Glad to hear this... always bothered me.
My review for the game on IPDB: 2012-02-03 09:59:39
...
One thing I don't get. There's a major goal to get the "prisoner captured". This leads to an eventual multiball. So, it's a good thing to capture prisoners and it's a good thing to get the prisoners released. It seems this duplicity leads to an ultimate disloyalty to the prisoner and we are just toying with their status in the game for the sake of the player getting points Kinda harsh.
As for additional features:
1) When you get an extra ball... it feels very blah as there's no sound after that. Just 'extra ball' (sic). Feels like a techno beep could put a nice flourish on that.
2) When you finish the toast in the round. There's nothing left to do but keep the ball alive. Even after the ball drains the bagatelle can't do anything but give you the "it's already lit" bonus. It would be wicked fun if once you fill up the toast... empty it. As long as you can keep a counter that you finished it. Just wiping the toast would clear the end of round bonus. You'd need to re-apply the extra completed toast lamps at the end.
3) I wish there was more control over earning a number on the toast. You must hit that drop EXACTLY when then the number is lit. That's a little two random as you have a 3:4 chance of hitting the wrong one. This is especially true as there is zero skill hitting the exact target as most of them are not directly in line with the flippers. You just have to get it "up there" and pray it connects at the right time.
I wish I had a way of bumping the rotation by hitting the flippers. Like DW when every flip moves the lit lane lamps. Push the left flipper, rotate the to the left one lamp(on demand rather than timed); Push the right flipper, rotate to the lamp on the right (on demand rather that timed). That would bring the skill up a whole level.
Thanks,
faz