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Tron Rules

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Kingpin

unread,
Jun 9, 2011, 4:10:46 PM6/9/11
to
I posted the following the The Pinball Bash forum, but thought I'd
post it here to for everyone else.

PLEASE KEEP IN MIND THAT THE BELOW IS BASED OFF OF 1.1 (1.2 is now
availble and I am hearing that 1.3 will be out before the Launch
Party)

I had a blast playing this. The things that stick out to me are that
it flows well, the Recognizer/Disc kicks ass, and that it may be a bit
too stackable and multi-ball heavy. It played a lot like 24 in the MB
respect as I'd seemingly go from one to the other and then back again
while in the same MB....maybe this will change. While the sound has
gotten reemed on RGP for bad call outs (da, dum, dum TRON, only heard
it two or three times) it is really well done overall and although it
is hard to understand why certain quotes/tracks aren't available from
the movie the truth is that it still ROCKS. David Thiel's original
tracks are in good taste and blend in well with Daft Punk's vision of
the Tron world. I really wanted to hear some audio from the first
movie but oh well it is Tron Legacy after all.

Like the past 4 games the scoring is relativly the same: Skill shots
start around 250K, Jackpots are 250K, adn scores are differentiated in
1M values.

Replay is 20M, GC is 75M and on down. The average scores should be
around 15M on this one...TRS is sitting at 10M, Avatar 7M, and IM 5M.
Looks like Stern is allowing ball times to be extended a bit.

In it's current form the main strategy seems to be start Light Cycle
MB and rool that into everything else (modes, MB's) and then use
ZUSE's Frenzy mode and TRON"s Double Scoring, Bumpers, and Spinners to
complement the MB scoring. The safer shots are on the left side of
the PF and focusing on Qurroa seems to be safest shot as missed shots
hit the recognizer and possible the left ramp.

Well that is it for the overall. Hope you guys enjoy it at the Launch
Parties.

Here is a bigger breakdown of the rules and my impressions of each.

Skill Shot- Plunge lightly to feed Flynn’s Arcade or hold the left
flipper button and plunge hard to make the right ramp from the upper
flipper
There are 3 different skill shots (technically 4…but more on that in
the T-R-O-N section), but only one is worthwhile: Flynn’s Arcade – a
light plunge, then nudge over to the Scoop for 500K + Mystery Award+
safe kick out to the right flipper. The other two are ramp shots: Left
Ramp for 200K and Right Ramp 300K. Only the Right Ramp requires the
left flipper to be held in while plunging; it is the most dangerous
shot and while fun, it is not worth going for.


Recognizer- Shoot the central 3-bank target until it lowers to reveal
the spinning Disc

I didn’t notice a roaming lit target to lower it in one hit like
Avatar, Spider Man etc…. Pretty safe shot overall and can be hit from
every flipper. When the targets lower it becomes more dangerous to go
for as it flings the ball back (with ball spin) at either flipper like
the discs in tron (think frisbee). It may take a well timed nudge or
two to not have a ball go SDTM, but this was rare. Again it was like
IM’s Warmachine, fast but with more of a curve ball spin…Fantastic
theme integration here.


Disc Multiball- Shoot the spinning Disc to begin Disc Multiball, then
shoot the Disc shots for Jackpots

Pretty self explanatory.--there is a countdown of shots to the
recognizer to start this MB…I think it takes 4-5 shots to start the
first time.


T-R-O-N- Complete the targets to light the timed Double Scoring,
Bumper, and Spinner features to increase your scores

Or…..just roll over the ZEN switch (to the right of the “Flynn’s
Arcade” plastic) to start the lit feature. This is another reason to
just go for the “Flynn’s Arcade” Skill shot, if you miss you still get
ZEN and the opportunity at an easy Double Scoring, Bumper (think super
Bumpers), and Spinner (think Super spinners that I think works like
Spider Man’s spinner; starts at 10K per spin and goes up with each
shot to the spinners) Each feature can seemingly be stacked with all
the MB’s and modes.


Light Cycle Multiball- Shoot the Light Cycle shots to qualify Light
Cycle Multiball, then shoot the Video Game shot to begin

This is a 2-ball MB and is the easiest to qualify. I think it takes
3-5 shots to start and almost every shot in this game is a Light Cycle
shot. I think I had this 3 times in one game and used it often to
start Quorra MB, Zuse,
GEM, Disc MB…okay just about everything.


QUORRA Multiball- Make a number of shots to the left inner (spinner)
loop to quality then shoot the Video Game shot to begin

I think I enjoyed this MB the most because like Rock Star MB in The
Rolling Stones, there are a ton of add-a-balls (from the Recognizer
targets) and I’m not sure if it was a bug like the early TRS software
versions or not, but on one Quorra MB I had 3 or 4 add-a-balls. I
believe you hit the right inner loop for this MB jackpot, but there
were so many different MB’s going it was hard to tell.
As a side note, this shot, along with the right orbit and the scoop,
feels the most like Funhouse and Tommy. You’d think the right inner
loop or the right ramp shot would conjure the same feeling, but they
are different enough their inspirations to have a different feel.


Z-U-S-E- Complete the targets to begin the timed Zuse Scoring where
all switches score big

“Libations for everybody” – one of the better call outs and DMD
animations in the game. This is just a frenzy mode/fast scoring mode.


C-L-U Hurryup- Complete the C-L-U return lane lights to qualify C-L-U,
then shoot the Video Game shot to start C-L-U feature

I think you have to complete the return lane lights 3-4 times to
qualify the first time. Once you start it it begins a timed mode (I
don’t think the score countsdown, but it does say hurry-up) where you
have to hit each of the CLU (round target with head of CLU) targets.


GEM Hurryup- Make a number of shots to the right inner loop to begin,
then shoot the loop for awards.

Luckily this mode can be advanced via the Mystery Award (video game)
otherwise you might not see it from game to game. Holy crap is this a
hard shot to make. I think some the machine must be carefully leveled
to ensure that it is easier to shoot and while the game I played
wasn’t perfectly level- it played like it was. The slower the ball is
coming down from the left orbit the easier to shoot. I think I only
hit it two or three times.


Flynn’s Arcade- Shoot the Video Game shot for a mystery award

Mystery Rewards I saw are as follows: Advance Quorra, Advance GEM,
500K, and ? Nothing really crazy came from the mystery award.
I can’t remember Flynn’s Arcade not being lit, but I’m sure it went
down from time to time. Maybe a bug because it seemed I was rewarded
for something for almost every shot to the Video Game.


Sea of Simulation- Complete each of the first 9 central feature lamps
[BLINKING or ON] to begin, then work each of the feature shots for
bigger and bigger scores.

Seems like it is a mini-wizard mode like Jericho Missle Mayhem from
Iron Man, but in stages. However as of 1.1 all it does is show the
text on the screen and light up the red arrows to be shot. I didn’t
notice anything happening when I shot them…look for 1.2 or 1.3 to
complete this mode.

Portal Multiball- Collect each of the first 9 central feature lamps
[ON] with skillful play during all of the other features to qualify

No idea if it is there, but looks like you have to complete each mode.
When Sea of Simulation has ended you can continue to qualify each of
the central feature lamps for this mode, from ball to ball.

Kingpin

unread,
Jun 9, 2011, 4:15:03 PM6/9/11
to

I forgot to mention Item bonuses and the regular jackpot
arrows...they weren't included on the Instructions card ;-) Neither
was Zen, but I mentioned that already.

I didn't understand if I earned items or what...but it rerferred to
them in bonuses and had some kind of multiplier/adjuster based on that
number. As far as the jack pot arrows, I'm sure this will improve with
1.2 and on as it did with TRS, but right now I have no idea what they
are used for, which may explain my WTF on Sea of Simulation

Destruk

unread,
Jun 9, 2011, 4:33:30 PM6/9/11
to
Hitting pop bumpers increases their 'level', by 5000 points each
time. There are some issues with the formula being used to generate
the required pop bumper hits. It increases with each level up to
about level 40 or so, then it requires 3 hits to get to the next, etc
etc. Like it experienced an out of range error and rolled over.
After level 99 the display cuts off the letters on the edges. of
course, who would hit the pop bumpers that many times during a single
game...

mister_...@hotmail.com

unread,
Jun 15, 2011, 7:40:15 PM6/15/11
to
Nice first crack at the rules for Tron! It was interesting at the
release party tourney in Austin, TX, having everyone learning the
rules and nuances of the game on the fly as we competed. I added some
modifications to your rules (embedded in your original text) based on
the software rev available on June 11 (don't know if that was 1.2 or
1.3). Plus, some additional notes I added at the end of your quoted
text.


On Jun 9, 3:10 pm, Kingpin <casey.bry...@gmail.com> wrote:

> I posted the following the The Pinball Bash forum, but thought I'd
> post it here to for everyone else.
>
> PLEASE KEEP IN MIND THAT THE BELOW IS BASED OFF OF 1.1 (1.2 is now
> availble and I am hearing that 1.3 will be out before the Launch
> Party)
>
> I had a blast playing this. The things that stick out to me are that
> it flows well, the Recognizer/Disc kicks ass, and that it may be a bit
> too stackable and multi-ball heavy. It played a lot like 24 in the MB
> respect as I'd seemingly go from one to the other and then back again
> while in the same MB....maybe this will change. While the sound has

> gotten reemed on RGP for bad call outs (da, dum, dumTRON, only heard


> it two or three times) it is really well done overall and although it
> is hard to understand why certain quotes/tracks aren't available from
> the movie the truth is that it still ROCKS. David Thiel's original
> tracks are in good taste and blend in well with Daft Punk's vision of

> theTronworld. I really wanted to hear some audio from the first
> movie but oh well it isTronLegacy after all.


>
> Like the past 4 games the scoring is relativly the same: Skill shots
> start around 250K, Jackpots are 250K, adn scores are differentiated in
> 1M values.
>
> Replay is 20M, GC is 75M and on down. The average scores should be
> around 15M on this one...TRS is sitting at 10M, Avatar 7M, and IM 5M.
> Looks like Stern is allowing ball times to be extended a bit.
>
> In it's current form the main strategy seems to be start Light Cycle
> MB and rool that into everything else (modes, MB's) and then use

> ZUSE's Frenzy mode andTRON"s Double Scoring, Bumpers, and Spinners to


> complement the MB scoring.  The safer shots are on the left side of
> the PF and focusing on Qurroa seems to be safest shot as missed shots
> hit the recognizer and possible the left ramp.
>
> Well that is it for the overall. Hope you guys enjoy it at the Launch
> Parties.
>

> Here is a bigger breakdown of therulesand my impressions of each.


>
> Skill Shot- Plunge lightly to feed Flynn’s Arcade or hold the left
> flipper button and plunge hard to make the right ramp from the upper
> flipper
> There are 3 different skill shots (technically 4…but more on that in

> theT-R-O-Nsection), but only one is worthwhile: Flynn’s Arcade – a


> light plunge, then nudge over to the Scoop for 500K + Mystery Award+
> safe kick out to the right flipper. The other two are ramp shots: Left
> Ramp for 200K and Right Ramp 300K. Only the Right Ramp requires the

*** I found the Left Ramp skill shot to be initially 250K,
incrementing by 50K each successive shot.
Skill shot strategy seems to be go for Flynn's back door nudge, and if
you miss it, get Zen, plus
a relatively easy L ramp shot for 250K. ***

> left flipper to be held in while plunging; it is the most dangerous
> shot and while fun, it is not worth going for.
>
> Recognizer- Shoot the central 3-bank target until it lowers to reveal
> the spinning Disc
>
> I didn’t notice a roaming lit target to lower it in one hit like
> Avatar, Spider Man etc….  Pretty safe shot overall and can be hit from
> every flipper. When the targets lower it becomes more dangerous to go
> for as it flings the ball back (with ball spin) at either flipper like

> the discs intron(think frisbee). It may take a well timed nudge or


> two to not have a ball go SDTM, but this was rare. Again it was like
> IM’s Warmachine, fast but with more of a curve ball spin…Fantastic
> theme integration here.

*** Agreed on this being a fantastic theme integration. The speed and
spin
that the spinning disc puts on the ball is astounding. Bad news is
that if it spits out
a fast one with top spin either directly SDTM or a perfect shot at the
L outlane, you're
toast. Slow flings SDTM can be nudged. Further, I've had them come
back at
me so fast that they have jumped the flipper, and during a MB, jump
the left slingshot
and left return lane to lose that ball. It's dangerous, fun, and a
perfect toy / risk element
for a Tron disc battle. ***

>
> Disc Multiball- Shoot the spinning Disc to begin Disc Multiball, then

> shoot the Disc shots for Jackpots.

*** You shoot the light blue "disc" shots (which seem to be every
major shot
on the table), as well as the spinning Disc. I'm guessing there is a
way to increment
the point totals on these jackpots, or get to some Super Jackpot, but
I haven't been able
to watch someone else play it effectively to note the progression. ***

>
> Pretty self explanatory.--there is a countdown of shots to the
> recognizer to start this MB…I think it takes 4-5 shots to start the
> first time.

*** Just to clarify: you first have to finish the recognizer 3-target
bank to lower it.
Then you have to hit the often dangerous spinning disc/magnet? to
battle Rinsler and
start Disc MB (DMB). ***

>
> T-R-O-N- Complete the targets to light the timed Double Scoring,
> Bumper, and Spinner features to increase your scores
>
> Or…..just roll over the ZEN switch (to the right of the “Flynn’s
> Arcade” plastic) to start the lit feature. This is another reason to
> just go for the “Flynn’s Arcade” Skill shot, if you miss you still get
> ZEN and the opportunity at an easy Double Scoring, Bumper (think super
> Bumpers), and Spinner (think Super spinners that I think works like
> Spider Man’s spinner; starts at 10K per spin and goes up with each
> shot to the spinners) Each feature can seemingly be stacked with all
> the MB’s and modes.
>
> Light Cycle Multiball-  Shoot the Light Cycle shots to qualify Light
> Cycle Multiball, then shoot the Video Game shot to begin
>
> This is a 2-ball MB and is the easiest to qualify. I think it takes
> 3-5 shots to start and almost every shot in this game is a Light Cycle
> shot.   I think I had this 3 times in one game and used it often to
> start Quorra MB, Zuse,
> GEM, Disc MB…okay just about everything.

*** The first time to qualify for Light Cycle (LC) MB is only 4-5
shots, and some of the major
LC shots will relight. I think the second time+, you have to hit EACH
LC shot at least once,
meaning that you'll have to hit the dreaded R inner loop shot to get
your 2nd LCMB.

I was NOT able to start/stack a DMB >during< LCMB or Quorra MB (QMB).
(But, I discovered a nice loophole/strategy to do this -- see my
comments at the end of your text.)
You can indeed stack a QMB on a LCMB and vice versa after having
started one of those MB's,
in addition to starting them both at the same time at the Flynn's
Arcade scoop shot. ***

>
> QUORRA Multiball- Make a number of shots to the left inner (spinner)
> loop to quality then shoot the Video Game shot to begin
>
> I think I enjoyed this MB the most because like Rock Star MB in The
> Rolling Stones, there are a ton of add-a-balls (from the Recognizer
> targets) and I’m not sure if it was a bug like the early TRS software
> versions or not, but on one Quorra MB I had  3 or 4 add-a-balls.  I

*** In my software rev, you could only do 2 add-a-balls during QMB by
hitting
the recognizer a number of times. The add-a-ball also engages a
temporary ball save. ***

> believe you hit the right inner loop for this MB jackpot, but there
> were so many different MB’s going  it was hard to tell.

*** In Quorra MB, the LEFT inner loop seems to be the repetitive "set-
up" jackpot,
which upon completion lights a different shot (timed??) for super
jackpot.
Then back to the left inner loop again. Repeat. Score big points.
***

> As a side note, this shot, along with the right orbit and the scoop,
> feels the most like Funhouse and Tommy. You’d think the right inner
> loop or the right ramp shot would conjure the same feeling, but they
> are different enough their inspirations to have a different feel.
>
> Z-U-S-E- Complete the targets to begin the timed Zuse Scoring where
> all switches score big
>
> “Libations for everybody” – one of the better call outs and DMD
> animations in the game. This is just a frenzy mode/fast scoring mode.
>
> C-L-U Hurryup- Complete the C-L-U return lane lights to qualify C-L-U,
> then shoot the Video Game shot to start C-L-U feature
>
> I think you have to complete the return lane lights 3-4 times to
> qualify the first time. Once you start it it begins a timed mode (I
> don’t think the score countsdown, but it does say hurry-up) where you
> have to hit each of the CLU (round target with head of CLU) targets.

*** CLU Hurry-up qualified with just one C-L-U return lane completion,
then shoot Flynn's Arcade.
The shots you have to hit are the gray CLU helmet shots (with yellow
highlights).
I believe they are, from L to R: L orbit, L inner lane, R inner lane
(?), R orbit, and Flynn's Arcade.
I think successive C-L-U completions (not CLU Hurry-ups) add to your
bonus multiplier. ***

>
> GEM Hurryup- Make a number of shots to the right inner loop to begin,
> then shoot the loop for awards.
>
> Luckily this mode can be advanced via the Mystery Award (video game)
> otherwise you might not see it from game to game. Holy crap is this a
> hard shot to make. I think some the machine must be carefully leveled
> to ensure that it is easier to shoot and while the game I played
> wasn’t perfectly level- it played like it was.  The slower the ball is
> coming down from the left orbit the easier to shoot.  I think I only
> hit it two or three times.

*** Absolutely the hardest shot to make, and a pain to do so.
"Start GEM Hurry-up" as a Flynn's mystery award is perhaps the best
award in my opinion.
If you don't hit the GEM shot during the hurry-up, it will come back
to haunt you in
Sea of Simulation (SoS) wizard mode.***

>
> Flynn’s Arcade-  Shoot the Video Game shot for a mystery award
>
> Mystery Rewards I saw are as follows: Advance Quorra, Advance GEM,
> 500K, and ? Nothing really crazy came from the mystery award.
> I can’t remember Flynn’s Arcade not being lit, but I’m sure it went
> down from time to time. Maybe a bug because it seemed I was rewarded
> for something for almost every shot to the Video Game.

*** There were definitely times that I hit it that I was NOT awarded a
mystery award, so there
is some way to re-light it, I just don't know what it is.

There was also a Light Extra Ball mystery award, but sadly, I never
got it.***

>
> Sea of Simulation-  Complete each of the first 9 central feature lamps
> [BLINKING or ON] to begin, then work each of the feature shots for
> bigger and bigger scores.

*** SoS is a precursor wizard mode that takes place in stages and with
only one ball.

For any of the modes/MB that you've done well on, it's playfield light
is ON (not BLINKING),
and at the beginning of SoS, you will get a bonus of {1M} x {the
feature's position on the
linear stack of modes/MB lights on the playfield}. For example, if
you complete GEM "with skillful play" --
Tron rule card words, not mine -- and the GEM feature light is ON,
then you get a 2M bonus at the
beginning of SoS (GEM is the 2nd feature light, just above FLYNN).
Even better, you
don't have to do a darn thing to finish out the GEM portion of SoS.
You get a free pass to move onto
the CLU portion of SoS and don't have to hit that !@#$! R inner loop
shot!

Buuuuuut, you only get the feature bonus once you >ADVANCE< up the
feature list to that feature in SoS.
In other words, if you did well in ZUSE mode and it's light is ON, but
did not do well in CLU mode (whose light
would be BLINKING), you don't collect the ZUSE SoS bonus until you
make it past the CLU mode in SoS.

Another example: You did well on FLYNN, GEM, CLU, ZUSE, QUORRA, and
LCMB. But did not do well on
DMB. You start SoS. You get a SoS immediate bones of 15M
(1+2+3+4+5M), and you will start SoS by having to hit disc shots.
You will NOT collect your LCMB skillful play bonus until you complete
the Disc portion of SoS.

Strategy note: By chance -- I can't take credit for doing this
intentionally --- I happened to start
TRON Double Scoring right before I started SoS, and the previous
example was my reality.
So instead of getting a 15M immediate SoS bonus, I got a 30M bonus.
Loved it! ****


>
> Seems like it is a mini-wizard mode like Jericho Missle Mayhem from
> Iron Man, but in stages. However as of 1.1 all it does is show the
> text on the screen and light up the red arrows to be shot. I didn’t
> notice anything happening when I shot  them…look for 1.2 or 1.3 to
> complete this mode.
>
> Portal Multiball- Collect each of the first 9 central feature lamps
> [ON] with skillful play during all of the other features to qualify
>
> No idea if it is there, but looks like you have to complete each mode.
> When Sea of Simulation has ended you can continue to qualify each of
> the central feature lamps for this mode, from ball to ball.

*** Correct. After draining during SoS prior to completion, all the
features
I'd completed remained ON, and I presume I could have advanced to
Portal.
But alas, I drained my 3rd ball. ***


My notes:

OVERALL:
This is a very good, but not great, pin. The LE version should
hopefully push
the ascetic feel over the top with the EL wire ramps to make it more
like a light
cycle when you ride a ramp. I'm hoping the LE version would also add
some
additional shot-making modes to the current modes. Currently, the CLU
mode is
the only quality shot-making mode imho. The GEM mode is a solitary
shot mode,
and so @#!%!% hard to hit, that I don't deem it a quality mode. The
FLYNN mode is a gimme,
and the ZUSE mode is more chance (and likely) that you start and
complete it due to the ball
bouncing around the table.

The flow of the table is superb. Lots of combos you can hit in a
variety of sequences. Best one:
L ramp, L inner lane, R ramp, R orbit, R ramp, and ending with Flynn's
Arcade. Anytime you can, end your combos
with a trip to the arcade. You'll like what you find: the End of Line
Jackpot.

The feel of the ramps is smooth -- I only wish that they
gave more points/options/challenges with the ramps. For instance, if
you're not in a MB and you've
already ridden the L ramp once, each successive ride gets you
virtually zero points. Not even an
increment of some type of counter that gives you a bonus multiplier,
hold bonus, or extra ball. Only
thing you get is an additional C-L-U letter when the ball ends up in
your outer R return lane.

I wish that the R inner loop was more reasonable to hit, and fed up
and back around to the upper R flipper
(similar to Funhouse, for repetitive R inner loop shots) rather than
down to the pop bumpers.

The MB's are fun, and FAST. Degree of difficulty is high because
there is no place (other than the scoop
shot) to temporarily "hide" a ball during MB, allowing you to focus on
the ball(s) remaining in the main playfield.
This is because the pop bumpers are lower playfield and not upper
playfield like so many other pins. And the very
short "hiding" option of the scoop is not a good one because the ball
is ejected back into the playfield instead of fed to a
return lane (like the Doc Oc VUK in SM).

The soundtrack is outstanding (thank you, Daft Punk), and the voice
callouts are pretty good, but not great.
Be sure to use the game's options to turn up the music volume!


Other rules/strategy details:

Stacking a DMB: While I don't think you can't do it during a LCMB or
QMB, you >can< do it immediately following the end of the MB
during the "grace" period you have to shoot those last second jackpots
before the MB total screen shows up on the
dot matrix. Simply advance your Rinsler disc battle so that there is
just 1 shot remaining to start DMB.
Start your QMB or LCMB. (Stack a LCMB or QMB while you're at it!)
When you lose your last MB and before the grace period runs out, shoot
the spinning disc.
You start DMB AND you get to continue your QMB/LCMB! Hello jackpots!

End of Line Jackpot:
After combos (don't know if it needs to be immediate, but it might
be), hit Flynn's Arcade for the End of Line Jackpot.
It seems that this jackpot is higher when I've hit more combos in
sequence, but that may have also just been an effect
from having Tron Double Scoring. Need someone else's input on this.

Extending timed modes:
There's some way to extend your time on CLU, ZUSE, and GEM, but I
don't know how I did it. Need input on this.

LCMB jackpots:
I saw someone else get a double super jackpot on LCMB during a span
when they hit a few jackpot shots in
a short sequence, but I don't know the specifics of this.

Dangerous/annoying things:
- Pop bumpers ejecting directly to L outlane. Has happened many
times.
- L ramp return to R outer inlane "jumping" over to the R outlane.
- Missed Flynn's skill shot bouncing out of R inlanes and into R
outlane.
- Spinning disc: it's random enough that I don't mind the few times it
goes SDTM or to L outlane.
- R inner loop being so hard to hit and not being a shot to combo
from.


Once again, overall, a very good game. I think the average pin player
will enjoy it, and those that like
Tron but aren't familiar with pinball may be drawn into pinball by
it. If the LE version adds enough
extra gameplay / shot-making depth, then I think expert pin players
will enjoy it, too, and keep it
in their collection of pins at home.

Kingpin

unread,
Jun 16, 2011, 9:31:27 AM6/16/11
to
On Jun 15, 6:40 pm, mister_snail...@hotmail.com wrote:
> Nice first crack at therulesforTron!  It was interesting at the
> release party tourney in Austin, TX, having everyone learning therulesand nuances of the game on the fly as we competed.  I added some
> modifications to yourrules(embedded in your original text) based on
> for aTrondisc battle. ***
> "Start GEM Hurry-up" as a Flynn's mystery award is perhaps the best ...
>
> read more »- Hide quoted text -
>
> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

Thanks for the update on the 1.4 code. (BTW: Not a bad first post.)

The rule set is coming along nicely and I doubt we'll see an update
until the LE. Just a few quick notes that I gathered via play and
other posts:

-Bonus X is incremented via the Gem "follower" shot (inner right
loop). Not sure if you get credit for advancing Gem via the Mystery/
Video Game.
-Portal MB is acheived by completing Sea of Smiulation
-I can confirm that a 2X Simulation Start Bonus is possible. I think I
got 30M too.
-I can also confirm EOL jackpots from the combos can be incremented.
Not a high score, but I got 2.1M for one that I noticed. I've seen a 7
shot combo, but not sure if there was an EOL off it.


Other thoughts:

-I'm thinking that you get the Quorra Super Jackpot everytime you hit
the GEM shot....it has a nice sound effect, need to confirm this
though.
-I'd love to see an explanation on the "Bonus" items. I believe it is
calculated by the number of times you start and/or complete a mode/MB.
-I think the timer for ZUSE Fast Scoring is extended by respelling Z-U-
S-E. The others modes might be the same or similar.
-Did you notice the block/fuse like MODE TIMERS on the DMD? There are
3 horizontal ones for the TRON modes (2X PF, Bumpers, Spinners) and a
vertical one for the modes. I don't think I've seen more than one
vertical block for the modes, but it would make sense if you had more
than one. Great usage of the DMD and much needed on this when you can
stack just about everything.
-I also noticed another possible if not recognized "skill shot"
bringing the total up to 5. You can hit the Gem shot switch and can
use this to your advantage during MB's, before the auto launch ruins
the opportunity.

...more tidbits to come. Time to start taking the glass off and
figuring this sucker out. e.g. EB's via Left Ramp, Combo depth, MB
rule sets. (note: I've loved the recent depth in MB's rules...see TRS)

Kingpin

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Jun 16, 2011, 9:32:20 AM6/16/11
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mister_...@hotmail.com

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Jun 16, 2011, 7:05:59 PM6/16/11
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> 3 horizontal ones for theTRONmodes (2X PF, Bumpers, Spinners) and a

> vertical one for the modes. I don't think I've seen more than one
> vertical block for the modes, but it would make sense if you had more
> than one. Great usage of the DMD and much needed on this when you can
> stack just about everything.
> -I also noticed another possible if not recognized "skill shot"
> bringing the total up to 5. You can hit the Gem shot switch and can
> use this to your advantage during MB's, before the auto launch ruins
> the opportunity.
>
> ...more tidbits to come. Time to start taking the glass off and
> figuring this sucker out. e.g. EB's via Left Ramp, Combo depth, MB
> rule sets. (note: I've loved the recent depth in MB'srules...see
> TRS)

Good to know on the Bonus multiplier. I'm starting to get a LITTLE
bit better at the GEM shot, but it probably has more to do with when
the Recognizer wall is lowered. I've also noticed that the "U" target
of Z-U-S-E seems to protrude an awful lot into the natural shooting
lane from the upper flipper to the GEM shot. Perhaps a future mod to
change out the target to one that has a slimmer profile? Not to
mention a modded Recognizer wall that doesn't stick out so far to the
right?

What's the Skill Shot value of the GEM shot from the upper flipper?

I read about the block / fuse timers on the DMD, but I'm too busy
focusing on the mayhem taking place on the table to notice it much.

I'm enjoying the strategy/risk of setting up my MB's for stacking,
namely, getting my Quorra close to complete prior to starting LCMB,
and getting my disc battle one away from DMB, and then starting LCMB
along with stacking on a QMB. High risk / high reward given the disc
battle flinging the ball back dangerously around every third shot.
Pulled off a 160M game today (without stacking the DMB, just an
AMAZING LCMB/QMB stacked together. I was over 100M after first ball.

Anyone have feedback on what it takes in DMB, LCMB, and QMB (not to
mention the other modes) to trigger a "skillful play" and turn ON the
feature lamp as it pertains to SoS & Portal?

For FLYNN, it's either easy, or automatic in the code. I've never NOT
gotten a solid lamp on FLYNN.

For GEM, it's definitely at least one successful GEM shot during the
hurry-up timer. Don't know if it's more than one.

For CLU, I'm guessing it's completion of CLU, or just a decent total
aggregate score from multiple CLU modes.

For ZUSE, I'm guessing it's some point total achieved during the ZUSE
switch timer mode. I almost always get this one as well.

For Quorra, I'm guessing it's at least one successful Super Jackpot,
which I can confirm is a GEM shot during QMB.

For DMB, I have no idea. I've never gotten it to stay ON, and never
made it past the Disc stage in SoS. What are the jackpot rules in
DMB? Difference between / sequence to shots between the identity disc
and the disc shots (ramps, loops, etc.)?

For LCMB, I'm guessing it's a certain point total or number of
jackpots / super jackpots. Still don't know the rules on this MB, but
it seems to reward combo shots as growing/super jackpots.

No clue on the TRON, Recognizer rules, but I've gotten them both ON.
Once again, never made it past SoS Disc stage.


Still really enjoying this game. Now bring on the EL wire light cycle
ramp kits / LE version!

mister_...@hotmail.com

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Jun 20, 2011, 12:08:28 AM6/20/11
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> jackpots / super jackpots.  Still don't know theruleson this MB, but

> it seems to reward combo shots as growing/super jackpots.
>
> No clue on theTRON, Recognizerrules, but I've gotten them both ON.

> Once again, never made it past SoS Disc stage.
>
> Still really enjoying this game.  Now bring on the EL wire light cycle
> ramp kits / LE version!

Made it to Portal MB today after needing to complete only Disc and
Light Cycle stages in SoS.
It was fun, and intense, and I was one shot away from completing (or
at least completing the first phase of it).
After Portal, all features reset and playfield feature lights turned
off.

Discovered that you CANNOT stack a LCMB onto a DMB during the "grace
period" of the DMB. I popped it into the scoop with LCMB lit long
before the DMB total displayed on the dot matrix, but alas, no discs
were lit up for jackpots, and I only had two balls as normal during
LCMB.

Ignus Fast

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Jun 20, 2011, 1:30:37 AM6/20/11
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Do you think post-Portal behavior is a bug, or by design?

mister_...@hotmail.com

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Jun 21, 2011, 11:24:06 AM6/21/11
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On Jun 20, 12:30 am, Ignus Fast <ignusf...@gmail.com> wrote:
> Do you think post-Portal behavior is a bug, or by design?

I imagine it's by design. Otherwise, the logic would hold that you're
still all lit up (solid lamps) on each feature, and you could simply
make your next post-Portal shot into Flynn's, and voila! You'd be
playing another Portal MB.

To me, it makes sense to have to complete everything again to earn
another wizard mode. This is also consistent with other pins.

mister_...@hotmail.com

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Jun 21, 2011, 1:09:15 PM6/21/11
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More Tron Pinball rules, specifically Tron multiball rules:


Disc Multiball (DMB):
There is a Super Jackpot available (don't know how much as I only
heard it and didn't have the time to look up. After hitting enough
shots during DMB, the recognizer wall starts cycling up and down, and
you have to make an identity disc shot (obviously when the wall is
down) to collect the super jackpot. To get to this point, I think you
have to hit each of the disc shots once. Not a certain total amount
of disc shots regardless of ramp/loop you hit to get a jackpot. I
don't get a sense that hitting the identity disc advances you toward
the super jackpot -- I think it only gives a jackpot.

You are awarded a "completed" DMB (solid playfield lamp on the disc
feature) by getting the super jackpot.


Light Cycle Multiball (LCMB):
To "complete" LCMB, I think you have to hit a three shot combo during
LCMB. Only a limited number of LC shots are lit to start the combos
-- I think somewhere between 2-3, and both ramps tend to be lit for
this. Hit one, and then all LC shots are flashing rapidly. Hit
another one, and the LC shots (except for the one you just hit -- or
perhaps both?) are still lit. Hit a third, and you get a LCMB double
super jackpot, along with completing the feature. There is a timer on
hitting the combos, but I don't know how long it lasts. It's not
long.


Quorra MB (QMB):
Super jackpot and completion are simple in description only: hit the
right inner loop. Just once. That's it. Good luck!
You can also collect a jackpot (but not completion) from the left
inner loop -- which also provides the benefit of setting you up for
the right inner loop. As previously noted, it's easier to hit the
right inner loop when the recognizer wall is down, so go ahead and
advance through your 2 add-a-balls, at which point the wall will drop.


Last tidbit: I mentioned this previously, but combos + ending with a
shot to Flynn's collects nice End of Line jackpots. This is the only
other route to significant scoring I've found besides doing well on
your MB's, and doing well on the wizard modes. I've gotten my End of
Line up over 5M. It's a nice risk/reward on a "hurry-up" style payoff
shot vs. keep adding on more combos. (If you miss your End of Line
shot and hit any other switch, you can't come back to it on your next
shot -- it's got to be the next shot in succession from a combo shot.)

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