Sweet!
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Quoted from DeathHimself:They are green when not touched, then go to a dark blue when i can get them to fire.
BTW not sure if it's new or I just noticed but love that you can now move the TOTO lights.
Have a look:
» YouTube video
TOTO lights moving with flippers is old.
Quoted from thewool:Does anyone know if the 'no place like home' lights are still sepia toned in the new code? In the beta they were more white. Thanks.
Don't remember, but they seemed more white last night...
Installed 6.5 WOZ and 2.0 Hobbit and got on my high score lists for both games!
Does anyone know what "Courtesy Kicks" are? It's listed in the changelog.
Quoted from lyonsden:You say that, but. . .
So I took all the pages from this thread, did a very quick level of parsing to extract out all the messages, and then sent them through a Sentiment Analysis (Natural Language Processing using Python NLTK Text classification: http://text-processing.com/demo/sentiment/)
The thread is more negative than positive (the model used for this analysis is used to analyze movie reviews and comments, so relatively speaking, a good model for pinside data).
People are appreciating the hard work and commitment of the JJP team, but the sentient of this thread has a negative bias.
LOL...everytime someone mentions There's No Place Like Home" its negative!
Quoted from DCFAN:Little numbers are momentarily floating above the main score to show switch hit values.
Not just switch hit values, but whatever you just scored: jackpots, etc...it's awesome!
Quoted from Sylk-7:Well I was very glad to know that JJP did this update, but so it is only my opinion, did not correct the light when played the way the witch melts, and most importantly I can not understand, you enter the final mode '' Somewhere Over the Rainbow ', and does not have an end, I'm sorry JJP, Oz is the best machine there is in the market, I mean the complex game, but not having an ending is very sad, so Stern is not even talk is unfortunate, Older machines like AMFM, Medieval, TOTAN, and others have an end, this is the most expected by a player, I am more a player than a collector, but I respect all opinions, well that's it.
Quoted from delt31:Can someone summarize the best changes? I haven't played one yet with this code and understand there are release notes but curious as to what made the biggest impact to the WOZ club?
I personally love the floating scores and ball reserve features that were added.
Quoted from altan:It's used in a lot of video games, but typically for hit point (aka health) reduction. For example, when the elf attacks the magic bear, a little "50" might appear above the magic bear and float upward for a second. This tells you that the elf did 50 points of damage to the magic bear.
In the case of Woz, it's additive (not damage). When you hit a target, a little 50 appears above your score and floats upward for a second. When you hit lots of targets, you'll see several numbers (apparently somewhat randomly spaced) floating upward for a second or so.
It's nice.
Two games come to mind immediately that do it: (1) Diablo 3 and (2) Boarderlands
It's nice when you've worked up a nice jackpot shot and hit it. You can look up and see how much the shot was worth.
Quoted from Frax:It sounds like it's just changing the way extra balls are played. Instead of them being immediately after current ball, they're shoved to the end of the regular 3-ball game. That way, if you have a 4p game and P1 has 3 extra balls and nobody else has any, players 2 3 and 4 don't have to sit there bored to tears waiting on this one guy to play 3 extra balls, he just gets them after player 4 finishes their last ball.
It also allows a player to join in at any time. If you're on ball 2 and a friend comes in and wants to play he can instantly join and will start his game after you drain. Players always alternate so nobody sits waiting for multiple balls from one player to another.
Quoted from PinMonk:That's not rhetorical, it happened with The Hobbit. On the route I help with, the sound popping issue was so annoying people quickly just refused to play it. I was going in daily to reboot it manually (the problem happens after some time on) to minimize it happening, but eventually it was just too much of a hassle, and it was sent to a home where it probably would never have the issue (since people don't leave pins on 24/7 at home, usually). Neither issue so far with Dialed In (popping or lockups), so fingers crossed.
I though Keith implemented a temporary fix that automatically reboots the game after it's been in for so long and nobody is playing (I.e. At like 3AM it would happen)?
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