Dear dev team,
Here are a few things that seem like bugs, and enhancement ideas. This in the interest of improving future releases. I am running .99_2 and PinSound board latest firmware. In rough priority order....
-Experiencing a lot of "missed shot” type of events, where the ball went somewhere or hit something but the game didn't seem to know it. Three examples: (1) crazy steps were lit, I hit the main ramp, the ball went to the left plunger, but Melt the Clone didn't start. (2) I hit Rudy's mouth during clone attack but didn't get a jackpot. (3) During nightmare multiball, I hit ball all the way into Rudy’s mouth but didn’t get super jackpot (went in to the scoop as was promptly ejected so the switch closed). These all were intermittent. I've checked all switches in switch test and also I don't see anything like this in Funhouse 1.0 but happens fairly regularly in Funhouse 2.0.
-During multi-balls, I have experienced my ball ending when only one of the balls enters the trough. The other has just popped into a scoop or subway but should still be valid and in play (unfortunately, I don't have better repro steps at this time, will try to get that). I've seen this happen twice on Monkiiz multiball.
-The diverter gate for the left plunger has some undesirable behaviors when you are playing Melt the Clone. Once that mode begins and the ball comes to rest in the left plunger, the diverter gate seems to close. Then, it tries to open suddenly when the ball is plunged, but doesn't do it in time and the ball crashes through the gate. The real bad consequence of this behavior is when you don't plunge hard enough to make the first target and the ball comes back down the left ramp, and the gate is closed, thus causing the ball to drain immediately! In Funhouse 1.0, that gate just stays open the whole time the Steps mode is going on and that behavior seems superior.
- When steps are lit, a left drain will open the gate allowing the ball to get to the left plunger and start the melt clone mode. I expected to have to hit the ramp in order to do that.
- When entering a high score, if a name is already present from a prior high score entry, and you press start to accept the name, the name then appears as blank in the high score record. If you manually re-enter the name, then it works as it should.
- The shaker motor does not seem to respect the "intensity" setting on the PinSound Motion Control board. Even if I turn it all the way down, the shaker is the same intensity. The shaker is too strong for my liking during certain events (extra ball earned, jackpot) and there is no way seemingly to lower it. A software control in the game adjustments would be welcome (or respect the PinSound board setting).
On to gameplay enhancements and suggestions...
- Rudy isn't snoring while asleep during Nightmare Multiball. He just says "I'm asleep" every once in a while. Seems like a missed opportunity to bring in that very memorable moment from FunHouse 1.0.
-In nightmare multiball, when you hit Rudy's mouth when it is closed, he does nothing at all. I feel there should always be feedback when you hit Rudy, even if it only gives token points - the flasher, a grunt, or something. Many other times in the game, when you hit Rudy, he does say something, but it is a bit delayed, and the player misses that crisp, instant feedback. Rudy really needs a grunt that happens instantly every time he is hit.
-Player should be able to skip Haunted Roller Coaster instructions by pressing both flippers
-In general, the game has inflated the scoring, which is fine. You know, 10mil Jackpots, etc. But not all scoring has been inflated. For example, Rudy's hideout and trap doors are the same scoring as in Funhouse 1.0. This makes these shots comparatively less valuable in Funhouse 2.0. Please consider scoring balancing, if it's to be inflated, inflate all shots proportionately.
I am having fun with the kit, there is a lot of promise, I look forward to future updates. Keep the good work.
-Jack