Quoted from chuckwurt:I’ll need to become more clear on how many shots are needed to complete a mode. Seems like some need less than others.
Is it only based on the music notes you make once you light them?
So single ball modes would be:
Rosie
Hell ain’t a bad place to be
Hells bells
War machine
Rock and roll train
Rest use MB to complete? So you’d have to have 7-8 MBs to complete the rest. That doesn’t seem too daunting. Just tough to put that all together on a 3-4 ball game. I’ll get it. Definitely the hardest wizard mode to get to of any game I’ve owned.
Couple of things - for encore.
Prime, prime, prime your MB's and never start 2 at one time. You see all drops down but one, take the shot to get album closer. Shoot some loops to get tour ready, etc. When going for encore, I focus this on ball one as if I drain fast then I just switch from an encore attempt to a score game Now when you need to start a risky song then you can shoot that last shot to get your MB ready and be safe. I try to do as many modes as possible in MB for obvious reasons.
Modes are all the same. You are just making the shot to light that specific song.
- Rosie is always the top 3 inlanes
- Shook me is always pops
- TNT is always the 3 targets
- Etc
The songs/modes don't change on what you need to collect to change your song but I prefer the songs that will require the drops or cannon in MB but you can still avoid them as you just need to collect 8 other songs to light the jukebox. You could very realistically just only ever shoot
- left ramp
- right ramp
- left orbit
- right orbit (shooting orbits will naturally get you Rosie and Shook)
- bell
With this you only need one "riskier"shot to light the jukebox. I generally go for TNT.
Hope this helps. I know Bowen has a rules write-up somewhere that may help but I just don't know where it's linked anymore.
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