Quoted from shaub:I just hope he's cool enough to make the multiball animation skipable and pause (or reset) the mode timer until multiball starts.
I would assume he's suggested that, but isn't sure if it can be implemented.
Quoted from shaub:Also, does anyone know exactly how the door prize mode works? My understanding is that there are technically 6 levels but I can usually only get to the third one. I think I've gotten to the fourth a couple times, but not very many considering the number of games I've played on it. Is there always a 1/3 chance of getting the right door? Is it always possible to get through all the doors?
It would be nice to have the option to turn off the door prize "game" and just be awarded a quick 25 million or something (it would fit with the name of the mode). Or change it to an actual mode kind of like the skill shot. It could move fast between the guillotine targets and slow down as it decreases in points (werewolf style).
Like seemingly all crap DE video modes, the door prize mode is totally random. It does not matter what door you pick, the game randomly decides what to give you. It's complete garbage. I believe it's four levels deep in total, but I'm positive that whomever is giving code recommendations has already asked the video mode be shut off and just award 25m as an option because it drives him nuts.
Quoted from shaub:I also feel like the right ramp should be worth more than the left in Thunderstorm mode.
That entire mode is a little overpowered as it is, and you get fed the ball to the right flipper from the kick out, so shooting the left ramp is just what makes sense. I don't think it's necessary, as realistically no one is going to go for the right ramp, especially if it's evened out with more interesting ramp rules in the game in general.
That's interesting, although I'm not sure how well it would work with the way that the game sort of slow-loads the balls into play, even fully functional. You have a clear shot for the first ball before the second one gets fired in, and earning 12M off the bat in a mode that already has a ton of scoring opportunity seems a little unbalanced.
Quoted from shaub:Eyeball targets: it would be nice if they did something different from the guillotine targets. Clearing one side could light the cryptkicker, then lighting the second set before the cryptkicker has been used could light it for 3 crypt kicks. Although that might be a bit much. Either way, I want a reason to poke those eyeballs.
I would love to see a wholly new function added to the Eyeball Targets such as Hold Bonus. The way it currently stands, they are useless. Reworking the eyeball mode (whatever it's name is) would be a great idea too. I hope whomever is suggesting rules has some sort of great idea for that one.