Quoted from FawzmaGames:Now after thinking about this and it could be done in a final version; I could make it so you complete the mode then it exits back to normal play(no MB at the end). Then you start another mode, beat it then get back to normal.. rinse repeat. After two or more modes completed, the mode select option could have a "Metal Multiball" option that gets you into MB with jackpots worth however many modes were beat.
I agree that you shouldn't allow any stacking of modes, since each is unique and they can't really play together. I'd prefer allowing LDG to be brought in to any one mode, allowing the player to finish the mode while playing LDG, but boost the difficulty of starting (and especially repeating LDG) so it can feasibly only be used a couple times a game.
I really do like the idea of having one 'mode metal multiball' that can be invoked as a mode, allowing the player the choice to build jackpot values by doing well in the modes themselves. Kinda reminds me of SST rulesets with nuking planets... nuke as many as you feel comfortable before starting MB.
Or, keep each separate end of mode multiball, but make them all 2ball, limit the chop saves, and base scoring on how many modes have been completed. Make them short but good bonuses for completing modes.
Quoted from jgentry:When I got mine I found the flippers to be pointed up a little to much for my liking which made the left orbit extremely hard to hit with enough power. I straightened out the flipper bats to a more B/W setup and the left orbit is still not an easy shot but it's a ton easier to make. I can usually start 4-5 modes and at least complete 2-3 each game now.
Definitely this.. make the flippers align with the inlane guides and that'll help left orbit shots. Mine were also pulled up a bit on receipt of gae and the left orbit was extremely hard because you had to shoot as the ball rolled off the tip.