RZ$$I is fantastic and code is one of the best parts, but there are some adjustments that could make the game even better imho. Some have been mentioned before and I am not particularly good at communication, but i hoped to consolidate a list and it would be great to hear if any of these might be added to the next game update by the software design team. Sorry for the long post that follows.
RZ TO DO LIST
1) Infected Mode -
One of three promised features discussed in the game's early development that sold me on a RZ preorder. Currently Infected begins after a mode times out and when you still have a ball in play. Once completed, it lights up on the mode menu. The rules for infected have evolved a few times and maybe it's time to ratchet the wheel another quarter turn.
Change infected to count any mode that is started and not completed as a fail, including those in which the ball drains before the mode times out. So any mode started would result in one of three outcomes - it would be completed, would be timed out and infected mode started or ball would drain and mode would become infected. An infected mode will appear on the mode menu with an infected symbol. To clear an infection, the infected mode may initially be won following the timing out of any mode, or subsequently by choosing to start an incomplete infected mode. When starting an infected mode, you should have to beat infected mode first to clear infection and then the regular mode would automatically start and you need to beat it to complete mode. Fail but keep ball in play after the mode times out and infected mode starts again. Completed modes should not be selectable again, however, infected modes should be.
2) Fawzma Flippers -
The second promised feature which is currently not implemented, although it was for a short period, was the use of reverse flippers during infection mode.
Add menu option for flipper style to use for infection mode with options being - standard flippers, reverse flippers or inverted reverse flippers. Selected style will run during entirety of infection mode. Improving on this idea, rather than one setting for the whole game, allow each player to select their desired style. This would be pretty sweet because this would also allow other players to select a style for You. My personal desire would be to add a menu option for flipper style to be used during the whole game, not just infection mode. Play the whole game with reverse or inverted flippers. Sure it would be difficult but it would also allow you to practice your aiming skills under duress. Should that feature become a standard feature in all of Fawzma's games, calling style selection - Fawzma Flippers - is an easy name to use. even though that is not his name.
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3) Corpse Stealing -
Third promised feature that distinguishes this game is not currently implemented.
Add menu option to allow corpse stealing. At the beginning of HTC, a window pops up showing how many corpses have been collected by each player. You are asked whether you wish to play the mode or to steal corpses. If you chose to steal, you pick which player's corpses and those are transferred to you and your ball is released. Once 1000 corpses have been accumulated - at any time during the game and by any player, that player gets the light show, a call out and a lit insert. Once HTC is completed, that player' corpses can not be stolen later in the game.
4) HTC (1000 Corpses) mode -
Currently each switch counts as one corpse and you can multiply the total collected by hitting the two x targets for a value of 1 x or 2 x total. This typically results in in 200 to 600 corpses being collected, almost never can 1000 be collected. Corpse count appears on screen at end of mode and you cannot recall it later.
Change multiplier rules so that after collecting 2x multiplier, one additional set of hits to the x targets requalifies them and another set of hits increases multipliers to 3x and 4x. This should allow player to reach 1000 corpses on one really good ball. Once HTC has been reached, it needs a damn nice light show, an obnoxious call out and for the HTC insert to be lit. Pressing flipper buttons during game should bring up game status and this includes showing corpse count. Current corpse count and multiplier to be shown while playing HTC.
5) Add Fuckin' Funny Clown Secret Jackpot - Capt Spaulding is the best character in all the RZ movies and he deserves his own jackpot.
Hitting a ball to the upper playfield during any multiball will activate the upper flipper. Hit the Spaulding gate once to open and another shot to sink ball in the Spaulding hole. This triggers flashers, a cool Spaulding quote and awards 3 million points. The reward must be big enough to tempt a player into trying the maneuver because the risk for losing the other balls in play is high. Every score could benefit from winning one or two FFCSJ's
6) Demonoid -
Currently requires hitting 15 switches on lower playfield to complete the mode.
Add 2 targets from upper playfield as a requirement for the mode as originally programmed. This adds difficulty but provides a feeling of accomplishing something big.
7) Add content for apron screen -
Could be used to explain rules in attract mode. Could be used to suggest what to hit during game play. Could also be used to cycle through game status screen during game play. Game status needs to be added to the game anyways via holding in flipper, but the small apron screen automatically scroll through game status. That way useful info is provided via the apron, but it is also available to those who don't upgrade with the apron mod.
.8) Update rule sheet -
Rules have grown and it is both important and useful to capture latest rules and scoring.
So not so much stuff but it refines things somewhat. Items #3-5 add new scoring opportunities. What do you think?