Thank you for the interest, the positive respons, the suggestions and game wishes.
Sorry for not responding more to specific posts. But there has been a lot of them. And a lot to do in general this week. As for specific games and specific rules and features, I will rather take that up if and when that project is set to sea.
Let me level expectations a bit. I have a less-is-more approach to making these updates. Not saying that new features, like new champion scores, new modes or wizard modes to games that never got one, is out of the question. But my approach is far less ambitious, if you will, then that.
My approach is to fix bugs of the indisputable kind, to make a better luck/skill balance, to limit overwelming game features and like wise to lift features that are neglectable. Where a lot of the inspiration is how well the game is applicable to competition play.
I always strive for giving the game the additional iteration in developement, as I imaging the original designers could have done back then. Had they a) known of bugs it has taken years to discover, b) had competition play as a design goal and c) had the company been interested in perfecting the game. The last meaning to prioritise resources to update the games (year) after production had ceased and the last in stock was sold.
Round the game off, I say to myself. The playfield is there and cannot be changed and has to be true. Meaning score values and objectives written on it has to be true. With nothing made redundant. Same for DMD, sound and the overall concept and content. Just round it off. Give it the final polish.
The luck/skill for competiton play is a balance. Because, for better or for worse, having "you're lucky" elements in pinball is actually fun. When playing multiplayer games casually, lock stealing is fun. Having somebody devastated because an opponent gets the lucky mysery award is fun. And in coin play, the lucky boost can elevate the experience so players like to keep playing.
However, the lucky punch is not showing who the better pinball player is. In competition this cannot be too skewed. On the other hand, ripping out all random stuff can make a game dull and loose its charm. So, believe me, an efford is put into it to balance these things the best.
In this light, let me show you some of the consideration that led to the new Creature.
The Girl search is one in three random in a two ball multi w/o ball saver. And the right shot has a return that is usually hard to manage. So it is a considerable advantage to be having the luck of the girl at first attempt. One returning to the right flipper.
I wanted Girl search same for all players and decided on the girl at second Search made. And third after a jackpot achieved. More difficult, as the game is doubling the jackpot value.
The Unlimited millions mode is hugh compared to what else is offered on Snack bar and Playground award. Especially on Snack, as ball is fed to the right flipper.
For Playground it was obvious to have the three modes running in order. And I chose Unlimited millions to go first to have it as an early goal in the game. And an oppertunity in the mix with multi, Move your car etc.
For Snack bar it was more tricky. I came up with always having it as the first award after a multiball has been played. As victory laps. I knew this could be a tricky solution and put it under adjustments to enable/disable.
During our national championship last year I noticed how this design tended to run both options for Unlimited millions back-to-back. Simply from the natural rhythm of the game. I turned more cold against it for this reason. But did not have any better solution for how to have Unlimited millions at the Snack. So I decided to turn the adjustment to default off. And keep it in.
I completed Snack bar deterministic design by making the F/L/M letter the first one before first multiball.
With no furhter de-randomisation on Creature. And all three is only active when the game is set to tournament play. Otherwise they run as you know them.