Quoted from Nightmare:I was watching the TPN podcast last night on Twitch and they were really speaking pretty bad about Halloween. They weren't fans of only the left side being mostly scoop shots. Mentioned that you just basically focus on knocking down all three drop targets and just focus on shooting the ramp. One guy went as far as saying that they didn't think code could improve the game. Not going to lie, has me slightly concern for the game. This is just one guys experience with the game. https://www.twitch.tv/videos/1163134913
I'm listening to the stream while typing this. After first reading this, I thought I was going to be upset about everything, but I'll admit his first few points are valid. Early on he says something about the player just shooting the drop targets and center ramp. With the current coding, if you are playing exclusively for high score, this is 100% correct. The combo values are out of balance and you are also make progress towards House / Jirahs. Based on the inserts it does appear that the combos values might not be the final plan for the coding. On Ultraman the right scoop is marked for "Mystery" and on Halloween the right scoop is marked with a large blood symbol. Similar symbols are used on each of the combo shots, so I believe that the combos will eventually make progress towards a series of mystery awards. Bottom line, this can be fixed with code.
He also mentions not enjoying one of the minor Pumpkin Modes / Quick Battles. The mode he's talking about does happen to be my least favorite of the six modes currently in the game. This is the Zarab battle in Ultraman. Sorry, I'm not sure what it's called in Halloween. My preference is that they would combine this mode with the roaming target mode and then perhaps add a new mode. For example, knock down all the drop targets to light all major shots for 15-20 seconds. When the timer runs out the drop targets reset. The final shot will be lit after the player successfully completes 5-6 of the major shots, which may require completing the drop targets multiple times. I tend to prefer modes with multiple phases and multiple shots lit at one time. Either way, I think this is another example that can be made better with code.
Finally, let's talk about his major complaint; the scoops on the left. Personally, I enjoy them way more then the giant targets other companies tend to put in those locations. I've never seen it take anywhere close to 10 seconds from the subway to the playfield, but it does slow down the gameplay. With zero staging it's closer to 4-5 seconds from the top scoop. For comparison, this is the same amount of time for the ball to return to the flipper from the center ramp. The greater issue is when you lose a ball on the upper playfield when House / Jirahs mode is already started. Again, I believe that is fixable with code. Ultimately, those are multiball modes. By not starting these modes until you start the multiball you allow the player to move from the upper playfield to the middle playfield to the lower playfield with meaningful shots everywhere. As an added bonus this change would also permit increased opportunities to play the upper playfield, which is one of my favorite upper playfields on any game.