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.