From the JJP google group:
Not too inclined to do that, likely we'll just release it on Monday. Joe just had a 4.8M game and I didn't see anything wrong, so I'm pretty happy about that.
On Friday, June 9, 2017 at 12:49:22 PM UTC-4, Keith P. Johnson wrote:
Hobbit what-should-be-final test version to 2.0 is testing now internally and at Denver, and probably Seattle later on. There's not a huge list of changes since 1.95, but mostly every bug we know of should be fixed.
I'm sorry it took as long as it did, but the software department has been very busy. For example:
•Trying to track down the sound popping problem on Hobbit
•Getting DI done so that it ships "rules-complete"
•Adding innovative hardware feature support to our code including:
◦integrated external/headphone volume controls
•Adding innovative software features to our code like Reserve Ball Play
•Constant improvement to our systems so issues arise far less often
•Development of games #4 and #5.
Some of these system improvements have held up release of Hobbit and WOZ because they created issues in those games that had to be resolved, But, our intention is as we update our system, we keep releasing older games so they benefit from them as well. That's why, for example, WOZ has daily high scores now, a feature greatly appreciated by a large number of our customers that have casual friends come over and play.
Hobbit, as of expo, was rules-complete for all playfield inserts. When 2.0 is released it will have full choreography for all current rules features. There will be future updates as time permits. I can say I have plans for various "champion" items, some extra bonuses associated with Feast Frenzy and Super Spinner, and a final mode. Maybe some additional configuration options for more interesting game play WRT Arkenstone modes. Additional modes and multiballs apart from what I've alluded to will not be added as those were not in the design plan, and generating and getting approvals for additional assets required is problematic.
In my opinion, Hobbit the most and most varied gameplay possible compared to almost any other game out there. I pride myself on making each game I work on feel different from the rest, and I feel Hobbit does that perfectly. It features many strategies for "blowing the game up" in terms of creating awesome scoring setups, stacking possibilities, and many "stages" or "levels" of major events, such as 6 stages in Smaug Multiball, 5 stages of Into the Fire and Barrel Escape, and 7 stages of Battle of Five Armies.
The game is bursting with content. All of our games lead the industry in terms of amount and polish of content.
I and my team are extremely proud of the work we did on Oz, Hobbit, DI, and everything coming down the line. Not every person can like every game, nor can every game be presented in the same way. You would eventually come to like that way less, trust me.