08/28/2025
Looks like a pretty substantial update.
NEW CODE!
Stern Pinball has posted new The Uncanny X-Men code v0.93.0 for the Pro, Premium, and Limited Edition models. This code "Days of Future Code: Evolved" contains numerous game enhancements, additional polish, game adjustments and bug fixes including:
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.
- (PRE/LE ONLY) 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.
Code updates and read me files are available at sternpinball.com/support/game-code/.