So I've slept on this next issue and think I've come up with a good solution.
One of the problems with this game is that it is unclear what you are supposed to do and how you are supposed to do it. Another problem is that for modes other than walking, you can hit any lit target to get the indicated call-out.
When there are a dozen shots that provide a separate call-out, this is a problem. The likelihood that you will hit the wrong target is much larger than the likelihood that you'll hit the correct one. While in a normal game, that's fine, as you achieve something for your flubbed shots, in QFG, you get nothing.
So a few changes, influenced by the changes to walking and the issue noted above where I'm having to resize indicators in a pretty crazy way.
1) in any mode except for walking, the game allows you to change the item selected by hitting the yellow buttons. This change doesn't actually matter unless you're in the USE mode. This is entirely useless, but I implemented it that way to provide consistency.
I am going to change this to allow you to select a shot in any mode except for use by pressing the yellow buttons. There are some timed events that might cause a problem, will need to test.
2) there are no specific light shows. One thing I've added is a generic show that executes when you hit a shot. It'll blink an insert light, then go back to a solid color. While I like the solid colors, if I am controlling the shots you are calling, I can flash an insert on the shot you need to provide additional context.
3) I will be adding context-sensitive text to the game that will enable/disable when you are within a call out. This will direct you which buttons to press and what they do. This eats a bit into the screen real estate, but I think worth it so that you won't need Nick to explain how to play the game. Especially ESPECIALLY important on class specific scenes like the dagger game or mage's maze.
4) pop up text will explain what shot is active as you switch through them. If there are no shots available (perhaps you've TAKEn everything on the screen or the people you could TALK to have left due to time of day or day of game time) the game will inform you.
5) MAYBE - I'm considering, again, adding a separate scoring system for players that don't hit the shots. Even something as simple as only incrementing a counter when you hit the wrong targets would be fun and provide something about how skilled a hero you might be on the high score table. Easiest way might be to add a shot counter and increment on bad shots.
Of course, the above has downsides. Namely, the game becomes even more of a sharpshooter's game. I don't think this is actually a bad thing as many shots are clustered tightly together and getting the flash feedback when you hit the wrong target will help you understand how close you were to the correct shot. This is where adding a separate scoring system has big advantages. The player won't feel robbed by poor performance.
While the game was complete/complete able as it was, I want it to be a good pinball game, and not just a port of the adventure game. This requires me to be willing to rip up the floor boards and start over in some ways.