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FS New X Files roms are out

Dave Astill

Active Member
Nov 27, 2012
642
195
43
Collingwood Ontario
Chad at pinballcode has done it again. As always these roms are available at pinballrom.com $26 for the set or contact me directly. There are many new custom/tournament roms available.


X-Files Unofficial v.3.04
(last updated September 6, 2023)

A better truth is out there! This update brings all new features such as a Skill Shot, a new X-Files Champ High Score, Hold Bonus, new Mini Loop Awards, The Truth multiball overhaul, scoring balance, bug fixes, and much more!


GAME START, CHARACTER SELECT, and SKILL SHOT



-Added "X-Files" video to the start of the very first ball of a game.

-Fixed an issue where the GI lighting could remain off when a game was restarted during bonus count.

-Added music to the previously silent "Standard ↔ Novice" game select screen at game start.

-Fixed an issue when adding multiple players, the "Character select" screen could disappear for "Player 1".

-Fixed an issue where the Mulder speech call could be missing or get cutoff. If the ball got launched without selecting a character.

-Increased the time the Start button needs to be held to restart a game.

-Removed the 400K point award for launching a ball and implemented a proper Skill Shot instead.

-Added new Skill Shot.
There are 3 shots associated.
1. Shoot Left Outer Loop / Purple Arrow for 250K
2. Shoot Left Ramp / Red Arrow for 500K
3. Shoot Left Inner Loop / Yellow Arrow for 1M
The shots become available in the order shown above.
The order only proceeds if the shot has been made successfully.
If a shot is missed, the same shot will be available again on the next ball.
The Skill Shot is available until it has been successfully made or a "wrong" switch has been hit.
No timer involved!
Draining a ball while Ball Save is active will also end Skill Shot.
When playing more than 3 balls during a game. Like having an Extra Ball and the 3rd Skill Shot has already been collected. The 3rd Skill Shot will become available again.

-Reworked Ball Save logic.
Ball Save time no longer adjusts itself dynamically based on the average ball times from previous games.
Ball Save is now fixed to be always active for 10 seconds.




BONUS, BONUS COUNT, and BONUS MULTIPLIER


-Doubled Bonus progression for the currently selected Character.
Hitting any right 3-Bank target when playing as Mulder now increases bonus by 20K instead of 10K.
Hitting any left 3-Bank target when playing as Scully now increases bonus by 20K instead of 10K.

-Added new Bonus Held feature.
Bonus Held can be activated as one of the Mini Loop awards during regular gameplay once per game.
When Bonus Held is active the value from the current Bonus Count is saved and added again at the end of next Bonus Count.
The Bonus Held value is not affected by Bonus Multiplier the subsequent Bonus Count.

-Updated Bonus Count flasher sequence.

-Aborting the Bonus Count no longer awards 10K.

-Reworked EBE lane behavior.
Hitting an already lit lane will no longer spot an unlit lane. Use Lane Change to help light unlit lanes.
EBE lane progress will now carry over between balls.

-Changed the sound for hitting EBE lanes.

-Completing EBE lanes again when Bonus Multiplier is already at 8X will now award 500K.







MAIN MODES (X-FILES)


Following applies to all Main Modes...
-Previously the game would silently award 200K points for shooting the Trap Door and then all modes would start with a 100K bonus. This silent 200K points has been removed and the 100K mode start bonus has been increased to 300K. This allows the player to see all the points they have been awarded for starting a mode.

-Fixed an issue where the sound for the "Mode Total" screen was not played properly when draining the ball while the mode was still running.

-GI lighting is now turned off during the Mode Start sequence. This helps highlight the initial mode shots.

-Changed the way the FBI rule works to open the Trap Door.
At the beginning of the game, the FBI lights are sweeping, requiring just one Right Ramp shot to open the Trap Door for Mode start.
After starting the first Mode, FBI now always need 3 Right Ramp shots to open the Trap Door again.
The game no longer spots FBI letters on its own.
However, spell FBI(Open Trap Door) can now be obtained as a Mini Loop award.

-Added a short flasher effect when the Trap Door opens once FBI is spelled.

Herrenvolk
-Slightly sped up Herrenvolk initial bonus countdown.
-Changed the sound for collecting the Hurry-Up value at the Left Ramp.
-Fixed an issue where Herrenvolk wouldn't time out properly if the Right Ramp was hit frequently in a row.

The Host
-Added right red arrow insert and Trap Door insert to the final shot of the mode, to better inform the player where to shoot.

-Fixed a display issue bug where the shot value shown on the display didn't match the actual granted value for the shot.
-Updated scoring to be worth a little more.
Left Ramp 200K is unchanged.
Right Ramp now 400K, previously was 300K.
Trap Door now 600K, previously was 400K.
Total score possible is now 1.3M, previously just 1M.

Humbug
-Fixed an issue where the mode music sometimes wasn't started properly.
-Completely reworked this mode to integrate previously unused Left and Right 3-Bank Targets.
ORIGINAL BEHAVIOR:
The player had to complete 6 shots in a specific order within 30 seconds.
The order and values of the shots:
1: Left Ramp for 250K
2: Right Ramp for 300K
3: Right Outer Loop for 350K
4: Right Inner Loop for 400K
5: Left Outer Loop for 450K
6: Left Inner Loop for 500K
NEW BEHAVIOR:
The player has to complete a total of 6 shots at both 3-Bank Targets within 30 seconds.
The sides change after 1 hit, the first shot is available at the Left 3-Bank Target.
The order and values of the shots:
1: Left 3-Bank. All 3 arrows are flashing, hitting any target will award 250K and lite the top arrow solid.
2: Right 3-Bank. All 3 arrows are flashing, hitting any target will award 300K and lite the top arrow solid.
3: Left 3-Bank. The center and lower arrows are flashing, hitting any of the two targets will award 350K and lite the top and center arrow solid.
4: Right 3-Bank. The center and lower arrows are flashing, hitting any of the two targets will award 400K and lite the top and center arrow solid.
5: Left 3-Bank. The lower arrow is flashing, hitting the target will award 450K and lite all 3 arrows solid.
6: Right 3-Bank. The lower arrow is flashing, hitting the target will award 500K and finish the mode.
The scores remain unchanged.

-Added logic to the Left Ramp Diverter to determine where the ball needs to go. This assists the player by returning the ball to the proper flipper to assist with the next 3-Bank Target shot.

Syzygy
-Fixed a scoring display issue.
The game was showing "Shoot A Ramp!" with increasing values 200K, 300K, 400K, etc... when the correct value scored was always 100K.
It now properly displays "Shoot A Ramp!" 100K every time.
The increasing values it did show are related to the "Shoot The Hole" Hurry Up shot which becomes available after shooting a ramp.

-Added a short Trap Door flasher effect when the Trap Door opens for the "Shoot The Hole" Hurry Up.

-Changed the alert sound when the Trap Door Hurry Up timer is about to expire.

-Readjusted the limit for the "Shoot The Hole" Trap Door Hurry Up. The value used to be able to increase until 1M. It is now capped at 500K.

Colony
-No change

Talitha Cumi
-Added logic to increase the payout of the Mode based on early success.
The logic now determines how many tries the player needed to find the Stiletto.
ORIGINAL BEHAVIOR:
The game didn't have logic to determine how many shots were made prior to finding the Stiletto.
The points just got added together.
Incorrect hit [250K] Correct hit [500K]
The Mode Total result:
1st try 500K = 500K*
2nd try 250K + 500K = 750K*
3rd try 250K + 250K + 500K = 1M*
4th try 250K + 250K + 250K + 500K = 1.25M*
That means the more tries it took the higher the payout was. Which is backwards.
NEW BEHAVIOR:
The game now keeps track of how many incorrect shots were made before the Stiletto was found.
Incorrect hit [100K] Correct hit [value] is now depending on how many tries were made.
The "Correct hit" values being: 1st 1.25M, 2nd 800K, 3rd 500K, 4th 200K.
The Mode Total result:
1st try 1.25M*
2nd try 100K + 800K = 900K*
3rd try 100K + 100K + 500K = 700K*
4th try 100K + 100K + 100K + 200K = 500K*
The player is now rewarded for finding the Stiletto with fewer tries.
*Not taken into account is the Mode Start value.
The time to complete the mode remains untouched and is still 30 seconds.
Hint: The game secretly tells you where the Stiletto is hidden during the Mode Start sequence. It's at the flashing arrow, so pay attention!

Terma
-Added a speech call to the previously silent Mode Start sequence.
-Reduced Terma initial bonus countdown start from 420K to 250K.
-Slowed down Terma countdown to make up for reduced countdown start value.

-Fixed an issue where the "Mode Total" screen was never displayed when the mode timed out before the Trap Door was hit.

-Fixed an issue with scoring where the default Mode Start value wasn't properly granted.

Smoking Man
-Fixed an issue where the mode music sometimes wasn't started properly.

-Removed "lite Extra Ball" after making the final (4th) shot during Smoking Man and implemented previously unused Extra Ball Hurry Up feature instead.

-Added new previously unused Extra Ball Hurry Up feature.
The Hurry Up starts on its own after the final (4th) shot has been collected.
The Hurry Up lasts 15 seconds where the Right Ramp has to be shot once to achieve the Extra Ball.
Once the timer expires the Extra Ball can no longer be collected.
As long as the Hurry Up is active. No other modes and features can be started.

-Added new previously unused music to the Extra Ball Hurry Up mode.