(Topic ID: 42780)

Tron Rules Cheat sheet (PDF file)

By VolunteerPin

11 years ago


Topic Heartbeat

Topic Stats

  • 22 posts
  • 11 Pinsiders participating
  • Latest reply 10 years ago by tomdotcom
  • Topic is favorited by 13 Pinsiders

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#1 11 years ago

The following spreadsheet is my attempt to breakdown the Tron Legacy Pro rule sheet as found here: http://www.pinballnews.com/games/tron/index6b.html

I did this for myself and for my family so we know what is going on, as this is our first pin. I did not put any information about the Portal wizard mode. There is information on the Sea of Simulation since I've reached that and not the Portal mode.

Anyhow, I hope this is of some use to somebody out there. I know doing this has really given me a better appreciation for what is going on.

Post edited by VolunteerPin : Okay, printed it out and then scanned as a PDF. Hopefully this works.

#3 11 years ago

Bull Sheet

#4 11 years ago

Just make it a pic instead. Open the spreadsheet full screen, hit control and print screen keys at the same time, then open MS paint and paste there. Save, close paint and upload pic.

#5 11 years ago

Okay, I have the file ready now. Hopefully this is helpful to someone besides myself.

Y'all have a great day. I'm off to go pick up my LOTR

#6 11 years ago

thanks, is this work for the new code or old code or both?

#7 11 years ago

I'm guessing for original code as all this info came off the pinball news site and it looks like they did their review a while ago. as a new owner though, this has seemed to help me. I've not looked at what changes were made with the new code. I'll try to work on that next week if I get the chance.

#8 11 years ago

thank you for posting this. Just received my new tron on Friday, I read all the rules and it greatly helped me understand the game. It did come with updated version, but was really helpful in just getting a good understanding of the ruleset.

#9 11 years ago

thanks I needed this the sub shop by school got a tron a month ago and I just found out about it.

1 week later
#10 11 years ago
Quoted from VolunteerPin:

I'm guessing for original code as all this info came off the pinball news site and it looks like they did their review a while ago. as a new owner though, this has seemed to help me. I've not looked at what changes were made with the new code. I'll try to work on that next week if I get the chance.

Have you been able to make any progress on this cheat sheet, or does someone have a link they can provide to a ruleset?

Thanks!

#11 11 years ago
Quoted from xsonics2k2:

Have you been able to make any progress on this cheat sheet, or does someone have a link they can provide to a ruleset?
Thanks!

I'm pretty sure the PDF on the original post is pretty close to actual. I have not looked into the changes on the 1.74 code to see what has changed. During my play it seems like I'm getting very close to the sheet.

Darin

#12 11 years ago

Just looked at the sheet. Nice job! Even with the new rules, most of the stuff remains the same. Disc multiball is quite a bit different, however. Shooting the lit disc shots no longer give you jackpots. Each time you hit one, it builds the jackpot, and you cash it in by shooting the spinning disc. SoS is also different now, as you can qualify the scoop to skip modes.

#13 11 years ago
Quoted from gweempose:

Just looked at the sheet. Nice job! Even with the new rules, most of the stuff remains the same. Disc multiball is quite a bit different, however. Shooting the lit disc shots no longer give you jackpots. Each time you hit one, it builds the jackpot, and you cash it in by shooting the spinning disc. SoS is also different now, as you can qualify the scoop to skip modes.

Thanks for the input. I rarely get the disc mb and when I do most of my vision is looking directly down at the flippers. I'm trying to learn to increase my field of view so I can see what the heck is happening but oftentimes when I do, a ball drains. In fact, I may start a new thread and title it, "Curse you, Tron!" for that is the way I feel frequently.

#14 11 years ago

I hear you! The ball is moving so fast...there is barely time to look at the DMD...hard to figure out what's going on...

Quoted from VolunteerPin:

Thanks for the input. I rarely get the disc mb and when I do most of my vision is looking directly down at the flippers. I'm trying to learn to increase my field of view so I can see what the heck is happening but oftentimes when I do, a ball drains. In fact, I may start a new thread and title it, "Curse you, Tron!" for that is the way I feel frequently.

#15 11 years ago

Ok thanks!

10 months later
#16 10 years ago

This file available somewhere? thanks

#17 10 years ago

Nice resurrection of a thread.

I just realized the link is broken up top.

#18 10 years ago

link broken?

I'm eager to see this as well

#19 10 years ago

Trying to upload it now

#20 10 years ago

Shot/Ladder Shot to Start (start blinking light) Shot to Complete (get to solid light) Reward

Skill Shot#1 Flynns' Arcade "Scoop" 500,000 (increasing on subsequent)

Skill Shot#2 Rollover Next to "Scoop" Left Ramp 1. 250,000 (increasing on subsequent)
2. Start "Zen"

Skill Shot#3 Full plunge/L flipper depressed Right Ramp 1. 300,000 (increasing on subsequent)
2. Light Cycle Insert

Mystery Reward Scoop Reset with right orbit Random bonus points or ladder advance

Flynn Rollover next to "Scoop" Shoot roving red arrow 275,000 (increasing on subsequent)

Zen Rollover next to "Scoop" T-R-O-N insert Complete T-R-O-N inserts and start
current TRON mode with only 1 shot

GEM 3x Right Inner Loop or Mystery Reward 1x Right Inner Loop 750,000 points (increasing)
25 sec. timer, time increased
by hitting left orbit or left inner loop

CLU Light C-L-U rollover lanes then "Scoop" Hit 4 CLU helmet shots in 25 sec. 250,000/CLU helmet shot (increasing)
3 rollovers gives left-most
CLU helmet shots

ZUSE Hit all Z-U-S-E targets Hit all Z-U-S-E again in 25 sec. Zuse fast scoring (10k/switch) at start
Increases each Z-U-S-E target hit again
Complete ZUSE yields another 15 sec.

Quorra 5x Left inner loop shot then "Scoop" Collect one super jackpot Quorra Multiball rules: (2 balls to start)
Left Inner Loop for increasing jackpots
Right Inner Loop for super jackpots
Shoot Recognizer bank x3 = extra ball

Disc 1. Lower Recognizer Bank 1. Collect 10 Disks…any ramp 1. Shooting disk ramp awards jackpot
2. 7x shots to spinning disk or orbit or the disk itself and turns off disk light
2. Shooting spinning disk resets disc light
increases next jackpot, and awards 100k
2. After 10 collected, hit the Each recognizer hit scores a 2x jackpot
recognizer bank 3 times and lowers recognizer after 3rd hit
3. Hit the spinning disk Collect super jackpot

Light Cycle 1. 4x shots to light cycle ramp/orbit 1. Double Super Jackpot During multiball:
2. Hit "Scoop" OR 1. Shoot lit light cycle ramp -> 350,000
2. 2x Super Jackpots 2. Combo Left Ramp to Left Inner Loop
-> Super Jackpot 750k points
3. Combo Left Inner Loop to Right Ramp
-> Double Super Jackpot 1.5million

TRON 1. HIt the T-R-O-N standup targets OR Complete all 3 TRON scoring 1. Double Scoring,
2. Enter the ZEN (see above) and hit 1x modes 2. Super Pops
3. Super Spinners

SeaOfSimulation Get all 9 (Flynn to TRON) modes Get all modes solid light if not Following points awarded when the
blinking or solid done already: mode light is solid:
Flynn: "Scoop" scoop 1x 1,000,000 points
GEM: GEM shot 1x 2,000,000 points
CLU: Shoot each CLU shot 1x 3,000,000 points
Zuse: Hit each ZUSE target 1x 4,000,000 points
Quorra: Shoot Quorra inner loop 1x 5,000,000 points
Disk: Shoot each blue disc shot 1x 6,000,000 points
Light Cycle: Shoot each light cycle 1x 7,000,000 points
TRON: Hit each TRON target 1x 8,000,000 points

#21 10 years ago

The above post is just a cut and paste from the Excel spreadsheet.

PM with your email if you want me to email it to you. I am no able to upload it as a file for some reason. I'm guessing a restriction on type of file.

#22 10 years ago

Some things added on latest code:

V1.74 - February 11, 2013
=========================

- First pass of the redemption system.
see http://www.sternpinball.com/downloads/Stern_Pinball_Redemption_System_Software_Manual.pdf
for details.
- Added extra ball feature to the left and right ramps.
- Raised the score for an inner loop shot during quorra multiball.
- Disc multiball super jackpot initialized to 100,000.
- Added lamp effects for disc multiball and disc multiball restart award.
- Starting light cycle multiball, quorra multiball, sea of simulation,
or portal multiball will kill the disc multiball restart timer.
Restarting light cycle multiball or quorra multiball will kill the disc
multiball restart timer.
- Light cycle multiball and quorra multiball are not allowed to be
advanced when disc multiball restart is active. Light cycle multiball,
quorra multiball, sea of simulation, and portal multiball are not
allowed to be started when disc multiball restart is active.
- Added art for disc multiball total.
- Changed the indexing of the combo sounds. An n-way combo was making
the n+1-way combo sound. This has been corrected.
- Combo (End of Line) jackpot score was not being displayed properly
for players 2, 3, and 4 on the combo award display effect. This has
been corrected.
- Added adjustments for disc multiball disc shots and disc multiball
recognizer hits.
- Reordered some adjustments.
- "TRON DOUBLE SCORING" lamp renamed to "DOUBLE SCORING", as THAT is
the text on the playfield.
- Reworked disc multiball:
1) Blue disc shots stay lit always instead of going out. More
difficult to shoot shots (side ramp, Gem, for example) are worth
more.
2) Only the spinning disc counts as "discs" to progress to the next
stage (Recognizer 3-bank UP). Blue discs do NOT.
3) Shots to the blue discs increase a jackpot that builds on the
spinning disc. (So you can loop the left ramp to build it up if
you want). Shooting the spinning disc collects the jackpot and
resets it.
4) Disc multiball can be restarted if the super jackpot has not been
collected (via adjustment, default: ON, 10 seconds).
- Quorra multiball start now always shows the long animation.
- Light cycle multiball start now always shows the long animation.
- Recognizer and disc advance via Flynn's Arcade now NOT allowed if
Light Cycle, Quorra, Sea of Simulation, or Portal are lit.
- Sea of simulation total display effect stays up on the screen longer.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause CLU hurry-up to NOT start if it was lit at the
beginning. This has been corrected.
- Fixed an issue with the Flynn's Arcade VUK and the sequencing of
awards. If all modes for SoS/Portal have been started/completed
except for one, say, Gem, and the Flynn's Arcade award is to start
the one (Gem), then Sea of Simulation would be lit as a result and
that would cause Light Cycle multiball and Quorra multiball to NOT
start if they were lit at the beginning. This has been corrected.
- Fixed an issue where the match music may not run.
- Sea of simulation item award was not pausing the double scoring
timer. This has been corrected. Fixed "THREE MAN LIGHT JET COMBO"
cutting off the display.
- CLU hurry-up music now waits for the start display effect to run
before starting.
- Added new awards to Flynn's Arcade. They are: ADVANCE CLU, ADVANCE
ZUSE, ADVANCE DISC, ADVANCE LIGHT CYCLE, ADVANCE SEA OF SIMULATION,
and MORE TIME. Advance Sea of Simulation is only available when Sea
of Simulation is running and will spot the next shot during SoS (at
1/10 the points). This should be helpful if the player enters SoS
and has not completed Gem or Light Cycle.
- Stacked priorities of modes (Gem/CLU/Zuse) such that the last one
started is the display/music that is heard.
- Fixed CLU, Gem, and Zuse timer bars on the score screen. They now all
initialize to full size when the respective mode is started and will
rescale properly when time is added over the high water mark. Bars have
been reordered to match the lights on the playfield - bottom bar is for
Gem, middle bar is for CLU, and top bar is for Zuse.
- Added a timer bar for Zuse.
- Light Cycle multiball is now NOT allowed to be advanced while Disc
multiball is active. This makes much more sense since Light Cycle
multiball cannot be started when Disc multiball is running.
- CLU, Quorra, and Light Cycle lamps on the VUK were not honoring the
start logic for Sea of Simulation and Portal. This has been corrected.
- Added sounds for the CLU lanes during the CLU stage of Sea of Simulation.
- Fixed obsolete Quorra multiball background instructions regarding the
non-existent double jackpot.
- Added lane change to Sea of Simulation CLU stage.
- Light cycle multiball award display effects were not showing the correct
points scored when double scoring was active. This has been corrected.
- Implemented delayed score awards for Sea of Simulation.
- Reduced the number of times the Zuse fast scoring mode could start a
lamp effect.
- Fixed a bug that was keeping the hard meter from firing for certain
ticket dispenser types.
- Added icons to the Flynn's Arcade award animation.
- Implemented music and sound volume.
- Fixed an issue where the music was not being killed after the master
volume was changed via -/+ during game over.
- Added Gem shots to instant info.
- Added CLU lanes to instant info.
- Added ZUSE targets to instant info.
- Added end-of-line jackpot art.
- Light-cycle shots to advance for light cycle multiball lit are now
allowed when CLU is running.
- Shuffled priorities of light cycle, quorra, gem, and combo. The order
is: combo, gem, light cycle, quorra.
- Added a lamp effect for the start of quorra multiball.
- Added instant info for recognizer/disc shots to start disc multiball.
- Added instant info for quorra multiball.
- Fixed the wire color for the shaker motor.

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