Quoted from RA77:
It is however a little concerning to read that a mode may completed in one shot ?
It's has the medieval madness kind rules. Hit a shot 4 times to start a mode on that shot. Those modes proceed as follows.
The left orbit mode is ~30 seconds of pop giving you bonus.
The left ramp mode is completed by shooting the left ramp once.
The train mode is completed by shooting the two side ramps than center ramp.
The right orbit shot has a moving shot. If you hit the right shot, it's also done in one shot.
The right ramp mode I believe is a single shot randomly selected to complete.
On top of that, you're working through the Bart's. The new Bionic Bart mode is great.
As well as completing the all the bad guy drops for a mode and completing combos.
I think the main thing that puts CC code on a lower level than the other games CGC has done, is that the modes don't really stack. Once you start one, most things are essentially backgrounded until it's completed. Even things like Combos appear to be backgrounded.
It also doesn't really present the player with many risk/reward options that a lot of the better games of that era had. Such as in MB or Medieval where you try to build up a really big mode with a multiball.
Realistically, the game probably does have an equivalent amount of code as other WMS games of the era. It's just not orchestrated as well as a Lyman game. It's really missing his choreography. He had a way of making things easy to comprehend for the beginner players while adding a layer of complexity for the better players.
I still believe the Lyman expansion will transform this game from being good to great. There aren't many people that understand game rules more than Josh Sharpe. I'm sure he'll be able to finish what him and Lyman started.