Quoted from lpeters82:Let me know if anyone can repeat this error on Bob & Linda. I'll also double check. Did you have any mode stacked? There were no changes to that mode beyond upscaling and extending clips.
As for the upper going dead that should only occured when Laurie's health reaches zero. It's a pseudo-timer to prevent that mode from taking over the game. It will automatically lower over time plus will lower 10% for hitting the red drop target. Light blue shots restore health. Damage done to Michael will carry over to the next time you start the mode.
Well look into how we can make this a bit more clear for the player.
Could a timer like mechanic for Sanitarium be implemented as well since that mode takes over the game and screen/music when it's on and feels like only way to end it is to finish the mode or ball drain? Basically stuck having to keep attempting sanitarium over and over to get that stupid gate down and failing while can't really move on or try anything else as it shuts off so many other things.
I actively avoid the mode as if you fail to get the gate down to start the MB, it just can go on and on and it's just non stop trying to get back up to the sanitarium field, and with house being turned off when it's on, can't use the center ramp to get upstairs to drain down into the sanitarium. It can be a basic lock out as you just keep trying to get back to the sanitarium, while House and Hedge all have natural endings and don't lock you out till drain.
Or if there was some more opening up of the rest of the playfield to scoring and other play during Sanitarium perhaps? Like being able to score patient targets before even starting the MB for jackpots?