-=RCade's=- X-Men v1.5 changes and rules!!
link:
http://pinside.com/pinball/forum/topic/ ... st-1446547
-------GENERAL STUFFS-------
- hitting the Magneto shot during MagsMB now has text saying that he has recharged all hero shots.
- attract sounds
- instant info now displays total combos, unique combo count and how much combos until Deadpool.
- MagsMB has it's scoring scaled more now. Rather than 1mil a shot at full value (all heroes collected) he awards 1.6 mil a shot at full value. The SJP and the victory laps have been increased as well
- Wolvie WXMB is still the same it seems, but now he has scaling scoring dependent upon how many times you've beaten his mode.
- end of game light show has changed. I don't remember there being a flasher show with GI out at the end of v1.3
- Gambit pops animation has had it's priority VS other animations reduced, seemingly.
- Gambit hurry up is now worth BIG points! Hurry up now starts at 15mil rather than 3mil as it was in 1.3. This, I think, is awesome. Gambit hurry up is a super satisfying shot to hit, and should be given a great reward for getting it quick!
- Previously complete hero modes now have scaling scoring. Re-completing hero modes are worth more point each subsequent completion.
- "Wizard multiball" mode is still in the game and qualified still by playing DP and DR and beating Mags. Nothing has changed here no animations and the "Lonnie Special" special for rules, except for the music being different. This mode seems awkward now considering how points rich DP and DR are and how low comparatively the scoring is for Wizard Multiball. But I'm fine with this, because the chances of reaching this in legit play is pretty slim.
----------DEADPOOL---------
-Deadpool is in. He starts first at 15 combos, and then you can re-hire him at every 10 combos after.
-You can "hire" Deadpool while in non-villain mode play, he will activate immediately on the next villain mode you choose. If you hire him while in a villain mode, he will start immediately, so it's best to keep track of how close you are to hiring him and put off hiring him Until you're not in a villain mode to make sure you get full value out of him.
- While hired, the playfield flashers will pulse to signify he's available
-he seems to be switch based. Every switch on the playfield, from what I can tell, goes towards some total, and when you hit that total, he does extra damage to the villain, even if you're not hitting the villain shots. Usually you will see a DMD animation that says "Deadpool has helped you!", or something like that, and Deadpool will say some smart ass remark. This seems to make Clops' spinner MELT through villain modes because each spinner switch hits adds up quick.
-he is active until you finish the villain he is helping you on. After you beat the villain or lose your ball during the mode, Deadpool is gone and you must "re-hire" him.
Pretty good addition, IMO. With Deadpool now you can absolutely DEMOLISH the villain multiball modes. Really helps a lot on Shadow King too.
---------DARK PHOENIX--------
The DP rules are most similar to Power Down in JM. The idea being that DP is going to destroy the city, and the X-Men have to stave her off for a certain amount of time until her rage ends.
-DP is a 3 ball mode, but you play it one ball at a time. This will make sense, read on....
-the "city" is split into 3 "sections", and each section has a timer attached to it. The timers all count down independently and start at 118 secs each.
- each switch on the playfield is "attached" to a certain section of the city, and each switch will add a certain amount of time each hit to the section of the city it's attached to.
- each time you drain a ball, one section of the city gets destroyed and the next ball is ejected. Thus this is why it's a three ball mode. After you drain the third ball, you fail and the mode ends.
- the Hero shots in DP are worth an OBSCENE amount of points. We're talking 6-9mil a shot.
- okay, ready for the "bad" news? The "point" of the mode is to keep at least one section alive for a certain amount of time. In Power Down on JM, the timer is 45 secs to go nuts. In DP, the overall mode timer that you have to keep the sections "alive" through is TEN FREAKING MINUTES!!!! Yup, move over LOTR, there's a new longest mode,lol.
- if you keep at least one section of the city alive through the ten minutes (assuming your attention span is that long) the SJP shot(s) will light. Hit it and collect a SJP proportional to how many sections of the city you still have in-tact. When I collected it with one section left, my SJP was 50mil.
- combos do not get counted while in DP, so no Deadpool for you!
DP is BAR-NONE the biggest scoring opportunity now. Just from my testing (including me just sitting and waiting not hitting any switches while waiting the time out) I finished DP with a MODE total of over 400 million points. Cray-zee.