Post by Chris Lemon on Apr 29, 2005 17:02:18 GMT -5
The good news is, most of the bugs I'm finding are cosmetic, or stuff that you'd have to work to make happen.
Here's what I have:
* Calling any game directly OTHER THAN Main Game 1 from Main Menu triggers Winner's Bell sound. Also, for the WC's, wouldn't it make more sense to skip the zoom-in sequence and start directly on the close-up WC board?
* $1,100 should flash in same area as clues, and should be in a slightly larger font than the clues are, if possible.
* Didn't we get a clean sample for the cuckoo?
* When clock expires, PRESS HOME prompt appears where the clock would be instead of in the lower right corner.
* When taking back to Category Board in second game(by pressing HOME on PRESS HOME prompt), Winner's Bell sounds.
* When taking back to Category Board (by pressing HOME on PRESS HOME prompt), Winner's Bell sounds.
* If left team wins tiebreaker by nature of scoring more points, win is awarded to right team.
* Selecting Tiebreak 2 (in first game anyhow) still plays back Tiebreak 1 clues.
* Good job cleaning up the "wah" sample in WC! There is, however, a minute pause between the first "wah" sound and the proceeding ones. Why?
* PgDn DURING Winner's Circle will start "post-mortem" sequence, if there are disqualified trilons to review, then ends the round. PgDn should be disabled until a) clock expires, or b) all trilons are resolved, either via correct response or disqualification.
* Getting a correct answer on the final trilon of the WC when a category has been disqualified triggers Winner's Bell, where it should just be a single "ding" Same behavior when $300 box turns, even if it's still in-game.
* On a WC win, shouldn't the trilons be in their "demo cycle" mode?
* On a WC win in the first WC, music does not stop prior to start of next game.
* If the final WC trilon is disqualified, the Winner's Bell triggers along with the buzzer.
* If the WC ends without a win, but without the clock expiring, the "X" key still works to disqualify the $300 box regardless of its status. It can be hit twice more (with appropriate sound effects and graphics), and then post-mortem automatically starts. (PgDn will bypass this)
But it's getting REALLY solid. With that one SFX exception in the second game, the front game is GREAT. Really, if you just use Front Game 1 and the first WC, that part is very usable, and I may take a couple games to my game group tonight still to play with it.
Here's what I have:
* Calling any game directly OTHER THAN Main Game 1 from Main Menu triggers Winner's Bell sound. Also, for the WC's, wouldn't it make more sense to skip the zoom-in sequence and start directly on the close-up WC board?
* $1,100 should flash in same area as clues, and should be in a slightly larger font than the clues are, if possible.
* Didn't we get a clean sample for the cuckoo?
* When clock expires, PRESS HOME prompt appears where the clock would be instead of in the lower right corner.
* When taking back to Category Board in second game(by pressing HOME on PRESS HOME prompt), Winner's Bell sounds.
* When taking back to Category Board (by pressing HOME on PRESS HOME prompt), Winner's Bell sounds.
* If left team wins tiebreaker by nature of scoring more points, win is awarded to right team.
* Selecting Tiebreak 2 (in first game anyhow) still plays back Tiebreak 1 clues.
* Good job cleaning up the "wah" sample in WC! There is, however, a minute pause between the first "wah" sound and the proceeding ones. Why?
* PgDn DURING Winner's Circle will start "post-mortem" sequence, if there are disqualified trilons to review, then ends the round. PgDn should be disabled until a) clock expires, or b) all trilons are resolved, either via correct response or disqualification.
* Getting a correct answer on the final trilon of the WC when a category has been disqualified triggers Winner's Bell, where it should just be a single "ding" Same behavior when $300 box turns, even if it's still in-game.
* On a WC win, shouldn't the trilons be in their "demo cycle" mode?
* On a WC win in the first WC, music does not stop prior to start of next game.
* If the final WC trilon is disqualified, the Winner's Bell triggers along with the buzzer.
* If the WC ends without a win, but without the clock expiring, the "X" key still works to disqualify the $300 box regardless of its status. It can be hit twice more (with appropriate sound effects and graphics), and then post-mortem automatically starts. (PgDn will bypass this)
But it's getting REALLY solid. With that one SFX exception in the second game, the front game is GREAT. Really, if you just use Front Game 1 and the first WC, that part is very usable, and I may take a couple games to my game group tonight still to play with it.