Here's a new video of WOZ running software version 1.14 which came out today, taken by the owner of Full Tilt Ice Cream in Seattle:
http://www.youtube.com/embed/9ikFDD6gbho?autoplay=1&rel=0The owner, I believe his name is Bobby, also wrote the following to accompany the video:
"I just installed the latest code, 1.14, and shot some video of one of our regulars playing a pretty good game on it, including some pretty amazing staged-flipping of the house loop while trapping a ball on the tip of the lower left flipper. It should give you a feel for some of the additions to the code.
We're trying to figure it out, but it seems that each inlane can light anywhere from 1 to 3 hurry-ups that are worth varying amounts based on how hard the shot is to hit -- so hitting a rainbow target hurry-up, for example, isn't worth as much as hitting the Wizard saucer. I believe they go up every time you complete one. I'm not sure what lights them, but they seemed to be worth some pretty substantial points as time went on.
The munchkin loops are a more interesting and substantial change to the game. Instead of having to simply get the ball onto the house mini-playfield to start a mode, you now have to actually shoot a certain number of loops to begin each mode. The number of loops increases for each subsequent mode and is operator-adjustable. If you don't get the required number of loops, you have a certain amount of time (also adjustable) to get back up to the mini-playfield and complete the loops. The LCD says "Let's Twist Again!" as it's timing down! I set the mode start to 10 loops, increasing by 5 with each started mode, which is the default setting. But I upped the Twist Again time-down from 10 seconds up to 25, to make sure players have plenty of time to get back up there and get modes going. Overall it's a great change to the game that puts way more emphasis on shooting loops! Hopefully a Loop Champion high score list will follow sometime later?"