Quoted from gliebig:
I haven't played mine for a while and was trying to explain the rules the other day about lighting/locking in the hurry up inserts to help advance to CIU. I can't remember how to get them started/flashing.
All of the main shots (Left and right orbit, both ramps and crosses) have 3 inserts below their red arrow insert, one for the electrocution switch, one for the snake and one for the cross. Shooting a main shot will light the red arrow insert, then shooting sparky, the snake or the cross will light the corresponding insert below the red arrow. Once all 3 are lit below one of shots it will start flashing, shooting that shot will then start the hurry up and finally shooting the coffin captive ball will award the hurry up and 'lock in' that shot. Subsequent shots to that spot will award 1 snake, 1 sparky and one cross to your CIU count.
Easier to explain with an example... shoot the right ramp, your red arrow will now be lit in front if it, now shoot the snake, the yellow insert below the red arrow will be lit, now shoot sparky, the electrocution switch insert will now be lit below the red arrow, now shoot the crosses, your final cross insert below the red arrow will be lit. Now shoot the right ramp again to start the hurry up, now shoot the coffin captive ball and your right ramp shot is 'locked in'.
Things to keep in mind - The red arrow will move around each time you make one of the main shots. Shooting the cross will always move the arrow there until you have locked in that shot so I usually try to look in the crosses shot first. If you manage to get all of the main shots fully locked in you start another mode (Blackened?), so there is an argument to be made to not do that because when the mode ends all of your shots are reset.