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

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NEW CODE! Stern Pinball has posted new The Uncanny X-Men code v0.91.0 for the Pro, Premium, and Limited Edition models. This code "Days of Future Code Part 1" contains numerous game enhancements, additional polish, game adjustments and bug fixes including:​


New:
- New FUTURE mode and rules
- Playing each of the modes will allow you to play in the FUTURE, a timed
challenge where you must DESTROY LIT SENTINELS and escape before time
runs out. Succeed and you collect a character's perks to be used in
both the PAST and the FUTURE.
- Timed challenge is 40 seconds, destroy 6 or more lit SENTINELS
before shooting the LEFT CENTER RAMP to escape and be awarded your
characters perk.
- Hit the SENTINEL HEAD to increase the value of all lit SENTINELS.
- Run out of time or fail to destroy enough SENTINELS and
you're returned to the PAST.
- New Mode Perks
- Complete a mode to travel to the FUTURE — conquer it to unlock the
perk of the character associated with that mode, active in both the
past and future!
BISHOP (RESCUE THE INNOCENT)
- Bishop will require fewer pop hits to award a BISHOP action button.
COLOSSUS (MAYHEM IN MIDTOWN)
- All multiball ball saves are increased.
GAMBIT (SMUGGLED CARGO)
- Gambit assisted shots will be 3X.
MAGNETO (GENOSAH UNDER SIEGE)
- All mode and FUTURE timers are increased.
PROFESSOR X (STOPPING A JUGGERNAUT)
- The DANGER ROOM can be advanced in THE FUTURE.
- Once per ball a DANGER ROOM ball save is activated the first time
the DANGER ROOM is entered and no other ball save is active.
ROGUE (SENTINEL FACILITY RAID)
- Holds KITTY PRYDE lane values across balls.
- KITTY PRYDE TARGET is available in the FUTURE.
- KITTY PRYDE LANE scores are doubled in the FUTURE.
STORM (A FIERY ASSAULT)
- Bonus damage to other SENTINELS in SENTINEL MULTIBALL.
- SENTINEL MULTIBALL will be extended once per play
WOLVERINE (BITTER RIVALRY)
- Time added to all single ball savers in past and future.
- Increased damage on the first shot of SENTINELS in
SENTINEL MULTIBALL.

- Updated Perks
BEAST - Collect by advancing BEAST LAB to level 3.
- BEAST LAB awards are available in the FUTURE.
CYCLOPS - Earn by maximizing the Danger Room Level
- Combo timers are increased
JEAN GREY - Collect by hitting 10 X-MANSION TARGETS
- X-MANSION ball save can now be advanced in the FUTURE.
- Next level 2 BEAST'S LAB award will be LIGHT X-MANSION BALL SAVE.
NIGHTCRAWLER - Earn by completing 20 targets
- Nightcrawler will spot any lit SENTINELS in the FUTURE by hitting
the NIGHTCRAWLER targets between them.
- BISHOP ACTION BUTTON
- The BISHOP rule has been changed to now collect the highest scoring
shot on the playfield when available. Stack up to 3 BISHOPS
by hitting the BISHOP POP BUMPER. When the ACTION BUTTON
flashes RED, BISHOP is available to collect a shot!
- SKILL SHOT
- The SKILL SHOT no longer requires holding the left flipper for
some of the skill shots. All SKILL SHOTS are now available
from the plunge.
- The 2X SKILL SHOT has been removed.
- The LEFT LOOP SKILL SHOT has new progressive sound effects.
- When all 8 modes have been completed, they will reset. Any perks
collected will be carried forward.
- EXTRA BALLS are only awarded the first time through the modes.
- Added MODE START DIFFICULTY adjustment. Makes starting modes
easier or harder.
- SENTINELS DESTROYED counter added to the main score display.
- Added SENTINEL CHAMPION.
- On the last shot to start SENTINEL MULTIBALL, the ball will attempt
to be caught on the MAGNENTO magnet and flung once multiball starts.
- Added speech to the start of SENTINEL MULTIBALL.
- Added audits for major shots.


Bugs fixed:
- Fixed issue where some of the switch sounds were being played twice.
- Fixed issue where the upper shooter lane switch was playing sounds on
top of itself for skillshots.
- The wrong switch sounds were being played for the RIGHT RAMP.
- Sometimes GAMBIT wasn't multiplying shots correctly.
- Lit SENTINEL shots destroyed during SENTINEL MULTIBALL were being
counted twice for INSIDER CONNECTED achievements.
- Competition mode wasn't always being considered correctly during SENTINEL
MULTIBALL.
- SMUGGLED CARGO wasn't showing an award for the red shot awards.
- Sometimes the award for collecting a city in SAVE THE CITY was not
correct.
- EXTRA BALL would sometimes say it was being lit even when no extra balls
were available.


Tweaks:
- (PRE/LE ONLY) The SENTINEL HAND will now only break the ramp during
SENTINEL MULTIBALL.
- You can no longer stack SENTINEL MULTIBALL and TO ME, MY XMEN MULTIBALL.
- The DANGER ROOM ABORT TARGET is now lit at the start of a game.
- During MAYHEM IN MIDTOWN, the lit arrows weren't visible during the target
light effects.
- Improved the music choreography when the modes and multiballs start.
- Tweaked the initial spawning of SENTINELS for SENTINEL MULTIBALL.
- Removed unused adjustments for SPECIAL.
- BEAST LAB no longer awards ADD TIME, replaced by MAGNETO's perk.​

 
View attachment 282093

NEW CODE! Stern Pinball has posted new The Uncanny X-Men code v0.91.0 for the Pro, Premium, and Limited Edition models. This code "Days of Future Code Part 1" contains numerous game enhancements, additional polish, game adjustments and bug fixes including:​


New:

- New FUTURE mode and rules​

- Playing each of the modes will allow you to play in the FUTURE, a timed​

challenge where you must DESTROY LIT SENTINELS and escape before time​

runs out. Succeed and you collect a character's perks to be used in​

both the PAST and the FUTURE.​

- Timed challenge is 40 seconds, destroy 6 or more lit SENTINELS​

before shooting the LEFT CENTER RAMP to escape and be awarded your​

characters perk.​

- Hit the SENTINEL HEAD to increase the value of all lit SENTINELS.​

- Run out of time or fail to destroy enough SENTINELS and​

you're returned to the PAST.​

- New Mode Perks​

- Complete a mode to travel to the FUTURE — conquer it to unlock the​

perk of the character associated with that mode, active in both the​

past and future!​

BISHOP (RESCUE THE INNOCENT)​

- Bishop will require fewer pop hits to award a BISHOP action button.​

COLOSSUS (MAYHEM IN MIDTOWN)​

- All multiball ball saves are increased.​

GAMBIT (SMUGGLED CARGO)​

- Gambit assisted shots will be 3X.​

MAGNETO (GENOSAH UNDER SIEGE)​

- All mode and FUTURE timers are increased.​

PROFESSOR X (STOPPING A JUGGERNAUT)​

- The DANGER ROOM can be advanced in THE FUTURE.​

- Once per ball a DANGER ROOM ball save is activated the first time​

the DANGER ROOM is entered and no other ball save is active.​

ROGUE (SENTINEL FACILITY RAID)​

- Holds KITTY PRYDE lane values across balls.​

- KITTY PRYDE TARGET is available in the FUTURE.​

- KITTY PRYDE LANE scores are doubled in the FUTURE.​

STORM (A FIERY ASSAULT)​

- Bonus damage to other SENTINELS in SENTINEL MULTIBALL.​

- SENTINEL MULTIBALL will be extended once per play​

WOLVERINE (BITTER RIVALRY)​

- Time added to all single ball savers in past and future.​

- Increased damage on the first shot of SENTINELS in​

SENTINEL MULTIBALL.​

- Updated Perks​

BEAST - Collect by advancing BEAST LAB to level 3.​

- BEAST LAB awards are available in the FUTURE.​

CYCLOPS - Earn by maximizing the Danger Room Level​

- Combo timers are increased​

JEAN GREY - Collect by hitting 10 X-MANSION TARGETS​

- X-MANSION ball save can now be advanced in the FUTURE.​

- Next level 2 BEAST'S LAB award will be LIGHT X-MANSION BALL SAVE.​

NIGHTCRAWLER - Earn by completing 20 targets​

- Nightcrawler will spot any lit SENTINELS in the FUTURE by hitting​

the NIGHTCRAWLER targets between them.​

- BISHOP ACTION BUTTON​

- The BISHOP rule has been changed to now collect the highest scoring​

shot on the playfield when available. Stack up to 3 BISHOPS​

by hitting the BISHOP POP BUMPER. When the ACTION BUTTON​

flashes RED, BISHOP is available to collect a shot!​

- SKILL SHOT​

- The SKILL SHOT no longer requires holding the left flipper for​

some of the skill shots. All SKILL SHOTS are now available​

from the plunge.​

- The 2X SKILL SHOT has been removed.​

- The LEFT LOOP SKILL SHOT has new progressive sound effects.​

- When all 8 modes have been completed, they will reset. Any perks​

collected will be carried forward.​

- EXTRA BALLS are only awarded the first time through the modes.​

- Added MODE START DIFFICULTY adjustment. Makes starting modes​

easier or harder.​

- SENTINELS DESTROYED counter added to the main score display.​

- Added SENTINEL CHAMPION.​

- On the last shot to start SENTINEL MULTIBALL, the ball will attempt​

to be caught on the MAGNENTO magnet and flung once multiball starts.​

- Added speech to the start of SENTINEL MULTIBALL.​

- Added audits for major shots.​

Bugs fixed:

- Fixed issue where some of the switch sounds were being played twice.​

- Fixed issue where the upper shooter lane switch was playing sounds on​

top of itself for skillshots.​

- The wrong switch sounds were being played for the RIGHT RAMP.​

- Sometimes GAMBIT wasn't multiplying shots correctly.​

- Lit SENTINEL shots destroyed during SENTINEL MULTIBALL were being​

counted twice for INSIDER CONNECTED achievements.​

- Competition mode wasn't always being considered correctly during SENTINEL​

MULTIBALL.​

- SMUGGLED CARGO wasn't showing an award for the red shot awards.​

- Sometimes the award for collecting a city in SAVE THE CITY was not​

correct.​

- EXTRA BALL would sometimes say it was being lit even when no extra balls​

were available.​

Tweaks:

- (PRE/LE ONLY) The SENTINEL HAND will now only break the ramp during​

SENTINEL MULTIBALL.​

- You can no longer stack SENTINEL MULTIBALL and TO ME, MY XMEN MULTIBALL.​

- The DANGER ROOM ABORT TARGET is now lit at the start of a game.​

- During MAYHEM IN MIDTOWN, the lit arrows weren't visible during the target​

light effects.​

- Improved the music choreography when the modes and multiballs start.​

- Tweaked the initial spawning of SENTINELS for SENTINEL MULTIBALL.​

- Removed unused adjustments for SPECIAL.​

- BEAST LAB no longer awards ADD TIME, replaced by MAGNETO's perk.​

Yes please!!
 
Some interesting changes, so sounds like you complete the past mode, get taken to the future for a timed 'hurry up' mode, if you fail that by draining or not defeating the sentinels in time you clear the mode in the past, but don't collect the mutant's perk (which is now in both past and future modes).

Also no multiball stacking for sentinel multiball and to me my xmen, OK...

and Bishop now just gives the highest value shot, rather than having to time the shot?


This change may seem somewhat small (Given it's been 4 months) but changing the main gameplay loop from past to future seems kinda huge, granting perks in the past too... Now feels more Avengers-esque where you may want to prioritise certain mutants first (like magneto for long timers, including future hurry up mode) to make the game easier, or do you prioritise a mutant that makes it easier to get multiballs?

Big fan of that level of strategic thinking that the game hasn't really had before, you just picked a mode and the future perk never really mattered because you got out there as quick as you could anyway.

Jack Danger has reiterated that this is the 'start' of the huge overhaul too... Can't wait!
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and a new 0.91 video from Stern:

Ok I'm 1:19 in on this, this is a must watch. Rework has been confirmed to be MXV's design, he talks about changes he's made and why, future planned changes for the 8 main mutant modes 'to give them personality'.


Pinside is already moaning 'ITS WORSE' but I think this is on the right track personally. Look forward to trying it later and will report back.
 
Hmm I’m not sure, I already felt that going to the future every 2 modes was too much. Now you go after every mode?
 
Hmm I’m not sure, I already felt that going to the future every 2 modes was too much. Now you go after every mode?
Looking at the video it doesn't have the same animation and everything from before so it feels like a sub-mode rather than something completely separate like before...

Although it still plays the animation for the score in the mode, then a shorter animation of you going to the future, then an animation for the 'Save the mutant' screen... I like it, but feels like there's a lot of down time.

I'm excited to see where they take it but yeah this feels like a completely different track they're taking the game now.
 
Looking at the video it doesn't have the same animation and everything from before so it feels like a sub-mode rather than something completely separate like before...

Although it still plays the animation for the score in the mode, then a shorter animation of you going to the future, then an animation for the 'Save the mutant' screen... I like it, but feels like there's a lot of down time.

I'm excited to see where they take it but yeah this feels like a completely different track they're taking the game now.
I’ll play a bit and see, maybe notes just aren’t written well
 
Not really digging the changes, I think time would have been better spent on a mini wizard mode.

I still love how the game shoots so will wait to see how they build from here
 
Not really digging the changes, I think time would have been better spent on a mini wizard mode.

I still love how the game shoots so will wait to see how they build from here
Thats fair. I guess this new gameplay loop is the new baseline, this is basically like going back to release code with a bit more polish. Excited to see them wizard modes.

My update is going now, excited to put some hours, I think the new call outs and animations are cool though.
 
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Thats fair. I guess this new gameplay loop is the new baseline, this is basically like going back to release code with a bit more polish. Excited to see them wizard modes.

My update is going now, excited to put some hours, I think the new call outs and animations are cool though.
I’ll be disappointed if they don’t change it tbh but they’ve already put all the work in to change to this so it’s highly unlikely now.

The exact same mode 8 times, after every main mode. I can’t think of a single mode in pinball I’d like to do 8 times to get to the wizard mode. It’s a weird choice imo.
 
I played a few games tonight, definitely need more, I played terribly.

I get what you mean about the future mode being exactly the same mode after the 8 modes... It feels like they don't want it to feel like a mode, and for it to tie together as a finale to the mode itself... I guess you can blow through 6 shots, not do the whole risk reward thing with building up the value and then eventually cashing out.

To be honest I only saved a single x-man so I can't comment much, embarrassing evening.

I wasn't expecting an update to change a game so drastically, i can see how it could be polarising, for me I absolutely love it. The risk reward and perks actually have me thinking of what modes I want to play depending on which X-Men I've lost already. The new light shows and animations, the new call outs. Can't wait to play more. High hopes on the 2nd phase, feels like we're back on track for me personally.
 
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It’s getting a lot of positive feedback and it’s just the first step in the rework, 0.91 so plenty to come still.

It has made me change the order I do modes in which makes it feel different. Boom button is easier to use now too, which I think is an improvement on this game. I’d often end up not using it before because I’d only feel safe using it if I was trapped up.

Looking forward to seeing how it works out, as I said I do love the layout and shorter games, I play it a lot so I’m willing to wait.
 
I'm in London, not back till later, so will try it out this evening.

I wonder how Waisin is feeling... 🥹🥹
There was a rumour he was moving over to the John Wick team, then last night Stern firing on all cylinders dropping both Xmen and John Wick with MXV at the helm and both receiving high praise from their respective communities.

Maybe Waison's gone begging Tim Sexton for a job at Play Mechanics!
 
It says a lot that he's not involved in the code overhaul.

I think Jack should take some blame too for not providing better direction.
 
I'm enjoying the changes. Love the new movie trailer style intro " in a world..." Etc 😅. Good risk/reward in the future now. Looking forward to future 🫣 updates.
 
I'm enjoying the changes. Love the new movie trailer style intro " in a world..." Etc 😅. Good risk/reward in the future now. Looking forward to future 🫣 updates.
Followed immediately by Wolverine screaming at me to launch the ball... It's overly dramatic but I don't hate it!
 
Played quite a few games and what a difference for the better.

Looking forward to seeing where this goes. I'd imagine there will have to be more of the future in later stages of the game.

I saw Jack confirmed Nimrod will be in the game too. So more surprises to come.
 
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I was thinking of possible topper options and wondered if Nimrod would be the topper.

However they can't go that route again surely after the foobot topper?
 
I had time for a single game before I went to work this morning, of course I put on Uncanny X-men to get my ass beat for a quick game. Really like the risk reward of the new future modes, I feel like they need a better way to communicate what the perks do without having to just remember them like you have to on AIQ, that'll give me a real kick in the teeth when I fail to save Wolverine yet again.
 
I said the same about the perks on pinside. It should tell you when selecting modes what perk could be earned, and definitely when you complete the mode correctly, it just says perk unlocked so why not tell you which perk? Hopefully it'll be added.
 
I said the same about the perks on pinside. It should tell you when selecting modes what perk could be earned, and definitely when you complete the mode correctly, it just says perk unlocked so why not tell you which perk? Hopefully it'll be added.
Hopefully it'll come with their next update where they're 'reworking the 8 modes to give them more personality'. I'd like to think the perks are somewhat related to the mutant's abilities but that's not necessarily the case. Also the supposed 'new perks' on https://tiltforums.com/t/the-uncanny-x-men-rulesheet/9100 don't match some of the things MXV said in the video with Stern. He mentioned Bishop fires twice instead of once, but the rules suggest it takes less pops to charge.

Which one is it?!
 
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