Quoted from Rarehero:It's not that elegant, but here we go:
Hero Shot inserts:
Blinking - Hero has not been played.
Solid - Hero has been played, and will now help you during Magneto Multiball
"Hero Wheel" inserts:
Blinking - Played
Solid - Completed
I agree that it is not elegant. It's redundant and unnecessary for the most part. You can look at the hero wheel and see which heroes haven't been played, which heroes have been played and not beat and which heroes have been played and beat. It's all right there. There is no reason to display that information again on the shots.
I can see in this code version that the hero shot inserts do serve another purpose, but that could easily be moved to the hero wheel and make much more sense.
As it is now, if you are in a villain mode and start a hero mode....the only way you know that the hero mode timer has run out is because all of the hero shot inserts turn on again.
Here is my suggestion. Keep the hero wheel inserts the same except quickly flash the hero name for the mode you are in. If you beat it...it goes solid. If the time runs out...it goes to the normal flash speed. All of that info would be on the wheel (where most of it already is) and it would free up the shot hero inserts to better display the mode information. If a fast flashing isn't available or noticeable on the wheel names....then unlight all of the names on the wheel when a hero mode starts and only flash the hero name that you are working on. After the mode return the wheel to normal (displaying the beat = solid and attempted = flashing heroes).
The use of the inserts in the game has always been something that has bothered me, but it looks like they have done a pretty good job with them (especially handling a hero mode and villain mode running at the same time). They could still be much better. Why is the Phoenix shot arrow and the Cyclops arrow lit the same in Juggernaut mode? They do completely different things. 1 is for Jackpots and 1 is for damage. We know that inserts can, at the very least be solid, slow flashing and fast flashing. Why not use this to convey some useful information?
The first thing they would need to decide on is what represents the highest priority shot....a solid insert or a fast flashing one. From the way the inserts are used in Weapon X multiball I'm going to say they would go with fast flashing has priority. Let's use Jugs mode as an example and say the order of shot priority is fast flashing = high, slow flashing = medium, solid = low. Have the Beast and Phoenix arrows solid to show they are lower priority (to complete the mode) jackpot build shots. The Storm, Rogue, Cyclops and Iceman shots would be fast flashing to show these are high priority damaging shots. See...it was that simple. The shots don't do the same things so don't display them the same way.
Using Jugs as an example again...they could also use the inserts to display shots that deal bonus damage for shots that are for completed heroes. The Beast and Phoenix arrows would be solid (jackpots). The Storm and Iceman could be slow flashing (to show they do normal damage because their mode hasn't been beat yet) and Rogue and Cyclops could be fast flashing to show they do bonus damage (because their modes have been beat). BAM! Hero completion and villain damage integration...all using the arrow inserts because it is a villain mode. Any info running on a hero mode would not be effected because hero mode use the shot name inserts.
How about a hero modes example. Lets go with Rogue (an easy one) all shot name inserts are solid, but the Rogue shot name insert would be fast flashing (showing that a hit to her is higher priority and an instant completion). A Phoenix example...Phoenix is fast flashing and Wolvie and Cyclops are solid. Displaying the different shot information via insert should be done in every mode.
The first rule of mode insert usage on this game should be that hero modes don't use the arrows. Weapon X multiball is exempt. I am hoping a normal Wolvie mode will return and Weapon X multiball will be a reward of sorts for beating his normal mode (as the instruction card first stated). The "no arrow" rule is pretty much the case now except for the Iceman arrow being used in his mode for the second ramp shot for some unexplained reason. I'm hoping that gets taken out as his mode really needs to be reworked more than any other hero mode (it's 2 shots to the ramp...ignore the moving ramp and flashing left lane insert...it's just 2 ramp shots. Done.)
Arrows can also be used to point out the skill shots. The ball is just starting...no modes are running there is no confusion.
The second rule should be that the villains only use the arrow inserts. I think this may be the case as it is now...good job.
It would be so simple to go through each mode and set up the inserts as they should be. The only time there would be any confusion may fall when you get a Weapon X or Mags multiball going and then you would just have to feel it out.
PS: X-Men whoo hoo!