In appreciation for all your fervent support of X-Men Pinball, we proudly
release Version 1.5 for both Limited Edition and Pro models. We’d like to
explore with you the depth of the improvements in this blog. Now let’s get
down to it!
In this updated version, we’ve added a new feature, enhanced some older
features, balanced scoring and gameplay, and bug fixes. For the complete
listing of all changes in this update, please click the following links to view
the readme files.
The “Merc with a Mouth” makes an appearance in this version! A fan
favorite, Deadpool is popular and hilarious part of the X-Men lore. Players
can hire Deadpool to help defeat Villains.
We wanted to give players an additional award for the combos they earned
that was proportional to the difficulty of getting combos in the game. In
addition, Deadpools ability to break the fourth wall offers a unique
opportunity to have him assist in defeating villains and progressing further
into the game.
Dark Phoenix has received a major overhaul. As a big boss battle, this new
version of Dark Phoenix reflects the true, devastating power of the Phoenix
Force. She will unleash all of its power on the player.
In line with our previous enhancements to Danger Room, Dark Phoenix is
now the type of challenging reward at the end of a hard fought road. Longer
game-play, higher awards, and an updated ruleset await players who
managed to defeat all of the Villains. While the timer is seemingly daunting,
there are special mystery features to help players along!
Unique Combo Extra Ball
Though unique combos already bolster the base score of combos, we felt an
additional award for those hunting Unique combos was warranted.
Mystery: X-Men Mode Start
Players were finding it difficult to re-start the last couple of X-Men in order
to reach Danger Room. With this mystery feature, any X-Men that were
started, but not completed, will re-start automatically. This award will only
become available after enough X-Men and Villains are started.
We eased the difficulty of three villains: Juggernaut, Sabretooth, and Shadow
King. Players were having a tough time getting through all the villain modes,
so we chose some of the more difficult ones and eased their shot
requirements. Scoring was also changed to take this change into account.
Juggernaut and Sabretooth had their base and incremental scores increased
while Shadow King only had its base score decreased.
Nightcrawler (Pro Only)
In the Pro edition, Nightcrawler was much more difficult than its L.E.
counterpart. With that in mind, we lowered the difficulty of Nightcrawler
by one shot in X-Men Pro.
X-Men Scaling Scores and Score Changes
There was a sense that re-starting already completed X-Men was not
worthwhile late game. To alleviate this, we’ve made all completed X-Men
that are restarted scale in their scoring based on number of completions.
This also effects Weapon-X Multiball, greatly increasing its value later in
Magneto’s multiball has undergone a bit of an overhaul. The benefits for
completing more X-Men before starting Magneto has been improved. Now
damage done to Magneto scales up with more X-Men completed. Damage
done directly to Magneto has also been slightly increased. Non-completed
X-Men shots, while they still do not re-light, do more damage to
Magneto when there are few X-Men completed. This bonus damage scales
down as X-Men modes are completed. Lastly, Magneto Super Jackpots now
scale upon multiple completions.
As scoring has been modified across the board, Gambit was starting to feel
undervalued. In response to this, we have increased its upper threshold value.