Supersonic 2022

Recently, I completed a new set of rules for Supersonic (Bally, 1979). Special thanks to my mom for helping me restore the playfield, and Jesse who came up with ideas for the finishing touches on the code. This implementation works on Rev 3 or greater of the RPU Board.


Rules

Each ball begins with a single lane flashing for a skill shot. Hitting the star rollover above the lanes will increase the skill shot value. Any top lane will start boarding a flight. Any other switch will exit the skill shot mode.

Boarding

For the first 2.5 seconds of boarding, the numbered lanes and targets award the player a boarding bonus. After 2.5 seconds, the player is directed to takeoff by using the left lane.

Takeoff

Hitting any of the star rollovers in the left lane will begin takeoff and invite the player to reach cruising altitude.

Cruising

The spinner to the upper part of the playfield will achieve cruising altitude.

Approach

The drop targets move the flight to the approach.

Landing

Dropping into the saucer will successfully land the flight and award the jackpot value.

Frequent Flier Miles

Hitting the center “1” target within 10 seconds of landing will award a frequent flier super jackpot and start the next flight. If the target is not hit within 10 seconds, the player will remain in the lobby until boarding a new flight by hitting a top lane or a numbered target.


Reward Excursions

When a player completes all 5 numbered flights, they will begin a reward excursion (switch frenzy).


Turbulence

The center star rollovers will increase wind speed. When the maximum wind speed is achieved, turbulence will begin (switch frenzy).


Other Play Rewards

Completing numbered top lanes or targets will increase the playfield multiplier 1x for 30 seconds and reward a bonus. It will also spot the current flight leg.

Completing the drop targets will increase the playfield multiplier 1x for 30 seconds and reward a bonus. It will also spot the current flight leg.


Special Settings

29: Gate Setting

  • 0 - gate (return to shooter lane) always closed

  • 1 - gate open for 30 seconds

  • 2 - liberal gate (hitting the lane multiple times locks the gate open)

30: Flight Instruction

  • 0 - No Callout Leg Instructions

  • 1 - Instructions for every leg of first flight

  • 2 - Instructions every flight

31: Flight completion Difficulty

  • 0 - one hit advances leg / legs can be completed in any order

  • 1 - legs progressively harder (more hits per leg) / legs can be completed in any order

  • 2 - one hit advances leg / legs have to be hit in order

  • 3 - legs progressively harder (more hits per leg) / legs have to be hit in order

  • 4-8 - same as above but with 60 seconds per leg

  • 9-11 - same as above but with 30 seconds per leg

  • 12-15 - same as above but with 15 seconds per leg

32: Turbulence

  • 0 - no solenoids

  • 1 - knocker only

  • 2 - knocker, pops, slings, and drops


Code on GitHub

https://github.com/RetroPinUpgrade/Concord2022

Audio files

Gameplay Demonstration


Previous
Previous

How to Install on Your Machine

Next
Next

Big Game 2022