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X Men - and apparently people like it. (and me too now :))

V0.92 - July 22, 2025
Days of Future Code
Part II
========================
New:
- If a MISSION is completed while a multiball is still active, a blue shot
will light up at the LEFT CENTER RAMP to start the FUTURE. Previously it
would just insta-start when the multiball ended.
- Adjustment ALLOW SENTINEL HAND added. Options include:
- ALWAYS
(Hand will activate during single and multiball play)
- MULTIBALL ONLY (factory default)
(Hand will only activate during multiball play)
- COMPETITION PLAY MULTIBALL ONLY
(In competition game, hand will only activate during multiball play)
- New SENTINEL ATTACKS hurry up feature.
Collect 8 combos and the LEFT RAMP (UPTOWN), LEFT CENTER RAMP (MIDTOWN)
and RIGHT RAMP (HIGHWAY) will light red during main play to start.
Shoot the red lit arrows and SENTINELS quickly for highest score.
Combos required increases after each start.
- The display now indicates when an award has been multiplied by GAMBIT
during modes and multiballs.
- When BISHOP is available the number of charges banked are now displayed
in a purple ring around the timer display.
- INSTANT INFO now displays PERK status and information.

Fixed:
- Sometimes the SENTINEL HEAD was registering multiple hits.
- A FIERY ASSAULT was not requiring enough BLUE shots to complete the mode
and was always being marked as PERFECT when completed.
- The final shots in STOPPING A JUGGERNAUT were not being handled correctly.
- The RIGHT RAMP (HIGHWAY) arrow during STOPPING A JUGGERNAUT was not being
displayed.
- Sometimes the LEFT CENTER RAMP (MIDTOWN) arrow would indicate both MODE
ADVANCE and SAVE THE CITY MULTIBALL was ready.
- SAVE THE CITY MULTIBALL wasn't catching the ball on the right pin when
started.
- The DIVERTER was sometimes triggering when it shouldn't.
- The RIGHT PIN was sometimes stopping the ball when it shouldn't.- CEREBRO was sometimes stopping the ball when it shouldn't.
- EXTRA BALLS awarded during a multiball will no longer stop the ball.
- Sometimes destroyed SENTINELS were not counting towards the SENTINELS
achievements.
- Sometimes the SENTINEL MULTIBALL background display was not synced to
the state of the multiball.
- The DANGER ROOM ball saver will only be awarded when no other ball saver
is active.
- GAMBIT wasn't always awarding the correct bonus when active.
- TO ME, MY XMEN MULTIBALL arrows were not blinking correctly when lit.
- TO ME, MY XMEN MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.
- TO ME, MY XMEN MULTIBALL was awarding the DOUBLE SUPER JACKPOT achievement
when a MAXIMUM DOUBLE SUPER JACKPOT was collected.
- SAVE THE CITY MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.

Tweaks:
- During multiball, the BISHOP POP now requires 2 hits for for every advance
towards lighting BISHOP.
- Updated the DANGER ROOM ABORT TARGET lamp to reflect availability. Now
lit dimly when lit but not available. Pulses slowly when lit and
can be used.
- The game start sequence was cleaned up so the shooter groove tune doesn't
start until it's completed.
- Audio tweaks.
- Improved lamp effects when flinging the ball from the SENTINEL FINGER.

System updates:
- Updated Pricing Table:
Australia 6 - 1/$3.00 AU, 2/$5.00 AU
- Updated to nodeboard firmware/protocol v1.24.0
- Various behind the scenes improvements for correctness and performance.
 
V0.92 - July 22, 2025
Days of Future Code
Part II
========================
New:
- If a MISSION is completed while a multiball is still active, a blue shot
will light up at the LEFT CENTER RAMP to start the FUTURE. Previously it
would just insta-start when the multiball ended.
- Adjustment ALLOW SENTINEL HAND added. Options include:
- ALWAYS
(Hand will activate during single and multiball play)
- MULTIBALL ONLY (factory default)
(Hand will only activate during multiball play)
- COMPETITION PLAY MULTIBALL ONLY
(In competition game, hand will only activate during multiball play)
- New SENTINEL ATTACKS hurry up feature.
Collect 8 combos and the LEFT RAMP (UPTOWN), LEFT CENTER RAMP (MIDTOWN)
and RIGHT RAMP (HIGHWAY) will light red during main play to start.
Shoot the red lit arrows and SENTINELS quickly for highest score.
Combos required increases after each start.
- The display now indicates when an award has been multiplied by GAMBIT
during modes and multiballs.
- When BISHOP is available the number of charges banked are now displayed
in a purple ring around the timer display.
- INSTANT INFO now displays PERK status and information.

Fixed:
- Sometimes the SENTINEL HEAD was registering multiple hits.
- A FIERY ASSAULT was not requiring enough BLUE shots to complete the mode
and was always being marked as PERFECT when completed.
- The final shots in STOPPING A JUGGERNAUT were not being handled correctly.
- The RIGHT RAMP (HIGHWAY) arrow during STOPPING A JUGGERNAUT was not being
displayed.
- Sometimes the LEFT CENTER RAMP (MIDTOWN) arrow would indicate both MODE
ADVANCE and SAVE THE CITY MULTIBALL was ready.
- SAVE THE CITY MULTIBALL wasn't catching the ball on the right pin when
started.
- The DIVERTER was sometimes triggering when it shouldn't.
- The RIGHT PIN was sometimes stopping the ball when it shouldn't.- CEREBRO was sometimes stopping the ball when it shouldn't.
- EXTRA BALLS awarded during a multiball will no longer stop the ball.
- Sometimes destroyed SENTINELS were not counting towards the SENTINELS
achievements.
- Sometimes the SENTINEL MULTIBALL background display was not synced to
the state of the multiball.
- The DANGER ROOM ball saver will only be awarded when no other ball saver
is active.
- GAMBIT wasn't always awarding the correct bonus when active.
- TO ME, MY XMEN MULTIBALL arrows were not blinking correctly when lit.
- TO ME, MY XMEN MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.
- TO ME, MY XMEN MULTIBALL was awarding the DOUBLE SUPER JACKPOT achievement
when a MAXIMUM DOUBLE SUPER JACKPOT was collected.
- SAVE THE CITY MULTIBALL was awarding the SUPER JACKPOT achievement when a
DOUBLE SUPER JACKPOT was collected.

Tweaks:
- During multiball, the BISHOP POP now requires 2 hits for for every advance
towards lighting BISHOP.
- Updated the DANGER ROOM ABORT TARGET lamp to reflect availability. Now
lit dimly when lit but not available. Pulses slowly when lit and
can be used.
- The game start sequence was cleaned up so the shooter groove tune doesn't
start until it's completed.
- Audio tweaks.
- Improved lamp effects when flinging the ball from the SENTINEL FINGER.

System updates:
- Updated Pricing Table:
Australia 6 - 1/$3.00 AU, 2/$5.00 AU
- Updated to nodeboard firmware/protocol v1.24.0
- Various behind the scenes improvements for correctness and performance.
Seems like a relatively 'small' update to call 'days of future past part 2' after the first update but excited to see the new hurry up mode and general UI enhancements

Glad we're seemingly back to a regular monthly update too
 
Just finished a couple games... Weird update for me, only saw the sentinel hurry up once although didn't play great so probably didn't help.

The patch notes sounded to me like you could hit an extra shot and take your multiball into the future, but you have to go back to single ball play, then hit the left of the sentinel ramp to start the future instead of throwing straight into it, but single ball play throws you straight in anyway?

Not entirely sure what they were attempting with the change but you feel penalised for finishing a mode with a multiball active instead of being rewarded for it.
 
On.91 if you were in a mode and then started a multi-ball if the multi-ball kept going and you completed the mode but then you still kept the multiple going. When you finally lost multiple, you would never get do the future part of the mode. Essentially the future part would be lost.
This update allows the future part to actually be available if you stack a multiball with a mode.
 
On.91 if you were in a mode and then started a multi-ball if the multi-ball kept going and you completed the mode but then you still kept the multiple going. When you finally lost multiple, you would never get do the future part of the mode. Essentially the future part would be lost.
This update allows the future part to actually be available if you stack a multiball with a mode.
That's definitely how I read the patch but I had it when I lost all the balls, the future mode also was lost. If I was on 0.91 going to the future gave you a small ball saver but now you have to hit a shot after your multiball and not go instantly into the future I didn't get the ball save and lost everything.

Probably need to play a bit more but just confused what they were going for.

I saw on deadflips twitch feed that there's a lot of bugs they need to sort before they can stack more modes and stuff so owners gotta have a bit more patience for extra content
 
Jack is talking about the upcoming code here live now whilst playing King Kong.

TL;DR Loads of stuff coming.

 
Sounds like he's stepped away almost immediately to focus on the streaming stuff and 'stern are taking over' on the design front, so it'll be an interesting hybrid of designers... Odd to think X-Men will be the last JD designed game unless he comes back in the future
 
Didn't realise you can go for more sentinels when in the future if there's time. Just found that out lol.

Loving that, would be cool if something is linked to this eventually.
 
Didn't realise you can go for more sentinels when in the future if there's time. Just found that out lol.

Loving that, would be cool if something is linked to this eventually.
They mentioned they'll be something linked to total sentinels and combos eventually.

I had a cracking game on the weekend, best all but 1 of the missions and didn't fail to save a single x-man, best I've ever played and it felt incredible.

I've also just put the stronger coil on the auto plunge as well as the plastic in the back right back in and spent 30 minutes to align it properly, can report back if anyone's interested but after 3 games since the coil in sat at 88% for now.
 
They mentioned they'll be something linked to total sentinels and combos eventually.

I had a cracking game on the weekend, best all but 1 of the missions and didn't fail to save a single x-man, best I've ever played and it felt incredible.

I've also just put the stronger coil on the auto plunge as well as the plastic in the back right back in and spent 30 minutes to align it properly, can report back if anyone's interested but after 3 games since the coil in sat at 88% for now.
Which coil did you fit?
 
Which coil did you fit?
Stern 090-5023-OT/22-600 Coil (remove the diode if you get the one with it attached)

Pretty straightforward replacement, seems to have resolved most of the issues for the sake of £15

For transparency though I do have Raidens back ramp transition piece installed as well as the full stern kit.
 
Has anyone fitted a longer shooter rod.
I haven't, I see some noise on pinside about it, I'm not sure how a longer rod would help much and not detract away from the auto-plunge if it's taking the ball off the prongs but maybe I'm mistaken.

My manual plunge is probably 95%, the only issue I have occasionally is the ball rattling on sides due to the power, I'm sure I can adjust the alignment of it to stop it happening but it happens so irregularly that I don't want to mess with it and possibly make it worse, but either way a longer shooter rod won't help in my case as power isn't an issue.
 
The longer shooter rod is apparently improvement for manual plunge.

My manual works 90% of the time and auto probably 70%.

I have the improvement kit from Stern but not fitted it.
 
New coil has had less than a week but I play every day and am hitting 90% on my auto plunge now (up from honestly about 40-50% before, even with Raiden mods changes), the new coil and fitting the plastic at the back from Stern has been the big fixes for me.

I believe the main times that the auto plunger has missed is when I'm in multiball and I've hit/bricked the subway shot like an idiot and causing my own traffic jams, otherwise I'd be confident this would sit at 95%+ at this point.

After spending so long messing around with the auto plunge issues (it cannot be understated how frustrating it is when the plunge doesn't work, it backs out of the subway, straight into the danger room, drain) to have it working nearly perfectly I'm loving the game even more, bring on the new code.

20250801_074552.webp
 
Any advice on scoring? I’m getting 100-150m after 2/3 multi balls and completing a couple of modes 🤷‍♂️

Are there any decent scoring videos using the current code?
 
1000259055.webp


NEW CODE!

Stern Pinball has posted new The Uncanny X-Men code v0.93.0 for the Pro, Premium, and Limited Edition models. This code "Days of Future Code: Evolved" contains numerous game enhancements, additional polish, game adjustments and bug fixes including:

New:
- New SENTINEL MULTIBALL rules.
- All shots begin lit for JACKPOT.
- When X JACKPOTS are collected, the SENTINEL raises for SUPER JACKPOT.
- Collect SUPER JACKPOT by shooting the SENTINEL. 2X SUPER JACKPOT for shooting the open mouth.
- Shoot the DANGER ROOM RAMP to relight all JACKPOT shots at a higher value (YELLOW->ORANGE->RED), maximum at 3X.
- When a JACKPOT shot is made, a SENTINEL will light on that shot. Shoot to collect SENTINEL for points and a SENTINEL KILL. SENTINELS can only be lit once per shot until SUPER JACKPOT is collected.
- Added SENTINEL MULTIBALL DIFFICULTY adjustment.
EASY - 4 JACKPOTS required to light SUPER JACKPOT.
20 second ball saver.
MEDIUM - 5 JACKPOTS required to light SUPER JACKPOT.
15 second ball saver.
HARD - 6 JACKPOTS required to light SUPER JACKPOT.
10 second ball saver.
- New SAVE THE CITY MULTIBALL rules
- The UI was enhanced for working towards lighting SAVE THE CITY MULTIBALL. It will now show full progression towards each of the 6 different shots needed to complete. The UI will indicate when SAVE THE CITY MULTIBALL is lit and ready to start.
- The background UI was updated to display the shots needed to complete each section.
- The LOOP and RAMP shots will blink to indicate where progress is still needed.
- Once all sections of the city are completed, shoot the X-JET to light the DANGER ROOM SPINNER on a timer.
- Shoot DANGER ROOM SPINNER to collect SUPER JACKPOT MILLIONS.
- The regular DANGER ROOM progression is not available while in SAVE THE CITY MULTIBALL.
- Added TOTAL display effect.
- New RESCUE THE INNOCENT rules.
- Shots light based on which flipper the ball returns to, maximizing combo opportunities.
- The last shot made is not available for the next shot.
- Added RESCUE THE INNOCENT adjustment.
EASY - 5 shots required to complete mode.
MEDIUM - 6 shots required to complete mode (default).
HARD - 7 shots required to complete mode.
- New GENOSHA UNDER SIEGE rules.
- The BISHOP and GAMBIT POP BUMPERS will jump TOAD to another lit shot.
- Added GENOSHA UNDER SIEGE DIFFICULTY adjustment.
EASY - TOAD jumps every 8 seconds.
MEDIUM - TOAD jumps every 5 seconds (default).
HARD - TOAD jumps every 4 seconds.
- SENTINEL ATTACK! scoring updates. The second hurry up will start at 2X the value of the first.
- When collecting a PERK in the FUTURE, a description is now displayed on the total display.
- (PRE/LE ONLY) Based on the ALLOW SENTINEL HAND adjustment, the SENTINEL HAND will be enabled after the SENTINEL HEAD is raised during mainplay.
- Shaker effects added to the MAYHEM IN MIDTOWN intro.

Fixed:
- The COLOSSUS perk of "MULTIBALL BALL SAVE TIME INCREASED" wasn't working correctly.
- ADD-A-BALL was not using the correct BALL SAVER timer values.
- MULTIBALL EXTEND was not using the correct BALL SAVER timer values.
- The "Two Super Jackpots in the same SENTINEL MULTIBALL" achievement wasn't being awarded correctly.
- The damage percentages on the SENTINEL HEAD were not always being calculated correctly.
- The MUSIC ATTENUATION and SPEECH ATTENUATION adjustments were not functioning correctly.
- The SOUND/SPEAKER TEST was not working correctly.
- The SENTINEL HEAD wasn't reacting until the playfield was validated.
- The SENTINEL JAW closing could cause a SENTINEL HEAD hit. These are now filtered out.
- Sometimes the sound effects playing when the SENTINEL JAW was open were not correct.
- Updated reflexing coil devices to not trigger during BONUS or MATCH.
- SAVE THE CITY was spotting a RAMP shot as part of the shot that started it.
- The mode timers weren't paused during the mode intros.
- The GENOSHA UNDER SIEGE TOAD timer was running during the mode intro.
- Don't allow SENTINEL MULTIBALL to advance or SAVE THE CITY MULTIBALL to start while SENTINEL ATTACKS! or FASTBALL SPECIAL is running.

Tweaked:
- Raised scoring for SENTINEL ATTACKS! hurry up.
- Adjusted SENTINEL ATTACKS frequency.
Now lights at 6 combos, then 8 combos, then every 10 combos.
- Speech timing during SENTINEL HEAD progression.
- Renamed the MUSIC ATTENUATION and SPEECH ATTENUATION adjustments to MUSIC FADER and SPEECH FADER respectively.
- Added FX FADER adjustment to allow adjusting the volume of sound effects relative to music and speech.

Code updates and read me files are available at sternpinball.com/support/game-code/.
 
Still essentially the progression of the rewrite. Based on 2 modes being updated, it might be another 1-3 updates before we see actual additional stuff.. 🥹
 
Still essentially the progression of the rewrite. Based on 2 modes being updated, it might be another 1-3 updates before we see actual additional stuff.. 🥹
Yeaaaaaah I was really hoping for more with this one, since the big 'rework' we've had 2 updates and neither have really done much, first one added a hurry up, second one is changing the multiballs so assuming its another month until the next update we'll have gone another 3 months before any major improvement or addition again.

It's been a hell of a ride owning an UXM!
 
I would like to think this is something to do with me as I asked JD and GG for it.

- Shaker effects added to the MAYHEM IN MIDTOWN intro.

However I asked for it on the footsteps too!
 
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OK I played a few games of 0.93 over lunch... All good additions, clearer UI for save the city is great, sentinel multiball feels so much clearer for what it wants now.
 
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