Posted this in a couple other threads but also relevant here.
Below are some notes I took regarding Ghostbusters code from the new Head2Head Pinball podcast interview with Dwight.
1. Highest item on Dwight's list for Ghostbusters is to do something about the game being too messy, said too many things stack. Would like to see Loopin Supers played on it's own and not stacked with other modes, should be a moment type mode to get to
2. Library insert - was never intended to be a feature or mode (used as indicator to shoot for in Librian mode) but will now get it's own little rule
3. Are you a God? - First off Dwight said yes he is (good answer lol), never meant to be part of 1.0, putting Are You a God on instruction card was a mistake, doesn't know if it will happen...
4. We Came We Saw - could be more polished, should be worth more and be more interesting
Dwight also went into how he will have more time after Munsters to work on other stuff. He said that it took Stern a long time to get to where they are at today. Mentioned how working on Spike revisions impacted code updates and how George Gomez has worked on hiring more programmers. According to Dwight Stern now has 9 in house programmers and 3 external. Programming staff used to be spread too thin but now is better. Finally he mentioned that programmers now get time after a release to work on other stuff and that he will get that time after Munsters.