On a more critical note, the modes that are the most successful are the multiballs. The other modes are a little simplistic. Doesn't bother me - my favorite game is theatre of magic which has simple modes (shot the pops, shot this ramp a bunch, shot that ramp a bunch), but I would imagine that these modes could be made more robust. Like in Duck Hunt the Steps targets could be bonus shots or multipliers or one second extra time, etc.
Quoted from Zukidog:Gotta read though the rules, like i mentioned, but is there a way to quickly identify the modes you have completed while in game play?
Definitely a confusing aspect of the game, particularly as you progress because you can end up playing a mode more than once, but then missing other modes, which doesn't qualify you for wizard mode if I'm correct. Might be nice if unplayed modes were given priority or there was a way to see what you've played. That's something that traditionally would have been on playfield inserts, but we don't have that so...
I got used to the lag, but yeah, it's there. The ball save is the most noticeable as mentioned.
Quoted from TomDK:I would love to see that the lock mechanic on our FH is used also in 2.0. This is, at least for me, more important than a autolauncher.
The physical lock is used for locking balls for wizard mode. I don't know why it isn't used for Nightmare multiball. Maybe it has something to do with all the modes running and things getting complicated?