************************************************************************** * * * STERN PINBALL, INC. * * (C) COPYRIGHT 2026 STERN PINBALL, INC. * * * ************************************************************************** * * * The Uncanny X-Men LE * * * ************************************************************************** HELP US, HELP YOU! If you have any suggestions, questions, need technical advice, find errors or have comments, contact us through our website: http://www.sternpinball.com/contact.shtml or call 1-800-542-5377. You can also email bug.report@sternpinball.com to report any software problems. This text file and all other documents relating to this product, playfield components, features, rules, programming and operation are subject to change without notice (Service Bulletins, if applicable, available through our website). Installation notice: The code release is in ZIP format. Update instructions: -Download the zip file. -Unzip the file; this will create a folder that contains file(s). -Open the folder, copy the file(s) to the root level of a FAT32 or NTFS formatted USB drive. (Do not copy the folder) -Power the game off. -Insert the USB stick. -Turn the game on. -After the game boots up, there will be an option for software update. -The volume buttons change options for full or quick update. The enter button selects the option and starts the update. -Once the update is completed, turn the game off and remove the USB stick. -Turn the game on and the game will be running the new code. V0.97 - January 29, 2026 Escape The Future ============================ New: - New ESCAPE NIMROD mode replaces the FUTURE for 4 of the "challenging" missions to rescue the X-Men and collect their perk. - Timer starts with 35 seconds (45 if played with Rogue's perk). - Ball saver of 10 seconds (15 if played with Wolverine's perk). - 3 red shots from a randomly chosen group will be lit. Shoot to ESCAPE NIMROD. - The final 2 blue shots will light with a new 10 second timer. Shoot either to escape and rescue the X-men to collect their perk. - 4 SENTINELs are destroyed when the mode is completed. Double if the DANGER ROOM was level 3 before playing the MISSION. - If Rogue's perk is available, the DANGER ROOM spinner will freeze any timer for 7 seconds. - BISHOP is NOT available during ESCAPE NIMROD. - Draining or timing out will act the same as the FUTURE. - If played in competition mode, the shots will always be in the same order. - Shot scoring is enhanced by the amount of time remaining on the timer. - New SAVE SENATOR KELLY WIZARD mode, complete all 8 missions to rescue the Senator from MYSTIQUE - Single ball wizard mode, played in 4 phases. - Ball saver of 40 seconds (50 if played with Wolverine's perk) - Phase 1, make 2 GREEN shots, then shoot CEREBRO. - Phase 2, make 3 YELLOW shots, then shoot CEREBRO. - Phase 3, make 4 ORANGE shots, then shoot CEREBRO. - Phase 4 is timed. Starts with 60 seconds (70 if played with Magneto's perk). Make 6 red shots, then shoot CEREBRO to capture MYSTIQUE. - Combos are the key to scoring. All shots are scored with the highest combo multiplier achieved during the mode. Hitting a 3-way combo will maintain 3X scoring for the remainder of the mode! - Combos collected won't advance SENTINELS ATTACK or BEAST LAB. - BISHOP is NOT available during SAVE SENATOR KELLY - GAMBIT is NOT available during SAVE SENATOR KELLY - New Service Menu. - MXV Super Skill Shot. - Added compensation for MISSION START if the RIGHT POST is disabled or the RIGHT RETURN LANE switch is broken. The next unfinished MISSION will begin from the final blue shot, as the ball cannot be held at the post for MISSION SELECT. - Added achievements for Berserker Multiball - Added achievements for Save Senator Kelly Wizard - Added achievements for MXV Super Skill Shot Fixed: - BISHOP was able to be used during THE FUTURE even if his perk was not collected. - Sometimes the RIGHT POST would catch the ball when it shouldn't. - Sometimes MISSION SELECT could start even when something else was running that should prevent it. - A TECH ALERT could appear if you did not have a topper attached. - The shot colors for GENOSHA UNDER SIEGE were reversed in the last release. Green shots should be for TOAD. - The TOPPER adjustments were not always hidden if a topper was not attached. - The MAGNET FLING DRAW POWER adjustment was mislabeled as MAGNET FLING DRAW TIME. - The EXTRA BALL display effect would sometimes prevent other displays. - Corrected SENTINEL HEAD ADJUSTMENT towards SENTINEL MULTIBALL for EASY and HARD difficulty levels. Tweaked: - GAME ADJUSTMENTS with power or time based values now show units or percentages. System updates: - Updated to nodeboard firmware/protocol v1.30.0 - Added support for Graphical Service Menu Diagnostics LED Test to take a LED Out of Service/Return to Service - Fast setup for Wi-Fi connection and game registration. - Various behind the scenes improvements for correctness and performance. V0.96 - December 24, 2025 Foundation Update ============================ New: - Topper reliability and operation improvements: - Improved the consistency of the panels when moving both directions. - Improved error handling for motor or opto issues. - Added TECH ALERTS for any topper related issues. - Added DISABLE TOPPER MOTOR adjustment. - Added TOPPER MOTOR SPEED adjustment. - Improved TOPPER TEST in the SERVICE MENU. - Topper lamp effects added during THE FUTURE. - Topper lamp effects added while in the DANGER ROOM. - When the DANGER ROOM LEVEL is increased, the UV will pulse. - Added BERSERKER MULTIBALL champion to HSTD. NOTE: TOPPER CHALLENGE MODE COMING SOON Fixed: - The ACTION BUTTON was using BISHOP when being held for ADD-A-BALL. - The ACTION BUTTON was sometimes allowing ADD-A-BALL when it shouldn't. - The MIDTOWN shot (LEFT CENTER RAMP) was sometimes not being handled when the timing between the two switches was long. - The MIDTOWN shot (LEFT CENTER RAMP) now compensates if the LEFT CENTER RAMP EXIT switch is broken. - The SENTINEL FACILITY RAID mission was sometimes spotting a FUTURE SENTINEL on the same shot that completed the mission. - The "Three's Company" achievement is now awarded for rescuing three X-MEN in the FUTURE. - The "Not Holding Back" achievement is now awarded correctly for collecting all available SKILLSHOTS in a single game. - The BISHOP CHARGE LEVEL display was sometimes showing an invalid value. Tweaked: - The final shot to ESCAPE THE FUTURE is now on both the MIDTOWN (LEFT CENTER RAMP) and SUBWAY (RIGHT CENTER RAMP) shots. - The delayed start to the FUTURE (when finishing a mission and a multiball is active) is now on both the MIDTOWN (LEFT CENTER RAMP) and SUBWAY (RIGHT CENTER RAMP) shots. - SAVE THE CITY MULTIBALL can be started from both the MIDTOWN (LEFT CENTER RAMP) and SUBWAY (RIGHT CENTER RAMP) shots. - Improved the lamp effects for SENTINELS DESTROYED in the FUTURE. - Added speech for the DANGER ROOM SUPER SKILL SHOT. - The instructional speech for FASTBALL SPECIAL was sometimes playing when the ramp shot had already been made. - Updated the description for the SKILL SHOT award. - The KITTY LANE lamp effect no longer blocks shot arrows. - The KITTY LANE lamp effect no longer flashes the lower white GI when a multiball is active. - The final shots of BITTER RIVALRY now blink quickly to indicate the mission will be completed. - The final shots of GENOSHA UNDER SIEGE now blink quickly to indicate the mission will be completed. - The final shots of MAYHEM IN MIDTOWN now blink quickly to indicate the mission will be completed. - The final shots of RESCUE THE INNOCENT now blink quickly to indicate the mission will be completed. System updates: - Updated to nodeboard firmware/protocol v1.29.0 - Various behind the scenes improvements for correctness and performance. V0.95 - November 26, 2025 Berserker Barrage ============================ New: - BERSERKER MULTIBALL - Collect 35 SENTINELS to qualify BERSERKER MULTIBALL. - Start the 3 ball multiball at the LEFT RAMP when lit YELLOW and no other modes or multiballs are active. - Collect 5 YELLOW JACKPOTS to light SUPER JACKPOT. - Collect the blue SUPER JACKPOT at the X-JET crossover. - Once collected, the DANGER ROOM ramp will be available for a timed DOUBLE SUPER JACKPOT. - Additional BERSERKER MULTIBALLs may be played at higher levels of SENTINELS collected. - A difficulty adjustment is provided to set the number of SENTINELS collected to light BERSERKER MULTIBALL. EASY - 25 MEDIUM (default) - 35 HARD - 50 - ADD-A-BALL is now available as a perk for saving ROGUE in the FUTURE. - During a MULTIBALL the ACTION BUTTON will blink GREEN if ADD-A-BALL is available. - LONG PRESSING the ACTION BUTTON while its GREEN will ADD-A-BALL. - ADD-A-BALL may only be used once per ball. - ADD-A-BALL has been removed from BEAST'S LAB. - Enhanced speaker light effects. Fixed: - SENTINEL FACILITY RAID shots now move correctly. - The SENTINEL FACILITY RAID final shots now blink. - Added DANGER ROOM DIFFICULTY to INSTALL utility functions. - The A FIERY ASSAULT mission was sometimes spotting a FUTURE SENTINEL on the same shot that completed the mission. - SENTINEL ATTACK HURRY UP now pauses while the ball is held or in the DANGER ROOM. - Sometimes FASTBALL SPECIAL would end early if it was restarted during its grace period. - Sometimes A FIERY ASSAULT would have no shots lit, preventing completion. - The "Arrive in the Future" and "Go to the future twice in the same game" achievements were not being awarded correctly. Tweaked: - The shots to start a MISSION are now the LEFT CENTER RAMP and RIGHT CENTER RAMP. - Saving CYCLOPS and collecting his perk is now awarded after completing 3 DANGER ROOM levels in a game. - The DANGER ROOM will now only reset progress between balls if you've achieved level 1. - Increased FASTBALL SPECIAL scoring. It continues to boost based on the number of ramps and SENTINEL HEAD shots completed during the feature. - Increased SENTINEL HURRY UP scoring. - KITTY PRYDE lane values now carry over from ball to ball instead of being tied to ROGUE'S PERK. - SENTINEL FACILITY RAID shots now move from left to right. System updates: - Updated to nodeboard firmware/protocol v1.27.0 - Added support for Service Menu Diagnostics Switch Tests to take a Switch Out of Service/Return to Service - Various behind the scenes improvements for correctness and performance. V0.94 - October 2, 2025 Danger Room Redux ============================ New: - New DANGER ROOM rules - Before playing a mode or the FUTURE, training in the DANGER ROOM is now based on a progress bar. Each DANGER ROOM feature (targets, spinner, ramp) advances the bar towards completing a level. Each level completed will offer a possible TRAINING BOOST going into the next mode and FUTURE if the mode is completed. The levels and their TRAINING BOOSTS are: - Level 1 (GREEN) complete - DOUBLE scoring on the next mode. All awards during the mode will be doubled. - Level 2 (YELLOW) complete - Next FUTURE is easier (1 shot fewer) to complete. - Level 3 (RED) complete - Next FUTURE has DOUBLE SENTINEL KILLS. - Maxed - CYCLOPS will be collected and the CYCLOPS PERK awarded. - DANGER ROOM level will reset after a mode is played. - During a mode, the DANGER ROOM can no longer be used for training, so a DANGER ROOM BONUS value is now displayed. DANGER ROOM elements build this bonus value and will be added to the MODE TOTAL if the mode is successfully completed. 10% of the DANGER ROOM BONUS value is applied to BONUS at the end of each ball. This feature is also available in the FUTURE if the PROFESSOR X PERK has been collected. - During MULTIBALL the current DANGER ROOM level will add bonuses to each award collected. - A DANGER ROOM DIFFICULTY adjustment controls how many features are needed in the DANGER ROOM to complete each level. - The KITTY PRYDE lane will add time while the SAVE THE CITY MULTIBALL SUPER JACKPOT is active. - The SENTINEL HEAD TEST was enhanced. The switches involved with the JAW and MOUTH are now displayed for easier troubleshooting. - The SENTINEL HEAD JAW now retries a limited number of times to open if the JAW OPEN OPTO is not working correctly. Fixed: - RESCUE THE INNOCENT progress was not being displayed correctly on MODE SELECT. - The TO ME, MY XMEN MULTIBALL shots were not being lit during it's grace period. - The SAVE THE CITY MULTIBALL shots were not being lit during it's grace period. - If the DANGER ROOM EXIT switch was broken, there was no way to advance or start TO ME, MY XMEN MULTIBALL. - On the last BLUE shot to begin MODE SELECT, the RIGHT RAMP was lit even when the ball was being diverted. - SAVE THE CITY SUPER JACKPOT now starts at the X-MANSION RAMP instead of the X-JET. - The final shot award for A FIERY ASSAULT wasn't showing the GAMBIT MULTIPLIER on the display. - Sometimes the INFO BAR area of the display wasn't being updated when a mode or mulitball ended. - During SENTINEL MULTIBALL when SUPER JACKPOT is lit, the SENTINEL HEAD now needs to be fully raised to award a SUPER JACKPOT. Hits to the head while its raising award points until fully raised to give the player a fair chance to go for DOUBLE SUPER JACKPOT. - The SENTINEL HEAD was sometimes lowering or closing the JAW too soon after a hit to the KICK TARGET. This could sometimes allow the ball to get stuck in the JAW as the HEAD lowered. - The SENTINEL HEAD JAW was sometimes locking out hits to the HEAD if the JAW OPEN OPTO was not working correctly. - The SENTINEL HEAD JAW would sometimes open while the SENTINEL HEAD was lowered. - The SENTINEL KICK TARGET now uses the adjustment values during test for coil strength and timing. Tweaked: - TO ME, MY XMEN MULTIBALL now summons the XMEN in a different order each time. - Summoning all XMEN before collecting a SUPER JACKPOT will give a bonus during TO ME, MY XMEN MULTIBALL. - The grace period at the end of SENTINEL MULTIBALL was extended slightly. - The grace period at the end of TO ME, MY XMEN MULTIBALL was extended slightly. - The grace period at the end of SAVE THE CITY MULTIBALL was extended slightly. - A flashing lamp effect will indicate when the SENTINEL HEAD is ready to start SENTINEL MULTIBALL. - The BEAST LAB will no longer give 2X MODE AWARDS. This is now handled by the DANGER ROOM rules. System updates: - Various behind the scenes improvements for correctness and performance. V0.93 - August 27, 2025 Days of Future Code: Evolved ============================ New: - New SENTINEL MULTIBALL rules. - All shots begin lit for JACKPOT. - When X JACKPOTS are collected, the SENTINEL raises for SUPER JACKPOT. - Collect SUPER JACKPOT by shooting the SENTINEL. 2X SUPER JACKPOT for shooting the open mouth. - Shoot the DANGER ROOM RAMP to relight all JACKPOT shots at a higher value (YELLOW->ORANGE->RED), maximum at 3X. - When a JACKPOT shot is made, a SENTINEL will light on that shot. Shoot to collect SENTINEL for points and a SENTINEL KILL. SENTINELS can only be lit once per shot until SUPER JACKPOT is collected. - Added SENTINEL MULTIBALL DIFFICULTY adjustment. EASY - 4 JACKPOTS required to light SUPER JACKPOT. 20 second ball saver. MEDIUM - 5 JACKPOTS required to light SUPER JACKPOT. 15 second ball saver. HARD - 6 JACKPOTS required to light SUPER JACKPOT. 10 second ball saver. - New SAVE THE CITY MULTIBALL rules - The UI was enhanced for working towards lighting SAVE THE CITY MULTIBALL. It will now show full progression towards each of the 6 different shots needed to complete. The UI will indicate when SAVE THE CITY MULTIBALL is lit and ready to start. - The background UI was updated to display the shots needed to complete each section. - The LOOP and RAMP shots will blink to indicate where progress is still needed. - Once all sections of the city are completed, shoot the X-JET to light the DANGER ROOM SPINNER on a timer. - Shoot DANGER ROOM SPINNER to collect SUPER JACKPOT MILLIONS. - The regular DANGER ROOM progression is not available while in SAVE THE CITY MULTIBALL. - Added TOTAL display effect. - New RESCUE THE INNOCENT rules. - Shots light based on which flipper the ball returns to, maximizing combo opportunities. - The last shot made is not available for the next shot. - Added RESCUE THE INNOCENT adjustment. EASY - 5 shots required to complete mode. MEDIUM - 6 shots required to complete mode (default). HARD - 7 shots required to complete mode. - New GENOSHA UNDER SIEGE rules. - The BISHOP and GAMBIT POP BUMPERS will jump TOAD to another lit shot. - Added GENOSHA UNDER SIEGE DIFFICULTY adjustment. EASY - TOAD jumps every 8 seconds. MEDIUM - TOAD jumps every 5 seconds (default). HARD - TOAD jumps every 4 seconds. - SENTINEL ATTACK! scoring updates. The second hurry up will start at 2X the value of the first. - When collecting a PERK in the FUTURE, a description is now displayed on the total display. - Based on the ALLOW SENTINEL HAND adjustment, the SENTINEL HAND will be enabled after the SENTINEL HEAD is raised during mainplay. - Shaker effects added to the MAYHEM IN MIDTOWN intro. Fixed: - The COLOSSUS perk of "MULTIBALL BALL SAVE TIME INCREASED" wasn't working correctly. - ADD-A-BALL was not using the correct BALL SAVER timer values. - MULTIBALL EXTEND was not using the correct BALL SAVER timer values. - The "Two Super Jackpots in the same SENTINEL MULTIBALL" achievement wasn't being awarded correctly. - The damage percentages on the SENTINEL HEAD were not always being calculated correctly. - The MUSIC ATTENUATION and SPEECH ATTENUATION adjustments were not functioning correctly. - The SOUND/SPEAKER TEST was not working correctly. - The SENTINEL HEAD wasn't reacting until the playfield was validated. - The SENTINEL JAW closing could cause a SENTINEL HEAD hit. These are now filtered out. - Sometimes the sound effects playing when the SENTINEL JAW was open were not correct. - Updated reflexing coil devices to not trigger during BONUS or MATCH. - SAVE THE CITY was spotting a RAMP shot as part of the shot that started it. - The mode timers weren't paused during the mode intros. - The GENOSHA UNDER SIEGE TOAD timer was running during the mode intro. - Don't allow SENTINEL MULTIBALL to advance or SAVE THE CITY MULTIBALL to start while SENTINEL ATTACKS! or FASTBALL SPECIAL is running. Tweaked: - Raised scoring for SENTINEL ATTACKS! hurry up. - Adjusted SENTINEL ATTACKS frequency. Now lights at 6 combos, then 8 combos, then every 10 combos. - Speech timing during SENTINEL HEAD progression. - Renamed the MUSIC ATTENUATION and SPEECH ATTENUATION adjustments to MUSIC FADER and SPEECH FADER respectively. - Added FX FADER adjustment to allow adjusting the volume of sound effects relative to music and speech. System updates: - Various behind the scenes improvements for correctness and performance. 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) along with the SENTINEL FINGER and SENTINEL HAND will light 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. - A SENTINEL HAND is no longer activated after the first few hits to the SENTINEL HEAD while advancing to SENTINEL MULTIBALL. - 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. V0.91 - June 26, 2025 Days of Future Code Part I ======================== 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. - Modes now start with blue shots on the LEFT CENTER and RIGHT RAMP. - 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. 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: - 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. - Added speech to SENTINEL MULTIBALL. - 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. V0.90 - February 18, 2025 ================================ -Added IC content for upcoming Quests and Badges. -Added new display effects to "Fastball Special." Now, each segment has its own background video. -Added "Save the City Multiball" progression display to the UI. -Added new pulsing sound fx while "Fastball Special" is running. -Added "Mayhem in Midtown" and "Sentinel Facility Raid" videos to attract mode. -Added display effects for Jean Grey, Cyclops, and Beast when they are available in The Future. -Added slide in messages for Jean Grey, Cyclops, and Beast when entering "The Future" to make players aware that their powers are in effect. -Added "Escape Nimrod" timed out display. -Added additional speech throughout the game, including game start, The Future, and Bishop. -Added various sound fx. -Added additional light shows for Sentinel events, mission awards and event starts. -Added Extra Ball consolation score for instances where extra balls have been turned off. -Added additional Shaker Motor effects to several awards, Cerebro, and skill shots. -Added new audit to count up auto plunge for ramp hits. This audit will not count auto plunges from test menu. -Adjusted sound balancing for music, sound fx, and speech throughout the game. -Updated Cerebro Skill Shot to award progress towards "To Me, My X-Men" Multiball. -Updated "Stopping a Juggernaut" mission rules. Now, you must alternate between attacking the Juggernaut and defending the X-Mansion grounds. New perfect condition is to complete the mission with over 25 seconds remaining. -Updated "Sentinel Multiball" with a new Giant Sentinel head feature. This feature allows players to bring the Giant Sentinel head up by directly hitting the Giant Sentinel when down. However, this is a limited effect, since when the Giant Sentinel takes significant damage, it will retreat, if able. Destroying enough supporting Sentinels will prevent the Giant Sentinel from retreating. -Updated "To Me, My X-Men Multiball" awards to cumulatively increase the Super Jackpot when additional shots are hit -Updated "Save the City Multiball" to be a 4 ball multiball, up from 3 balls. -Updated GI and lamp usage in "Sentinel Multiball". -Updated "Smuggled Cargo" to include a score boosting effect to the Gambit pop bumper. -Updated "Fastball Special" background display to properly fill the first segment of hitting the Uptown ramp. -Updated the award display for target hits in "Mayhem in Midtown" to better reflect Blob's power. -Updated text on info bar for several missions. -Increased all Mission times, giving players more time to complete missions. -Increased ball save times for "To Me, My X-Men Multiball" and "Save the City Multiball". -Increased "Escape Nimrod" scores. -Increased shot progression bonus score values. -Increased award and jackpot scores for "Sentinel Multiball", "To Me, My X-Men Multiball", and "Save the City Multiball". -Reduced Combos max score. -Modified score in "Rescue the Innocent" where the max score for a Bishop pop hit was reduced. -Modified Sentinel spawns during "Sentinel Multiball" to no longer be random initially. Sentinels will now always spawn in the same place when the multiball starts. -Modified combo speech to play less often. -Fixed an issue with Double Skill Shot where it was awarding erroneously in some cases. -Fixed an issue in Time Loop Skill Shot where, in a rare instance, it would award a large score incorrectly. -Fixed an issue for skill shots where it was using an incorrect switch. -Fixed an issue in "Fastball Special" where displays and lights were lingering during the grace period. -Fixed an issue where "Fastball Special" being advanced while The Future was ready caused the return lane post to activate incorrectly. -Fixed an issue in "Smuggled Cargo" where the final award was not being doubled correctly when a 2x was available. -Fixed an issue in the "Beast Lab" award add-a-ball where it was replacing the ball save timer instead of extending it. -Fixed an issue in "Mayhem in Midtown" where the rollover Beast Lab switches were not being counted towards the awards when lit. -Fixed an issue where the "Rescue the Innocent" multiplier was not being applied correctly. -Fixed an issue with the Gambit pop bumper where the flasher was not lighting to help indicate Gambit 2x was available. -Fixed an issue where Game Over speech would play when entering the test menu during the Game Over screen. -Fixed audit for auto plunge to ramp success percentage. This will no longer count attract mode/game over launches. V0.89 - December 18, 2024 ================================ Happy X-Men X-Mas! -Added Skill shot and Double skill shot from a short plunge, past the gate out of the shooter lane. Previous skill shots are now "Left Flipper Skill Shots". -Added "Giant Sentinel Head" lifetime achievement. -Added "Escape Nimrod" start and completed achievements. -Added new graphics for UI health bar text. -Updated Future X-Men perks messages and titles. -Updated "Save The City Multiball" to have slide-in info when making progress. -Updated speaker light shows. -Updated game light shows. -Updated mission rules for "Mayhem in Midtown". Hitting targets next to City Locations will light up those locations for awards. This change better reflects the theme of the mission. -Updated mission rules for "Smuggled Cargo" for clarity. Now, one pair of shots, representing a blocking car, will be available as an enhanced perfect shot. This is denoted by a purle, faster blinking insert. -Modified Gambit pop bumper rule where the 2X bonus no longer stacks. Once it's available, players must use it before earning another one. Hitting the pop bumper through the return lane will automatically make the Gambit 2x award available. -Fixed an issue in "Save The City Multiball" so the "Save The City" insert stayed lit on the playfield while the multiball was running. -Fixed an issue in Beast Lab where the first level 3 award was not awarding an Extra Ball. -Fixed an issue where double flipping cancelled all queued up events with mission starts. Now players will be able to cancel them one at a time. V0.88 - November 26, 2024 ================================ -Added surviving X-Men perk system for "The Future." Below is a list of the X-Men and the perks they bestow. Beast: Endless Tinkering: Beast Lab awards are available. Bishop: Charged and Ready: Enables Bishop pop bumper abilities. Enables Bishop action button abilities. Colossus: Steel Protector: Enables Kitty Sneak-in Lane. Enables Kitty Sneak-in Target. Enables a Beast Lab award to spot a shot, if Beast Lab is available. Cyclops: Strong Leadership: Sentinels find Kitty slower and appear less often. Gambit: Trick Card: Enables Gambit pop bumper abilities. Jean Grey: Telekinetic Saves: Enables X-Mansion target and ball save abilities. Adds time to all ball saves in "The Future." Enables a Beast Lab award to light X-Mansion ball save, if Beast Lab is available. Magneto: Magnetic Grab: Enables magnet hold and fling abilities. Sentinels are smaller* (Requires less shots to destroy). *Sentinels are now made of rare, electromagnetically resistant, composite materials, making them smaller. Stacks with Storm's smaller Sentinel perk. NightCrawler: Teleporting Attack: Enables Nightcrawler targets. Nightcrawler targets award shots on either side of the target. Professor X: Experienced Mentor: Enables the Danger Room and Danger Room rewards. Rogue: Slow Nimrod: Nimrod now appears after destroying additional Sentinels. Adds time to Escape Nimrod. Storm: Chain Lightning: When two or more Sentinels are present, any hit to a Sentinel will award a bonus hit to every other Sentinel. Sentinels are smaller* (Require less shots to destroy). *Sentinels are now made of rare, environmentally resistant materials, making them smaller. Stacks with Magneto's smaller Sentinel perk. Wolverine: Extra Damage: The First hit on a Sentinel awards a bonus hit to the same Sentinel. -Added "Escape Nimrod" to "The Future." Description: "Escape Nimrod" is a timed event that only occurs in "The Future." As Nimrod is invulnerable to physical harm, Kitty Pryde's only hope is to escape him. Complete the paths (shots) Kitty can take to give Nimrod the slip. Successfully escaping Nimrod forces all Sentinels to retreat briefly. Failing to escape Nimrod in time alerts all Sentinels in the area to Kitty's prescense. -Added new intro video to game start and attract mode. -Added new artwork and music for "Save the City Multiball". -Added Giant Sentinel head progress to a successful Fastball Special award. Now the Giant Sentinel head will progress to the next stage of destruction. -Added Score UI facade for "The Future." -Added adjustment to switch the past mainplay and mainplay revised music back to the original versions at game launch. -Added audit counts and percentages for auto-plunge. -Updated auto-plunge default power to 240 from 255. -Updated "Save the City Multiball" rules to reflect the new artwork. -Updated Future Wolverine speech usage. -Updated Future Kitty speech usage. -Updated speech and sound fxs for "Save the City Multiball". -Updated speech and sound fxs for "To Me, My X-Men Multiball". -Updated backpanel lights in "The Future." -Updated Cerebro and Post hold light effects. -Updated Danger Room light behavior in "The Future." -Updated Bishop pop bumper flasher behavior based on his charge level. -Updated End of Ball Bonus display screen. -Updated Time Loop Skill Shot text to be more descriptive and theme appropriate. -Updated slide-in awards to feature additional characters. -Updated all mission awards' text and fonts. -Modified shooter lane switch debounce times. -Modified skill shots to no longer end for a rollback plunge. -Modified Super Skill Shot's dependencies to include the X-Mansion ramp switch. -Modified Extra Ball Lit to be awarded after the third mission instead of the second. Extra Ball Lit is now also awarded after completing the seventh mission. -Modified Bitter Rivalry shot patterns to be ordered random. -Modified light effects for "Save the City Multiball". -Modified magnet usage in the past to only hold and release if "Genosha Under Siege" was not completed. -Modified Combo speech to be less chatty and work in "The Future." -Modified the hold bonus target beneath the Danger Room Flipper to no longer give tech alerts. -Modified ball save video where Professor X is now on the Astral Plane, projecting his powers correctly. -Modified several mission scores for balance. -Modified Sentinel hit scores in "The Future." -Fixed an issue in "The Future" where very small Sentinels would all be the same size. -Fixed an issue in Super Skill Shot where it would not be killed properly when another shot was hit. -Fixed an issue where the Danger Room would not start at level 1. -Fixed issues with Danger Room light effects not showing correctly. -Fixed an issue with Bishop action button award where it would delay awarding the shot. -Fixed an issue in Fastball Special where it would continuously notify players that it was ready after the first notification. -Fixed an issue where Fastball Special was using some incorrect speech and sound fx. -Fixed an issue in Fastball Special where incorrect messages would appear in "The Future." -Fixed an issue in "Save the City Multiball" where mission totals would play after the start. -Fixed an issue in missions where arrow inserts would remain lit after an award was collected on them and they were no longer valid to hit. -Fixed an issue in Sentinel Facility Raid where elements of the missions were not being added to the mission total. -Fixed an issue where Sentinel Facility Raid complete award was adding an extra score incorrectly. -Fixed an issue where the action button was not lit when players would enter their initials/names. -Fixed an issue where the Highway diverter and Cerebro hold could trigger while in the test menu. -Fixed a cascading shot timing issue where extremely slow rolls down the ramps may cause incorrect Cerebro behavior. -Fixed an incorrect tint in the Score UI for Professor X's poster in "The Future." -Fixed an issue where the Sentinel hand lit to break the ramp could carry over in a multiplayer game. System V3.86 Update -Action Button colors: Green: Start Game Yellow: Game Play Menu Action (was previously Orange) -Change threshold for "Weak WIFI Signal" Tech Alert from -60db to -70db -Conagent v1.0.16 -Various behind the scenes improvements for correctness and performance. V0.87 - October 30, 2024 ================================ -Added audit for X-Mansion ramps. -Added original mainplay and mainplay #2 songs back to the DJ Mixer. -Added new UI elements for Cyclops, Beast, Jean, and Nightcrawler. -Added game over light show. -Updated speech and sound fxs. -Updated shot arrow and sentinel shared lights system. -Updated Save the City Multiball to include Gambit award, shot location levels, and Danger Room enhancement. -Updated Speech and sound fx for Save the City Multiball. -Updated arrow lights in Save the City Multiball to handle recent updates to the shared lights system. -Updated background, GI, and award lights in Save the City Multiball. -Updated Sentinel Multiball shot lights to behave in a manner that's closer to other multiballs when the shots are hit. -Updated "To Me, My X-Men" Multiball background and award lights. -Updated The Future Speech. -Updated The Future instructions sound fx. -Updated The Future to include the use of Gambit and Danger Room, if Gambit and Xavier were saved in the Past. -Updated Slide In award messages with more character images. Fastball Special now uses a new message and image. -Updated Danger Room lights. -Updated speaker lights to respond with GI usage and Sentinels being present. -Modified super skill shot to be on the Danger Room ramp instead of the X-Mansion ramp. -Modified credits speech timing. -Modified text during Sentinel Multiball Super Jackpots. -Modified Fastball Special text. -Modified shot location level text. -Modified skill shot text. -Modified Extra Ball award to be lit after returning to the past from The Future. -Modified scores for Save the City Multiball. -Fixed an issue across all multiballs grace where starting another multiball would not revive it. -Fixed scoring issues in Save the City Multiball where progress wasn't being counted correctly. -Fixed a total score issue in Save the City Multiball where a second playthrough would have an incorrectly inflated total. -Fixed an issue in Save the City Multiball where the X-Mansion ramp wasn't being counted towards ramp completions. -Fixed an issue in Save the City Multiball where ball save was not working correctly during the start animation. -Fixed an issue where mission light system might prevent other rules' lights from showing when the mission wasn't using the light. -Fixed an issue in "To Me, My X-Men" Mulitball where ball save was not working correctly during the start animation. -Fixed shot lights remaining on after being completed in "To Me, My X-Men" Multiball. -Fixed some Wolverine speech from The Future being used in the past incorrectly. -Fixed Wolverine speech that played incorrectly in The Future when Wolverine was not saved. -Fixed an issue in The Future where the revisit speech would stomp on other speech. -Fixed an issue with Danger Room title in the UI being the wrong color during level 2. -Fixed an issue where Cerebro hold would not wait for Beast Lab upgrade awards. V0.86 - October 23, 2024 ================================ -Added new total screen for Sentinel Multiball. -Updated music, speech, and sounds. -Updated Fastball Special blinking lights. -Updated Danger Room Abort ball save light usage. -Updated Danger Room videos. -Updated X-Mansion light usage. -Modified Genosha Under Siege to award "Perfect" with four Toad hits instead of six. -Modified the ball save time on The Future for initial presenation. -Modified Sentinel Head message to say "emerges in." -Modified Bishop Action Button messages to be thematically accurate in the game. -Modified Comic Info Bar to handle Bishop Action Button messages. -Modified left loop return to auto-validate playfield. -Fixed an issue where the player up speech would happen at incorrect times. -Fixed an issue where Bishop Pop Bumper would play unnecessary animations after being maxed out. -Fixed an issue where Sentinel inserts might show incorrectly when returning from The Future. -Fixed an issue in The Future where the action button would remain on even when it wasn't available. -Fixed an issue in The Future where it was giving double awards in certain situations. -Fixed an issue in The Future where combo speech was stomping on other speech. -Fixed a priority issue in The Future where Sentinel destroyed displays were being interrupted. -Fixed an issue in X-Mansion Ball Save where it would not light correctly if awarded through Beast Lab. -Fixed an issue with Time Loop Skill Shot where the loop count would not reset if you drained while Time Loop was still active. -Fixed an issue with Time Loop Skill Shot where it would allow other awards to interrupt the time loop. -Fixed an issue with skill shots inhibiting all mode advance shots instead of specific ones. -Fixed an issue in Mission Select where Rescue The Innocent progress was not showing. -Fixed an issue where Fastball Special starting would interrupt Mission Select. Now it will occur after Mission Select. -Fixed an issue in Mayhem in Midtown where the hurry-up shots were not being awarded correctly on mission restart. -Fixed an issue in Stopping a Juggernaut where a restart might leave the player with only one shot to hit. -Fixed an issue in Sentinel Facility Raid where the "Perfect" Mission award was not being awarded if all three shots were not out when the Sentinel Head was hit. -Fixed an issue with Fastball Special where it would allow Cerebro to hold while Fastball Special is active. -Fixed an issue where the Sentinel Head would not register correctly during Save the City Mulitball. -Fixed issues in all modes where "Perfect" final award could be achieved on Mission restarts. -Fixed issues related to getting a "Perfect" final award on missions, where they were not being awarded correctly for IC achievements. System V3.81 Update - Updated France default pricing to Euro 4 - 1/EUR 1.00, 2/EUR 2.00, 3/EUR 3.00, 5/EUR 4.00 - Increase volume level of Service Menu buttons - Various behind the scenes improvements for correctness and performance. V0.85 - October 17, 2024 ================================ Expo Build -Added Fastball Special rule. When Fastball Special starts, hit the Uptown shot and combo it to the Giant Sentinel Head. -Added new artwork for Bishop pop bumper awards. -Added instruction video for The Future. -Added Mission, The Future, Danger Room, and X-Mansion audits. -Added failed mission total video. -Added Sentinel speech for logging into Stern Insider Connected and Home Team. -Added Scoreframe UI Danger Room title. -Updated Scoreframe UI with new animations for Beast Lab, X symbol mission advance, and mission progress. -Updated Sentinel Facility Raid mission rules. Destroy the moving Sentinel on the conveyors. -Updated sound fxs and speech for general gameplay. -Updated Beast Lab so that it's available in The Future if Beast survives. Otherwise Beast Lab is not available in The Future. -Updated Beast Lab awards. -Updated Beast Lab award screen. -Updated Giant Sentinel arrival with new artwork and health progress bar. -Updated Sentinel Finger default flick time. -Updated Bonus sound fxs. -Updated Cerebro Skill Shot display award. -Updated Bitter Rivalry display awards. -Updated Mission Select display with progress meters -Updated Mission start light shows. -Updated Rescue the Innocent pop award display video. -Updated Giant Sentinel Head flasher usage. -Updated Sentinel Multiball speech usage. -Updated Sentinel Multiball eye behavior. -Updated Sentinel Multiball total message. -Updated Sentinel Multiball scoring for destroyed Sentinels. -Updated Sentinel Multiball Super Jackpot difficulty. -Updated To Me, My X-Men Multiball ready, light, sound, and shaker motor effects. -Updated all Multiball grace periods to behave properly. -Modified Scoreframe UI with larger X-Men images. -Modified Danger Room difficulty. -Modified Danger Room being active to time out after ten seconds. -Modified Combo scores. -Modified Rescue the Innocent pop bumper score. -Modified Sentinel Multiball arrow colors. -Modified To Me, My X-Men Multiball arrow colors. -Modified UI behavior for match sequence. -Modified high score text. -Fixed a choreography issue that caused the Sentinel Finger to be greatly delayed when "flicking". -Fixed a test menu issue where the trough eject power was accidentally hidden. -Fixed an issue with Beast Lab bar showing progress incorrectly. -Fixed an issue where timers might continue when Extra Ball is being awarded. -Fixed a Kitty Award scoring issue. -Fixed Danger Room rewards to apply to all missions and multiballs correctly. -Fixed an issue where Bishop action button was activating the hand and the finger devices incorrectly. -Fixed an issue where Bishop action button was awarding combos. -Fixed an issue in To Me, My X-Men Multiball where Sentinel and combo inserts were being obscured. -Fixed an issue in Save the City Multiball where the total was being added to incorrectly after the first multiball. -Fixed X-Mansion ball save to behave properly during multiballs. -Fixed a priority issue for Extra Ball. -Fixed an issue where the Giant Sentinel Head's eyes will shut off if it is no longer giving awards. -Fixed an issue for when a player wrapped the game, the mission select would show incorrectly. -Fixed an issue where the Sentinel head would be forced down during Sentinel MB when The Future was ready. -Fixed an issue where you can toggle the action button in the Future before the proper threshold. -Fixed an issue where the text title for the boss bar so the last letter is properly aligned. -Fixed an issue where if the player completed all the modes, were in the Future, and drained, it would put the player back in the past. Now the player will start in the Future again. -Fixed an issue where the ramp diverter would jump incorrectly after coming out of The Future. -Fixed a multiplayer issue where mission advance might award mission select on the wrong shot. -Fixed jukebox text and missing songs. System V3.80 Update -Various behind the scenes improvements for correctness and performance. V0.84 - October 7, 2024 ================================ Official Pro Release -Added new mainplay and shooter groove songs. -Added pop bumper award videos and sfx. -Added combo award videos and sfx. -Added Beast Lab award videos and sfx. -Added sound fxs and speech game wide. -Added trough power adjustment with updated default. -Added additional power adjustments for devices: Head, Hand, Finger, Diverter, Cerebro, Post. -Updated Score UI to improve visibility for Mission progress, Beast Lab, Danger Room, and Mission advance. -Updated Mission Select display and sound. -Updated Beast Lab award text. -Updated To Me, My X-Men Multiball award messages. -Updated main play video. -Updated Danger Room videos. -Updated Sentinel hand and finger videos. -Updated playfield light effects and light shows game wide. -Modified Danger Room rules to enhance all scores missions and multiballs. Its effects persist throughout the game. -Modified later stage missions to be available earlier on. -Modified shot arrow indication for missions and multiballs. -Modified duration of bonus screen to be shorter. -Modified Bitter Rivalry shots to have more variation. -Modified Sentinel Facility Raid rule to be more straightforward. -Modified High Score entry screen to game font. -Modified scoring for balancing. -Modified game wide sound balancing. -Modified default auto-launch power to 255. -Modified the debounce for switches on the Sentinel Head in LE/Premium version. -Adjusted Sentinel Jaw power. -Fixed Bishop action button behavior where it was giving awards beyond its scope. -Fixed Bishop action button for it to award its current selection automatically if the ball ends. -Fixed some action button light issues. -Fixed an issue with Time Loop Skillshot where the grace period would not continue the skillshot. -Fixed an issue with Cerebro where the Cerebro post would not hold when coming in and out of certain special events. -Fixed some Sentinel Head device behavior in The Future. -Fixed an issue with Save the City start where the post would not hold correctly. -Fixed an issue during multiballs where the X-Mansion ball save would be awarded incorrectly during multiball ball save. -Fixed an issue where the ramp diverter would activate incorrectly in The Future. V0.83 - September 24, 2024 ================================ -Added Beast lab level up and award SFX. -Added some lock out code for the Sentinel head while playfield is not validated. -Added some timing functions to adjust for some Sentinel head where the jaw operation is triggering the kicking target. -Added a new light effect for Bishop Action Button to quickly blink the spotted shots. -Added Bishop Action Button LTS strings for Bishop lane shots to LTS tables. -Modified Bishop Action Button lighting with additions/improvements. -Modified Bishop Action Button are now included Combo and Sentinel inserts in the roving shot light effect. -Fixed a bug where Bishop Action Button couldn't spot the left center ramp. -Fixed an issue where Sentinel jaw activated unnecessarily on ball start. -Fixed an issue where kicking target could still kick if jaw is up. -Fixed an issue where Sentinel Hand could trigger in attract mode. -Disabled Sentinel Head Test move failed logic. V0.82 - September 23, 2024 ================================ -Added ability to store Sentinel Head position bias and Sentinel Finger wait times in adjustments. -Improved music, sound, and speech mixing. -Fixed a stutter when modes ended while draining. -Fixed some test menu text that was slightly too large for the screen.