Quoted from MeNaCeFiRe:
What would you change on:
Curious as I think the rules on those games are pretty good
Not familiar with the last two, so couldn't say specifically. I've only ever even seen a quicksilver in Bowen's tutorial, and a Devil's Dare once at Pintastic, where I had no idea what I was doing whatsoever.
MB. Move the multipliers around more. I really love how the game keeps you moving all over the playfield, but often you don't even complete the inlines so are never required to go to the left bank or upper bank. Upper PF collect bonus is badly placed, important things like that should require you to purposely make them, and should have a very satisfying physical thing when you get them (eg, a kickout hole, a magnet, etc). Especially when it's something like a bonus countdown. Maybe just have the upper target light the kickout for bonus collect. Kickout should have memory for the direction between balls. I'm not a fan of timed stuff, so I would change the left bank to toggle based on switch hits, and make the score multiplier be '2x for 30 switch hits' or something similar. Not a big fan of score multipliers in general (look at the crazy unbalanced scoring on GoT or GB), would have preferred a jackpot of some type over a playfield multiplier, but you can't change the inserts...
Again, not a fan of score multipliers, especially ones that are just the number of balls. Multiball in this is where the points are, but solely because of the multipliers, otherwise it'd just be dangerous (double drains, etc). Multiball is also too easy to get, even with the non-default setting to require hitting the bonus X loop to light the locks (it lights all three, would have been nice to have an extra hard option for lighting one each time). Extra balls are also unbalanced, it should be all blue targets or all red targets to light EB, not all top PF targets and all bottom. No reason to go to the lower playfield at all, besides lighting locks, if you have that enabled. Any machine with a separated playfield should encourage moving back and forth. Multiball should have some kind of jackpot (older games with multiball but nothing to do (and worse, shots that now do nothing because their sole purpose is to start multiball) always bum me out a bit once I get tuned in enough to manage the multiball), and it should require re-lighting (games where you just spam a shot over and over also bum me out). Easiest would be the lock shot again, and something with completing sets of drops to relight (or multiply it, 1X jackpot for each lock light lit). It'd be crazy hard during multiball, but what's the point of a game where you can achieve all the objectives more than 1/1000 games? Also, the 'last chance' inlanes should never give you a multiball, just give you one ball.
I've actually considered making my own BK rom (it's on my todo list, but what isn't?). Currently playing around, in my mind, with this ruleset: Arrows don't count drop completions, instead, each arrow means a different thing. Left arrow on any bank is the left magnasave. Right arrow is right magnasave. Center arrow is light a lock. There's one of each arrow lit on the playfield (or more, depending on balancing and configuration), and they rove around with switch hits. Hitting a bank when one or more arrows are in front of it 'locks' them to that bank (till it times out), and completing the bank awards you whatever arrows were lit in front of it at the time. Would encourage play sort of like Seawitch, where you've got a specific bank you're always aiming for, but it changes. Playfield multiplier isn't determined by balls in play, but instead putting a ball in the lower kickout, or making the mystery shot off the left inlane (no mystery points, they're a bad idea) increases the multiplier for a limited time. The turnaround lights jackpots, and completing banks multiplies them, but during multiball the arrows count bank completions, and once you 'max out' a bank it can't be used for multipliers any more until you complete all of the red/blue banks.