Quoted from bigd1979:Correct.. also the zap button /building up the jackpots is key along with the multipliers.
I guess that is what I am mainly getting at, the game is about the Jackpots and kitty multipliers. Modes are a means to build jackpots, individual modes are not really worth any points by themselves you need to stack the jackpots and collect with a good playfield multiplier. Why shoot endless if dangerous shots at spot when you have already qualified the super jackpot? The likelihood of qualifying multiple jackpots is pretty slim, the risk vs reward is just not there to justify it.
The rulesheet comes right out and says there really isn't any difference between the different levels of mode play so you have more of the same.
Even if you play a mode really well it isn't worth squat unless you collect those playfield multiplied jackpots at some point.
I have played Munsters a lot in the few weeks that I have had it and just don't feel there is any other way to play it and really don't want to even play the modes on it past getting super jackpot qualified. The shots on the game are pretty fun but fun shots don't carry a game for a super long time if there isn't anything code wise to draw you in and make you want to keep playing.
Compare this to Iron Maiden for example, on Maiden you can blow up basically any mode in the game if you play it well and come out with a good score out of that single mode and if you do well enough you come out with a soul shard shot that you can collect right then and there. The modes on Maiden are worth playing, are unique and you are rewarded for a well played mode both when you play the mode and again later in the game if you progress far enough. Sometimes I play Maiden and focus on playing modes with the mutliballs secondary because the modes are fun. TWD is another one with good mode scoring ability, double scoring on shots etc.
The only gripe I really have playfield layout wise is the shooter lane has serious issues with the ball hitting the metal "ramp" and kicking it up into the bottom of the right ramp wire form it is a really bad issue and the ball will only launch successfully about 1/3 of the time with the auto launcher. I am not sure why they didn't route a pocket into the shooter lane for the V portion of that ramp to fit flush to the playfield like they did on the dragula side of the playfield. I thought I may be able to adjust the position of that metal ramp on the shooter lane but when I took the two screws out to see if I could adjust it there were already three sets of screw holes under the metal so it appears someone at the factory tried to adjust it to no success evidently. But because of the three sets of holes already there I can't really do anything to adjust it. I did take the wireform lose and put several washers under it to raise it up away from the shooter lane and that has helped to keep the ball from slamming into the wireform but is not a permanent fix. I spoke with my distributor about it today and he had already contacted stern regarding this because he has had the same issue on the other Pro's he has sold.
I am just telling it how I see it, I just checked and my Munsters has 269 plays on it in just under 2 weeks most of those plays were put on it by myself so I think I have played it enough to get a feel for the game.