No offense meant, as I am genuinely asking, but why would you make that a feature originally? What I mean is, why make a portion of the meter effectively fail you the same way that actually failing would? That, to me, makes no sense to start with and confuses me. Because, the way I see it, that's basically like saying the timer is only half what it is. At that point, I would just lower the timer if I wanted less time for people to succeed, not give them the illusion of success. I saw you say you'll be reworking it, so, like I said, I'm genuinely asking to see the logic behind its purpose originally, unless you had planned for outright failure to give a larger negative score impact than the 'bad' and success in green to pay more points than yellow? Because that would make sense to me. Currently, it seems both failing fully and failing in the red are the same minus whatever. And on the other side, yellow and green both give the same. I think, if I am assuming correctly, because you've yet to implement that scoring system fully, that is what is confusing us all.
Edit: I re-installed and tested again. It appears the green DOES give more than the yellow. I got +2 for yellow and +6 for green, but the red and outright failing gave -2 each. Tested on Scene 2 Tifa, thumb on lip/cheek.
Also, as per your request, I tested Windows+up, having forgotten that was a thing since I never use it (which makes me feel embarrassed as a certified techie, but I will admit my failure) and yes, it works as it should for fixing the screen.