Quoted from Doctor6:I got rid of my dialed in after I realized the ONLY points were from modes. Multiball are worthless, points wise. Still a nice fun game but the guy going back and forth also pissed me off. He was usually messing up shots half the time. Wish he parked somewhere outta the way a bit better.
The moving dude makes the game awesome. I call him "asshole."
"Now, if I can get asshole out of the way, I can nail big Bang." Or, "if asshole blocks this ramp shot again, I'm gonna lose it. Fuckin' asshole!!!!"
They did improve the multiballs, but they still need work, and the modes with big Bang and Sims are way too point heavy.
Bob should be far more present in the game, and most of all, the lit Bob targets should cycle with flipper hits because the lowest Bob target is nearly impossible to hit with a trapped shot. Not being able to relight kickback with skill also makes players avoid the Bob targets altogether. They just couldn't see how this flaw in the ruleset almost ruins the game from an overall rules strategy.
I'll probably never buy a jjp again because of the code. I haven't played gnr yet, but I can almost guarantee I'll be with those who hate the code. The saddest part is that they won't listen like Keith and crew did with Maiden.
I'm not trying to toot my horn, but in my review of Maiden, I suggested that the latter modes being all ramps was tough and redundant and that a floating target would be an improvement. It is now fixed as a floating target and made the game way better. Maybe that was the plan all along, but either way, there were many suggestions by Pinsiders that went into the game. That's how you fine tune code.