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FP25

New code for Firepower

WAV file link: https://drive.google.com/file/d/1dPshBA-HTyUY-mqY1CPyCSn1dWKvC27p/view?usp=sharing

System Alpha Support

RPU now supports System Alpha X1 board. To use with System Alpha X1, go into RPU_Config.h and set the hardware revision to 200:

#define RPU_OS_HARDWARE_REV   200

Instructions for building & installing RPU

https://www.pinballrefresh.com/retro-pin-upgrade-rpu

FP25 Rules

Skill Shot The first skill shot made scores 50k. Each successive skill shot increases the award by 50k. Shot 1-3 (plus locks) - flashing lane scores skill shot (lane can be changed at any time with right flipper) Unstructured Play Readying Ship (Qualifying Locks) Completing 1-2-3 or 4-5-6 Readies the Left Ship (qualifies the left lock) Completing 1-2-3 or 4-5-6 a second time Readies the Top Ship (qualifies the top lock) Completing 1-2-3 and 4-5-6 again Readies the Right Ship (qualifies the right lock)

Equipping Ship(s) A player’s ships can be upgraded by adding weapons and thrusters. Additional weapons and thrusters make it easier for the player to finish battle modes. Completing F-I-R-E letters upgrades the weapons. Completing Power Standups on the right side upgrades the thrusters.

Bonus Bonus can be scored between 1k and 39k. Each unlit F-I-R-E lane, each unlit 1-2-3-4-5-6 center target, each unlit Power target, and each unlit saucer will add 1k to the bonus. A player who earns the Gunner Award will hold Bonus between balls.

Bonus Multiplier (Bonus X) Each completion of the F-I-R-E lanes will advance the Bonus X by one (2X, 3X ,4X, 5X, 6X, 7X, 8X, 9X).

Training Quests Completing any training quest increases the pilot’s rank and add +1 to playfield multiplier. These side quests can be stacked and/or brought into battle. Each multiplier lasts for 30 seconds. Playfield multiplier timers are paused during battle.

Weapons Training (pop bumpers) Collect 50 pop bumpers in one ball to qualify Weapons Training. Once qualified, to start weapons training you have to land the ball in a saucer that’s not qualified for a lock. Any pop bumpers hit during weapons training yield a training bonus (collected at the end of the ball) and increase the value of the pop bumper. Weapons training will continue for 30 seconds, during which all playfield scores will be multiplied by +1X. If any pops are hit during the 30-second training, at the end of the training the player’s rank will increase.

Flight Training (spinner) Collect 100 spins in one ball to qualify Flight Training. Once qualified, to start flight training you have to land the ball in a saucer that’s not qualified for a lock. Any spins during weapons training yield a training bonus (collected at the end of the ball) and increase the value of the spinner. Flight training will continue for 30 seconds, during which all playfield scores will be multiplied by +1X. If any spins are hit during the 30-second training, at the end of the training the player’s rank will increase.

Battle When a ball enters a lit saucer (flashing lock lamp) during unstructured play, the ball will be locked and the player may be offered a battle mode. Holding the right flipper button will enter battle. Letting the offer timeout will return to unstructured play where the player can lock another ball or equip the ships with additional weapons and thrusters. The number of enemies left flashes in the Credit display.

Battle 1 When the first ball is locked, the player is offered Battle 1. This mode is timed (timer appears in the Credits Display) and when the timer expires the mode is over. Time can be increased by landing the ball the saucer where Battle 1 was started. Jackpot value is increased by 20k when starting Battle 1. This is a 1-ball battle mode with the following stages: Reach the enemy - spin the spinner until the counter in the player display reaches zero. Upgraded thrusters (from completing the Power targets) will help to reach the enemy faster. Awards Jackpot (20k), and jackpot value is increased by 10k. Target the enemy - lamps on the center standup targets (1-2-3-4-5-6) will cycle. Hitting those lamps will target the enemy. With upgraded weapons (from completing the Fire lanes), more lamps will be lit, making this goal easier to finish. Awards Jackpot (30k), and jackpot value is increased by 15k. Disable the enemy - hit the center bullseye target to disable the enemy ship. Awards Double Jackpot (45k * 2), and jackpot value is increased by 15k. Return to lock - when the enemy has been disabled, any open saucers will be lit for a Triple Jackpot (60k * 3). Once Battle 1 has been completed with a Triple Jackpot, the player returns to Unstructured Play. Battle 2 The Battle 2 mode proceeds the same as Battle 1 except it’s a 2-ball multiball, the player gets double scoring on Jackpots, and the Super Jackpot will hold the ball for 10 seconds. Battle 2 continues until the player returns to single-ball play (so jackpots can be requalified and collected as long as multiball continues).

Battle 3 The Battle 3 mode proceeds the same as Battle 1 except it’s a 3-ball multiball, the player gets triple scoring on Jackpots, and the Super Jackpot will hold the ball for 30 seconds. Battle 3 continues until the player returns to single-ball play (so jackpots can be requalified and collected as long as multiball continues). If a player completes another saucer while a ball is held, they earn a Mega Jackpot.