Quoted from paynemic:I have a “bug” fix suggestion. If my game is current, on IJ the Easter egg frog mode awards 20M but it doesn’t get added to the score. I’m sure there are more. I think I read on ipdb the code was left quite buggy? I don’t think I’ve noticed anything major.
IJ is reported to have a number of bugs.
People also complain about the multiball being an easy repeate. Now there is a couple of ways you can go about this. Like...
1) You need to make other shots besides hitting the drop down to light lock. Like both ramps as someone have suggested to me.
2) The drop targets will pop-up again the first time hit. Second time it will stay down to make the lock.
3) You simply need to make the lock sequence (drops down, lock) more times than three.
So you see, sometimes it is not obvious what modifications to make. And I'll tell you, what looks to work on paper is not always working too well. 1) might be too difficult. It might look fair. But the right ramp on IJ can be tough to make.
The is also the consideration of does it come obvious to the player what to do. And does it feel fair and not as a rip off. Like 3), where you will expect to have made the lock. But it is not. It was only Lock 0 or Lock -1. Conceptually speaking. 1) is also hard to explain with no "Light lock" indicators for the ramps. One of the great challanges designing new rules around excisting playfields. It will have to fit. And I have a rule, that the playfield must always be correct. With no redundencies.
"You have to play a mode first" I've also heard suggestions for, for the 1). But think a little further on that one. It will be start mode, trap up, time out playbook. Not exactly the best solution.
From my experience, I say 2) is the best solution. I might seem buggy, the drop popping up again. But if you add a new sound effect and maybe some DMD work, it will become obvious that, ok, now I need to hit the drop twice to light the lock. The drop is a shot putting the ball in the wild. An additional round around that one it will add significant risk of draining. Maybe just enough to balance the game out. Selfexplanatory and you do not need to make the logic of transporting balls through the subway and Idol lock mech without "locks made" status. Which could be buggy. And will take an efford to test properly.