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