For .68 code, I'm not worried at all. The progression from .65 to .68 added some more risk/reward elements to it already. Gadgets and TV villains will add more strategy as well. We also got the update from 65 to 68 on schedule. Not worried at all. At the moment, it certainly does not compare to any complete game. I'm also not worried because of the changes I've seen to Mystery alone. The fun and varied callouts with new graphics are a major improvement. Once that level of polish - and more - comes to the rest of the features, it's going to be a lot of fun.
Right now, it's very basic play, there is no question about that. If you want a slightly different game, go to the game adjustments and enable villain stacking. This adds a level of difficulty as pointed out by PinMonk to complete multiple villains before hitting the scoop.
While I'd rather the game shipped with totally complete code, it's making it a lot easier to figure out the game bit by bit.
Quoted from hawkmoon:Also,when you hold down the left flipper,when you plunge,all the white arrows lite up,and the ball goes all the way around to the left flipper! It doesn,t stop at the top for skill shot,and why does the lite flash on the auto-plunge during game play??? It doesn't seem to do anything??? Thoughts???
The action button flashes white to indicate that it will plunge the ball when you press it. Yellow button means a gadget is ready.
If you do not have a major Villain mode running, the super skill shot will allow you to start a villain with a single shot as indicated by the colored inserts. If you DO have a major villain running, the super skill shot adds a gadget as indicated by the inserts turning yellow. (90% sure on that)
I almost always get the "GA" in gadget and the lowest TV hit from the slings. I never shoot them intentionally. I shoot DG intentionally and the ET are almost always done with bricks from trying to hit the left orbit. TV 1 and 2 are usually bricks from trying to hit the far right position of the crane or from the slings.
In terms of challenging gameplay and strategy, right now the best route I've found is:
Light the shot multipliers at Gordon; hit the turntable to enable double scoring on the turntable; enable shot multipliers again and hit the penguin scoop for 3x. Begin the villain mode and lock 2 balls before finishing the mode. Ideally, get the villain mode to 1 shot remaining. Enable 2x playfield scoring by hitting both the computer and analyzer and lock ball 3 asap. Now, with 2x playfield and 3x a the scoop, you will earn 6x super jackpot if you can complete the villain and hit the scoop before 2x playfield ends.
Plus, you're now in multiball where the scoring increases with every shot; 15 shots in MB lights the jackpot for MB at the atomic pile.
Doing what I've described above is extremely difficult for me. If you stack major villains, it adds even another layer of risk / reward on top. Having 6x jackpots on two (or three or four!) villains would have some serious points associated with it.
That's just with today's .68 code and fun form me to attempt right now.