I'm hoping the revision number is correct to avoid confusion like with Roadshow. I lost all my WIPs in a HD crash and couldn't remember what the previous release was at.
Like Roadshow still some things I would like to improve on but playabilitywise I'd say its complete just some touchups and wall blockages to help with the looks but can come in a future update.
As for the few places of gameplay that need attention:
1. In playtesting it I've only had it fly off the sideramp very rarely. I put an error kicker in the spot it has gone all 3 times.
2. Have had the ball get stuck in the acmag ramp area but a nudge or 2 gets it to come free. That one has only happened a few times also.
3. I did do something last night that I haven't done on any previous version playtesting also. During multiball I hit 2 balls in succession up the super jackpot ramp and into the elevator kicker. It seems that I need to look into how to implement that as a ballstack of some sort as it held the second ball until multiball was over and it went into its ballsearch mode and then it kicked a ball out of the claw release and the game continued from there.
All in all I like how this version plays especially with very few dropwalls its performance has improved quite a bit where before it would get bogged down during multiballs.
Coming soon...Monster Bash (just started on it though).
Like Roadshow still some things I would like to improve on but playabilitywise I'd say its complete just some touchups and wall blockages to help with the looks but can come in a future update.
As for the few places of gameplay that need attention:
1. In playtesting it I've only had it fly off the sideramp very rarely. I put an error kicker in the spot it has gone all 3 times.
2. Have had the ball get stuck in the acmag ramp area but a nudge or 2 gets it to come free. That one has only happened a few times also.
3. I did do something last night that I haven't done on any previous version playtesting also. During multiball I hit 2 balls in succession up the super jackpot ramp and into the elevator kicker. It seems that I need to look into how to implement that as a ballstack of some sort as it held the second ball until multiball was over and it went into its ballsearch mode and then it kicked a ball out of the claw release and the game continued from there.
All in all I like how this version plays especially with very few dropwalls its performance has improved quite a bit where before it would get bogged down during multiballs.
Coming soon...Monster Bash (just started on it though).