Bug or just a misunderstanding of the mode? Play Spook Central and the DMD states collect the purple shots to save the ghostbusters. The starting lit shots are all white and making one appears to save a ghostbuster. This in turn lights the right saucer/scoop purple, for something else?
I wish there was a subtle fanfare effect (or callout) for making 3 switch hits on the pro when shooting the right ramp.
Some effects needs to stand out more I think. Like when you loop a captive ball on the left side, the sound effect is not very distinguishable. So if you aren't paying attention you might now know if you made it or not.
Would like to see a setting to disable lighting the trap (lock) after collecting so many ghosts. Default can be as it is now, but I want to be able to qualify the locks the way it was before from the captive balls. Maybe that's too hard, but I'd like to be able to choose the lock difficulty nevertheless.
Add special combo rewards for making the left ramp after hitting slimer or even more rare, the left ramp from the captive ball (I've done it!). Ok the second one is a real stretch, but the first is doable.
More of a question. Why the heck am I sometimes getting a triple super jackpot? Sure it's more points, but why is it tripled? I don't think I've ever had a double? Does that exist?