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.
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.