Ben,
Sorry to now bump three AMH threads (and then back to work, yay ), but were the strange features with the modes that I identified to Charlie addressed? At first I thought they were hardware, so I sent them there and he confirmed it was software.
A recap if you don't have it...
If you start Hospital mode (and there is another one I forget) where you have a locked ball, if you lose the ball, restart the mode, and then lose the ball again, upon the next ball being served, the game will immediately send a second ball into play after you plunge the first. It is not in multiball mode, and when one ball drains, the game will do the bonus and make the other ball drain.
Also, I suggested that you warn the player on a restart that if you don't make it, you drain your ball. I am cool with that working like that, but it would be nice to know when it's coming.
Finally on this one, I think (hope?) this is a bug, but if I start Hospital, don't complete it, time out the restart purposely (because I know I'm not good enough to do the six shots to start it), when I requalify it after hitting the shots, if I fail it, it acts now like the restart and forces the locked ball to be drained. To me, while I get what you're going for with the risk / reward of restarting the mode, I hope that this isn't your actual goal here, as if you kind of suck at hitting those six shots (as I do), there is no way to play defensively to maximize the chance you can pull it off.
A couple times I have had it where the minion targets lower and the game tells me to hit them, although I can't isolate what is triggering this. It hadn't happened to me in like a month, and then it happened yesterday. I know it said something like 'All Minion Now Worth Double for Rest of Ball' and I immediately started a mode after it (I think Theater Ghost?), and it lowered the minion bank and hits inside the target area stopped registering.
My game has software V.19 on it according to boot up.