player games. Will be fixed in
final release.

=== Game Code

* GI brightness increased.
* Renamed Book Mode Multiball adjustment group to Treasure Hunt since that's
what it's called in-game.
* Capitalized some adjustment names for consistency.
+ Support for reserve ball play.
* Attract mode player score screen now shows total balls remaining for each
player if there was a game interruption. The current player is marked
with an asterisk, and the number of balls remaining does NOT include the
ball that was in play at the time of interruption (that's partially what
the asterisk is for).
* Improve BOFA choreography.
* Updated/created preset tables.
* Arkenstone modes now add unlimited balls for 10 seconds between stages
instead of just adding one single ball.
+ End Beast Multiball ring action. This is available for five seconds
after collecting a Beast Frenzy Super Jackpot if Smaug Multiball is also
running.
* Fixed Treasure Hunt counting shots made while a book mode was running.
Points generally weren't available as a result, but chances are it made
the standard recollecting of book mode points harder.
* Fix an extremely unlikely bug of having light extra ball available again
during a single Treasure Hunt.
* Dwarf collection lights towards Feast Frenzy are now purple to try and
differentiate them better from mode lights.
* Fix lcok lamp staying on during Smaug Multiball.
* Fix blinking Ring action text.

=== Core Code

* Standard debounce time for standup targets has been increased.
* Fix daily high scores timing out incorrectly.
* Flashers turned off in diag so they can be seen in coil test.
* Fixed some enter initials bugs that could deadlock the game.
* Prevent game from starting during HSTD award display.
+ Reserve ball play. This is a new paradigm for playing pinball games where
one does not have a concept of a ball-in-play (i.e. ball 1, ball 2, etc.),
but rather has balls remaining, such as lives in a video game.
- This gives us 2 main abilities:
- 1. Players can join in at any time now, even your last ball.
- 2. Extra balls are not played immediately. Rather, players continue to
cycle turns as long as a player has balls to play. This way, a player
doesn't monopolize a game with his co-players with 4 extra balls
stacked at once, rather they are basically played at the end of the
game. If multiple players get extra balls, they continue to switch
off as if the game were a longer game.
+ Ball Play Type adjustment. Can be set for "BALLS IN PLAY" or "BALLS IN
RESERVE". The default is currently BALLS IN PLAY (the traditional way of
playing pinball).
* Improved Dump Stats output.
+ Maintenance reboot. This will automatically reboot the machine if it has
been on for more than 24 hours, and the game has been idle for at least 1
hour. It will give a 10-second warning you can cancel by hitting both
flipper buttons, at which time it will wait at least another hour.
* Missing aux displays will no longer show their contents on the main
display. This caused some nasty issues in the OS for some reason.
* Fixed Euro presets specifying Pound pricing.
+ Added some "FEC" pricing presets to make it easier to set up token/swipe
etc. pricing.

=== OS

* Changes for maintenance reboot.
* Reboot/power cycle now required after an update.
* Manual version 3.0 (December 2016).

==============================================================================
== Version 1.94P ==
==============================================================================

=== Game Code

* Improve BOFA choreography.
* Book display shows "Game Over" during initial entry.
+ Kickback Ballsaver Type adjustment. Can be set to NEVER, AGGRESSIVE, or
ALWAYS. It controls when the ballsaver will kick in for a failed kickback.
NEVER is the same as before, there will never be a ball saved. ALWAYS
gives about 5 seconds for a ball to drain after a kickback. AGGRESSIVE
will cancel the ballsaver if the outlane switch is seen a second time.
This can be subject to false positives, however. The default is
AGGRESSIVE.
+ Topper light support.
+ Tilt "bonus lost" display.
* Prevent mode total effect from being accidentally canceled (now it can't
be canceled at all).
* Fix Ring Button not being able to stop line during Gollum event after a
Windlance shot.

=== Core Code

* Fix a deadlock if money was added inserted during HSTD entry.
* Tilt can now occur during bonus.
* Tilt now enforces a minimum of 5 seconds wait.
* Tilt waits for ball search to end before continuing.
* Fix sound popping.

=== PINDEMPTION(R)

+ Initial release.
- Here are the main ways to earn tickets:
- Complete the drop target banks.
- Complete Bilbo, Gandalf, Radagast.
- Collect the Dwarves.
- Hit the beasts.
- Reach Erebor.
- Fill fish barrels.
- Captive ball awards.
- Mystery target awards.
- Escape Gollum.
- Progressive Jackpot 1: Get roving drop target after finishing all mode
qualifiers.
- Progressive Jackpot 2: Collect all 13 Dwarves.
- Progressive Jackpot 3: Kill Smaug: Reach Erebor, spell LOCK, then shoot
lock ramp to start multiball. Keep shooting the right ramp for
opportunities to defeat Smaug.

#2 2 years ago

Downloading now!!!
Can't wait to install tonight.
Thanks Keith and JJP team!

#3 2 years ago

Please give me some Infos about the Rulesheet

What is the Goal?

What happens when you have all oaf the little Missions?

What happens when you have all 3 Mainmission?

What happens when you not complete one of the 2 Mainmissions
will you play then the 2nd or must you try it again?
What happens when you played all 3 positive?

thanks
tom

-21
#4 2 years ago

There's going to be dozens and dozens of excited hobbit owners today

#5 2 years ago
Quoted from extraballingtmc:

There's going to be dozens and dozens of excited hobbit owners today

Are you really trying to bash a game in a code update thread? Always taking jabs at JJP. Sad. I understand if you are frustrated waiting 6+ months or even years for an update for a Stern game...still waiting for another GB code update myself.

10
#6 2 years ago
Quoted from extraballingtmc:

There's going to be dozens and dozens of excited hobbit owners today

Your loss, jelly trollnut. Now go play your [GB] & enjoy those airballs & "Who Brought the Dog" 600 more times, or have fun with the complete boredom and Atari display graphics of RZ. We'll be enjoying the beautiful sound package of Hobbit while you're listening to unfunny Wisconsin voices of AFM. ***

Quoted from PanzerFreak:

I understand if you are frustrated waiting 6+ months or even years for an update for a Stern game...still waiting for another GB code update myself.

C'mon, you knew what you were getting into.

#7 2 years ago
Quoted from Rarehero:

Your loss, jelly trollnut. Now go play your [GB] & enjoy those airballs & "Who Brought the Dog" 600 more times, or have fun with the complete boredom and Atari display graphics of RZ. We'll be enjoying the beautiful sound package of Hobbit while you're listening to unfunny Wisconsin voices of AFM. ***...

C'mon, you knew what you were getting into.

"Jelly trollnut" LOL! That gave me a good laugh.

#8 2 years ago

Can someone post a better or more organized readme file?

#9 2 years ago
Quoted from Eskaybee:

Can someone post a better or more organized readme file?

Please! Lol. I'll update my original post with a properly formatted version tonight...stupid phone.

#10 2 years ago

I think this update has mostly been sitting in Keiths desk drawer for a few months now, mainly bunch of loose ends finally being shared. Didn't see anything about final Wizard mode or nothing special

#11 2 years ago
Quoted from Bond_Gadget_007:

I think this update has mostly been sitting in Keiths desk drawer for a few months now, mainly bunch of loose ends finally being shared. Didn't see anything about final Wizard mode or nothing special

The whole game is special and full of wizards in modes Enjoy the journey.

#12 2 years ago
Quoted from Eskaybee:

Can someone post a better or more organized readme file?

Here you go. This is since (and including) 1.90:

==============================================================================
== Jersey Jack Pinball, Inc. ==
== Presents ==
== The Hobbit ==
==============================================================================
== http://www.jerseyjackpinball.com/ ==
== Facebook: http://www.facebook.com/JerseyJackPinball ==
== Support Portal: http://support.jerseyjackpinball.com ==
== Company Twitter: @JJPinball ==
== Software Department Twitter: @JJPSoftware ==
==============================================================================
== Copyright � 2016-7 Jersey Jack Pinball, Inc. ==
==============================================================================

Comments, questions, and/or bug reports? Ask @JJPSoftware, which is monitored
and responded by humans.

Issues with your game?
Please open a ticket: http://support.jerseyjackpinball.com

==============================================================================
== Legend ==
==============================================================================

+ Addition * Change/bugfix - Note

==============================================================================
== Version 2.00 June 20, 2017 ==
==============================================================================

=== Game Code

* Fixed Orc Attack lamp effect that wouldn't let Feast Frenzy through.
* Beast lamps inactive when rule unavailable now.
* Fix Beorn being lost if multiball was resurrected.
* Fix Beorn not being reset if a multiball was added to current stack.
* Fix Beorn being available during multiball grace period.
* Score some points for starting Gollum ball save game.
* Fix display glitch if Gollum timed out due to ball drain.
* Fix Goblin ready while collected text popping on and off.

==============================================================================
== Version 1.96P ==
==============================================================================

=== Game Code

* Qualifier moving drop rule now works properly and runs during multiball.
* Barrel Escape stage 2a now only needs 6 beasts instead of 10.
* Barrel Escape stage 2a completion also awards unlimited balls for 10s
instead of just 1.
* Fix Barrel Bumper rule bug that didn't reset earned extra balls.
* Fix game start choreography for restarted games.
* Game number shows on-screen on title page now.
* Finish BOFA choreography.
* Enhanced attract mode lights.
+ Added Into the Fire book instructions.
* Fixed Fire & Water total page showing up as Moon Runes.
* Fix 1-player ball start choreography.
+ Added "GI Brightness" adjustment. Range is 1 (dim) to 8 (bright), default
is 6 (which is what it was before turning them super-bright in 1.95P).
* Barrel Escape scores higher now, should be between ITF and BOFA.
* Fixed a few sound parameters.
+ Game Over lamp effect.
* Don't silence music at endball waiting for bonus to start.
* Fixed Thorin's "well done Master Baggins" call.
* Fix music possibly going away after adjusting volume.
* Added Coin-Op preset.
+ Add book text for BOFA.
* Fix potential consumption of kickback when launching a held Windlance ball.

=== Core Code

* Fixed a very rare potential game-crashing race condition in 2 game systems.
* Console can fill the screen now.
* Added maintenance reboot event to the logger.
* Fixed game time audit (it would get messed up if a game was started again
before attract mode).
+ Start button will now allow restarting on ball 1 without adding players.
* To accomodate the above, players are now added when the start button is
released, not when it is pressed.
+ Courtesy kicks.
* Console now displays loading progress.
* DEFAULT ADJUSTMENT VALUES NOW REPRESENT "HOME" OPTIONS.
+ Added "Install Coin-Op" preset for easier setup for operators due to the
above change.
* HSTD Multiple Initials/Player now defaults to OFF.

==============================================================================
== Version 1.95P ==
==============================================================================

=== Known Issues

- Somehow messed up the new ball sound in 1-player games. Will be fixed in
final release.

=== Game Code

* GI brightness increased.
* Renamed Book Mode Multiball adjustment group to Treasure Hunt since that's
what it's called in-game.
* Capitalized some adjustment names for consistency.
+ Support for reserve ball play.
* Attract mode player score screen now shows total balls remaining for each
player if there was a game interruption. The current player is marked
with an asterisk, and the number of balls remaining does NOT include the
ball that was in play at the time of interruption (that's partially what
the asterisk is for).
* Improve BOFA choreography.
* Updated/created preset tables.
* Arkenstone modes now add unlimited balls for 10 seconds between stages
instead of just adding one single ball.
+ End Beast Multiball ring action. This is available for five seconds
after collecting a Beast Frenzy Super Jackpot if Smaug Multiball is also
running.
* Fixed Treasure Hunt counting shots made while a book mode was running.
Points generally weren't available as a result, but chances are it made
the standard recollecting of book mode points harder.
* Fix an extremely unlikely bug of having light extra ball available again
during a single Treasure Hunt.
* Dwarf collection lights towards Feast Frenzy are now purple to try and
differentiate them better from mode lights.
* Fix lcok lamp staying on during Smaug Multiball.
* Fix blinking Ring action text.

=== Core Code

* Standard debounce time for standup targets has been increased.
* Fix daily high scores timing out incorrectly.
* Flashers turned off in diag so they can be seen in coil test.
* Fixed some enter initials bugs that could deadlock the game.
* Prevent game from starting during HSTD award display.
+ Reserve ball play. This is a new paradigm for playing pinball games where
one does not have a concept of a ball-in-play (i.e. ball 1, ball 2, etc.),
but rather has balls remaining, such as lives in a video game.
- This gives us 2 main abilities:
- 1. Players can join in at any time now, even your last ball.
- 2. Extra balls are not played immediately. Rather, players continue to
cycle turns as long as a player has balls to play. This way, a player
doesn't monopolize a game with his co-players with 4 extra balls
stacked at once, rather they are basically played at the end of the
game. If multiple players get extra balls, they continue to switch
off as if the game were a longer game.
+ Ball Play Type adjustment. Can be set for "BALLS IN PLAY" or "BALLS IN
RESERVE". The default is currently BALLS IN PLAY (the traditional way of
playing pinball).
* Improved Dump Stats output.
+ Maintenance reboot. This will automatically reboot the machine if it has
been on for more than 24 hours, and the game has been idle for at least 1
hour. It will give a 10-second warning you can cancel by hitting both
flipper buttons, at which time it will wait at least another hour.
* Missing aux displays will no longer show their contents on the main
display. This caused some nasty issues in the OS for some reason.
* Fixed Euro presets specifying Pound pricing.
+ Added some "FEC" pricing presets to make it easier to set up token/swipe
etc. pricing.

=== OS

* Changes for maintenance reboot.
* Reboot/power cycle now required after an update.
* Manual version 3.0 (December 2016).

==============================================================================
== Version 1.94P ==
==============================================================================

=== Game Code

* Improve BOFA choreography.
* Book display shows "Game Over" during initial entry.
+ Kickback Ballsaver Type adjustment. Can be set to NEVER, AGGRESSIVE, or
ALWAYS. It controls when the ballsaver will kick in for a failed kickback.
NEVER is the same as before, there will never be a ball saved. ALWAYS
gives about 5 seconds for a ball to drain after a kickback. AGGRESSIVE
will cancel the ballsaver if the outlane switch is seen a second time.
This can be subject to false positives, however. The default is
AGGRESSIVE.
+ Topper light support.
+ Tilt "bonus lost" display.
* Prevent mode total effect from being accidentally canceled (now it can't
be canceled at all).
* Fix Ring Button not being able to stop line during Gollum event after a
Windlance shot.

=== Core Code

* Fix a deadlock if money was added inserted during HSTD entry.
* Tilt can now occur during bonus.
* Tilt now enforces a minimum of 5 seconds wait.
* Tilt waits for ball search to end before continuing.
* Fix sound popping.

=== PINDEMPTION(R)

+ Initial release.
- Here are the main ways to earn tickets:
- Complete the drop target banks.
- Complete Bilbo, Gandalf, Radagast.
- Collect the Dwarves.
- Hit the beasts.
- Reach Erebor.
- Fill fish barrels.
- Captive ball awards.
- Mystery target awards.
- Escape Gollum.
- Progressive Jackpot 1: Get roving drop target after finishing all mode
qualifiers.
- Progressive Jackpot 2: Collect all 13 Dwarves.
- Progressive Jackpot 3: Kill Smaug: Reach Erebor, spell LOCK, then shoot
lock ramp to start multiball. Keep shooting the right ramp for
opportunities to defeat Smaug.

=== OS

==============================================================================
== Version 1.90 ==
==============================================================================

=== Known Issues

- Note that Headphone Volume doesn't work for Hobbit; it was meant to be
suppressed. The software has no idea if headphones are plugged in or not
on Hobbit, so we have to use the normal volume.

=== Game Code

* Added safety check for mode starts.
+ Mode/map bonuses.
- At the end of each mode, you can earn up to 3 different kinds of bonuses:
1. Timer Bonus (not shown on total screen right now): Each second you
have left when you win a mode gets added to MULTIPLIABLE bonus.
The points earned are 1+2+3... for each second you have remaining.
2. Map Bonus: If the map is beyond where the mode takes place, you
earn +25% mode total in unmultiplied end-of-ball bonus. For each
completion of the map (got to super spinner), you get an additional
+50% added.
3. Previous Mode Bonus: Each mode now has a completion percent
associated with it (shown on grand total page). Each mode can have
0-3 "feeder" mode associated with it. For each feeder mode, you
earn a percentage bonus based on the total completion percentage of
the feeder modes. Each feeder mode is displayed on the grand total
page, dim if you haven't played the feeder, and solid if you have.
Good luck finding some good feeder combinations! All of the feeders
"make sense" (at least to me) in terms of how they relate to future
covered modes, so some can probably be guessed pretty easily.
+ Broken beast compensation. If a beast isn't coming up, then shots behind
each beast will count towards hitting the beast. The relevant switches
are the left and right spinners, and the left and right ramp entrances.
* Changed spinner scoring.
* Bonus reformatted to take new items into account.
* Fixed a relatively rare crash bug on a mode shot.
+ Smaug death fanfare.
* Fixed super spinner scoring bug (each spin scored twice intended).
* Super spinner timer remaining adds to timer bonus.
* Feast Frenzy timer remaining adds 3x to timer bonus.
* Fix Moon Runes not showing grand total screen properly.
* Add card reader movies to attract mode.
+ Volume effects. If you don't like these, note the adjustments in
Settings->System Settings->Sound.
* All book modes have been score balanced a lot better than they were.
There were a lot of winners (like Rescue Gandalf and Defeat of Azog) and
some losers (Roast Mutton).
+ Battle of Five Armies.
+ Black Arrow support.

=== Core Code

* Fixed an extremely rare crash bug (r1159).
* Fix label on coil test enter button.
* Fix tilt logic that was giving about a half second less of plumb bob
debounce time than expected.
* Bulletproof ball roll tilt detection.
* Fix Match bug where turning off match still gave a 10% chance of matching.

=== OS

* Fix update routine that stopped update screen from showing after 30s.
* Added missing "update complete" screen.

#13 2 years ago
Quoted from Rarehero:

Your loss, jelly trollnut. Now go play your [GB] & enjoy those airballs & "Who Brought the Dog" 600 more times, or have fun with the complete boredom and Atari display graphics of RZ. We'll be enjoying the beautiful sound package of Hobbit while you're listening to unfunny Wisconsin voices of AFM. ***...

Well said. A known hater and troll. But for those of us who really know the true majesty of this pin?

...welcome to the next level of fun, gentlemen.

#14 2 years ago
Quoted from Bond_Gadget_007:

I think this update has mostly been sitting in Keiths desk drawer for a few months now, mainly bunch of loose ends finally being shared. Didn't see anything about final Wizard mode or nothing special

Well those that care have been playing on 1.95b for a couple months now. He never said this code would have a final wizard mode... He said time permitted, one will come.

#15 2 years ago

Every pin is not for everyone! Other threads have pointed this out over and over. But JJP has some really good pins.

Got the hobbit over 1 year ago - and have not regretted it once. Days like today make me feel even better about the game. The fit and finish, the gameplay - very cool stuff.

#16 2 years ago

"Game number shows on screen on title page now"

Does anyone know how to set that?

#17 2 years ago
Quoted from xbloodgreenx:

Well those that care have been playing on 1.95b for a couple months now. He never said this code would have a final wizard mode... He said time permitted, one will come.

For those who hang their opinion of a game on final wizard modes - what's the likelyhood that 99% of us ever see those wizard modes? I consider myself a decent player...I've never been to LOTR's final wizard mode...I've never been to TSPP's...I'll probably never get to Hobbit's, either. You know what I love about these games? Not the final mode I've never seen...all the COOL STUFF and content you get to enjoy the entire time you're playing!!!!! If you can't enjoy Hobbit due to a missing wizard mode you'd never see anyway, you're missing the point of the game.

#18 2 years ago
Quoted from Vyzer2:

"Game number shows on screen on title page now"
Does anyone know how to set that?

In the game settings you can set the number manually.

IMG_1675 (resized).JPG

IMG_1678 (resized).JPG

#19 2 years ago
Quoted from Goronic:

In the game settings you can set the number manually.

COOOOOL! Was that there before...or is that new?

#20 2 years ago

Wow. I just played one game before going to bed (in Germany and had a lot of fun. Now that I see that there is new code waiting for me I am thinking about installing it right now. Great news!

#21 2 years ago
Quoted from Rarehero:

COOOOOL! Was that there before...or is that new?

It came out in v1.96p ( per above read me notes). I never installed that v, so it's new to me.

#22 2 years ago

I just had my best game (3rd game into the new code). Wound up getting a few earned balls, not sure how, played all 3 major modes. Didn't finish any of them, so a question I have is, is there progression save in itf, be and botfa. Didn't get around to starting itf again....so wondering if you start off where you left.

#23 2 years ago
Quoted from Rarehero:

Your loss, jelly trollnut. Now go play your [GB] & enjoy those airballs & "Who Brought the Dog" 600 more times, or have fun with the complete boredom and Atari display graphics of RZ. We'll be enjoying the beautiful sound package of Hobbit while you're listening to unfunny Wisconsin voices of AFM. ***

C'mon, you knew what you were getting into.

Lol jk and yeah purposely trolling. Sorry not sorry.

No air balls with my gb but I am dumping it. Never seen so many design flaws on a game. Dumped my hobbit preorder for it funny enough.

#24 2 years ago
Quoted from extraballingtmc:

Lol jk and yeah purposely trolling. Sorry not sorry.
No air balls with my gb but I am dumping it. Never seen so many design flaws on a game. Dumped my hobbit preorder for it funny enough.

I dumped my GB pre-order and got a Hobbit Best pin decision I've made in years.

#25 2 years ago
Quoted from Rarehero:

I dumped my GB pre-order and got a Hobbit Best pin decision I've made in years.

Yeah - I think Hobbit, like WOZ, will continue to be more appreciated and enjoyed as Keith continues to update the code and people realize just how good it is. Not everyone for sure - but I think its appeal will continue to grow.

NOTE: I should just start by saying JJP programmers and not just Keith. There are several software developers kicking ass over there now.

#26 2 years ago

"there are several software developers over there now"

Well that's good. Considering dialed in needs to be completed, hobbit needs to be finished, and games four and five already in progress if I heard Keith right.

Now if we could just get Stern to hire more programmer help to do the same, hmm

#27 2 years ago

JJP's code updates are unmatched. I no longer own a Hobbit, but I definitely miss it. I'm really thinking of buying a Dialed In towards the end of the year, because I know it will be polished for years to come.. a reason I dumped my GB even after getting the new playfield. The code support was garbage, and Dwight was obviously pulled off it as quick as possible so he could work on Star Wars. Next to Lyman, Keith is one of the best coders in the business. Great job.

JJP consistently proves they are here to stay in the industry and I see them going nowhere but up from here.

#28 2 years ago

Was the attract mode lighting changed? Instead of doing the smooth and sexy fading it's all kinda random and noisy. I tried re-doing the update and didn't change it. Am updating from the 1.95P version.

Weird thing is it will go back to the smooth sweeping attract mode after a while, then do the JJP special effects section, and then go back to the new "I'm not sure if its a bug or not" lighting.

#29 2 years ago

are there callouts or better directions on what to do in each mode.......that's the only thing with this game as I don't know what to shoot and that takes the fun out of it.

#30 2 years ago
Quoted from 3pinballs:

are there callouts or better directions on what to do in each mode.......that's the only thing with this game as I don't know what to shoot and that takes the fun out of it.

More instructions have been added to the book LCD for Battle of the Five Armies and Into the Fire. Additional choreography has been added to Battle of the Five Armies as well. The 31 book modes should already have instructions on the book LCD.

#31 2 years ago

PSSSSSTT..

DI shipped complete

Quoted from Bond_Gadget_007:

"there are several software developers over there now"
Well that's good. Considering dialed in needs to be completed, hobbit needs to be finished, and games four and five already in progress if I heard Keith right.
Now if we could just get Stern to hire more programmer help to do the same, hmm

#32 2 years ago

I like the new "Game Over" lighting effect at the end of a game. Now when the dragon breaths fire it looks like the playfield catches on fire and then slowly burns out.

#33 2 years ago
Quoted from twenty84:

I like the new "Game Over" lighting effect at the end of a game. Now when the dragon breaths fire it looks like the playfield catches on fire and then slowly burns out.

An awesome effect!

Updated the code last night and played a few games. Heard new call outs and whatnot so that's good. Had piss-poor games so really didn't get to explore much. Looking forward to playing more to see more!

#34 2 years ago

Doing this today, awesome!

#35 2 years ago
Quoted from 3pinballs:

are there callouts or better directions on what to do in each mode.......that's the only thing with this game as I don't know what to shoot and that takes the fun out of it.

The book always tells you what to do in a mode. Orange shots are always your mode shots. It's very easy to know what to do once you realize this.

#36 2 years ago

The Hobbit is really starting to feel complete and polished with 2.0. 31 book modes, Smaug multiball with 6 stages, Into the Fire and Barrel Escape with 5 stages and Battle of the Armies with 7 now full choreographed stages!

Looking forward to Keith adding champion items, super spinner + Feast Frenzy bonuses, and the final mode that he mentioned. Those additions will help make The Hobbit a masterpiece.

I hope that the champion items concept that Keith mentioned will have something to do with beating sets of modes. I still think that the game could do a better job at creating a rewarding feeling for completing 5 modes, 10 modes, 15 modes, etc.

#37 2 years ago

Pardon my ignorance, but can someone define what is fixed/added to the code when "choreograph" is mentioned in the updates?
Is that how the sounds/visuals interact during gameplay?

Oh and the new "game over" lighting sequence of the playfield burning is the best I've ever seen on any pinball machine ever.
Genius!

#38 2 years ago
Quoted from Ranhorton:

Pardon my ignorance, but can someone define what is fixed/added to the code when "choreograph" is mentioned in the updates?
Is that how the sounds/visuals interact during gameplay?
Oh and the new "game over" lighting sequence of the playfield burning is the best I've ever seen on any pinball machine ever.
Genius!

Yes, that's how I take it. Choreography may include audio, video clips and text all being put together and timed to events in a mode.

#39 2 years ago

Is this a Delta update only?

#40 2 years ago

Sounds like a great update. Can't wait to load it on mine!

#41 2 years ago

Can't wait to update both my jjp games tonight. Love jjp machines and support.

#42 2 years ago
Quoted from swampy:

Is this a Delta update only?

Yes - Delta

#43 2 years ago

Anyone else having trouble with the download link?

#44 2 years ago

Did the update, said i could remove the usbdrive and restart, now its in a loop (see image). Cannot get into the menu and restarting does nothing. Any idea ?

IMG_2291 (resized).JPG

#45 2 years ago
Quoted from FlippyD:

Was the attract mode lighting changed?

Since nobody has answered I'll bump my own question. The lighting on the playfield will turn into what I describe as a clown car with epilepsy. I can't really tell if it's on purpose and I just don't like it, or if I have a corrupted update.

#46 2 years ago
Quoted from KLR2014:

Did the update, said i could remove the usbdrive and restart, now its in a loop (see image). Cannot get into the menu and restarting does nothing. Any idea ?

Make sure the download didn't mess up. Check the usb stick and ensure those files are in there (\hobbit_update\Hobbit\edata\sound\fx\filenames). If they aren't, might have to re-download. The downloaded file should be 1.56 GB (1,683,724,202 bytes). If all that stuff looks right, put the stick back in while it's in that loop and eventually it'll run update again. If it doesn't work after THAT, then I'm not sure where to go. LMK how it works.

#47 2 years ago
Quoted from DHG:

Anyone else having trouble with the download link?</blockquote

Yes..

Just putting the 2.0 zip file onto the stick is not doing anything, it starts updating, restarts, and is in 1.9 again.

First time for me doing a jjp update, trying this unetbootin install method but thats turned my MacBook into a lockdown situation.. hmmm, joy

#48 2 years ago
Quoted from FlippyD:

Since nobody has answered I'll bump my own question. The lighting on the playfield will turn into what I describe as a clown car with epilepsy. I can't really tell if it's on purpose and I just don't like it, or if I have a corrupted update.

Yeah the attract mode has a few different sequences now - one of them is WOZ rainbow madness for some reason. I kinda prefer the old attract lights, honestly. Those effects are still there. Just has the skittle sequences as well.

#49 2 years ago

The AM lights just have "traditional" attract mode sequences now, that's all. I thought just having the other ones was boring (not enough variety), plus it was kind of a testbed for some code as well.

#50 2 years ago
Quoted from Rarehero:

Yeah the attract mode has a few different sequences now - one of them is WOZ rainbow madness for some reason. I kinda prefer the old attract lights, honestly. Those effects are still there. Just has the skittle sequences as well.

Okay.... I hate it. Makes me feel uncomfortable while watching it and does nothing to enhance the artwork. Compared to the beauty of the new burning playfield effect, and the beauty of all the other effects, this just looks plain amateur. I mean I honestly thought it was a corrupt update it's so bad.

Hope I'm not crushing the feelings of one of the designers but Middle Earth and Skittles just don't mix.

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