Thanks for the mode breakdowns- but i think it misses the point of my post. These modes often end up getting stuck chasing the limited object without any alternative path to complete and because of the exclusivity… it becomes monotonous.
Modes like the knight always seem to be the mode to be played then its just grind-y
At leadt space kook has some shot movements you described
The perception is the game puts you in this walled path once you start something.
Quoted from spooky_dj:Most main modes do have you shooting most shots; but there are some details that can help you get around particularly difficult shots. Not sure if a high-level breakdown like this has been posted before, but:
Creeper: Easiest case. You need to shoot 5 of the character shots to pass the paper between the gang, so the creeper does not get a hold of it. Order does not matter, and you can repeat characters, as long as you don't do the same character twice in a row. You have about 15 seconds between successful shots before the creeper gets you and takes the paper, at which point you have to repeatedly hit the action button to get the paper back before continuing. Shooting the same character multiple times will delay how long the creeper takes to catch you. And each time he steals the paper, it's more difficult to get it back. Third time is quite difficult!
Space kook: Hit either spinner to reveal I believe 7 shots that must be completed (looking for the space kook all around the airport). They'll unlight after some period, at which point a spinner must be hit again to reveal the remaining shots. If you're having trouble with a particular shot, note that each time you shoot a spinner, the required shots will shift around, in a particular direction depending on which spinner you hit. If you collect shots during this mode at the airport on the upper playfield, you are awarded a jackpot! So the highest-points strategy is to shoot the airport, then a spinner to shift all shots so the airport becomes lit again.
Space kook is the only mode with a "mini-mode" built in currently; shoot the green footprints on the upper playfield. This will reveal the Space Kook Army, and you must shoot the standing targets to cover each Kook (it'll make sense when you see the display). Note that each hit toggles whether the corresponding kook is covered, so ball control is key! Finally, you Destroy the Spaceship by making Consecutive shots to the center ramp; I believe you need 3 or 4 shots, but beware that hitting the targets adjacent to the ramp will reverse your progress, so don't miss! Note that you still need to keep collecting those scooby snacks to keep your bravery up during all this!! (This is the kind of excitement we are intending to bring into all other monster modes in future updates too!!)
Black Knight: Track paint all through the museum. The most difficult mode. All shots start white except the slings (including those on the lower playfield) which are red. Shoot a red shot to pickup paint, then you can shoot several white shots (depending on difficulty level) to paint those shots red. You can always shoot any red shot to 're-wet' in order to paint more white shots.
Miner 49'er: Unlock the safe! 4 shots are lit white. You have to shoot them in the correct sequence, but you have to figure out what that sequence is! Shooting adjacent shots will give you hints as to the next shot in the sequence. If you get the sequence wrong, progress resets, but the combination does not change.
Charlie the Robot: Charlie is a roaming shot running around funland. Shoot the roaming shot 5 times. After each shot, he'll get faster and move less predictably! He will only move to lit (yellow) areas, so you can control his movement by shooting those shots to un-light them! On harder difficulties, you'll re-light them if you shoot unlit areas! It's not a mini-mode per-se, but you can also ride the habitrails for some extra points!
Cutler: bash cutler to collect oxygen, then head to the main playfield to shoot the orange clue shots before you run out of O2. If you have qualified any standing targets (they'll be lit blue) you can hit them to increase your O2 on the main playfield. Hitting different parts of cutler will light different standing targets, so it's best to bash him all over the place, not just the helmet!
Swamp Witch and Zombie: You're trapped between the two gruesomes! 6 shots are lit on the main playfield, and must be shot in a sort of 'combo' style, alternating left, right, left, right, etc. At the moment, I don't believe there are timing requirements, only sequence.
The plan is to use the left drop banks and scoop to award fun perks in the main modes, as well as start some mini modes! You'll begin to see those being used in future updates! Right now we are focusing on Scooby Snack multiball, which will keep your scooby snacks lit, making it much easier to keep your bravery up during monster modes, as long as you keep the multiball going! This will be particularly useful for keeping your bravery up during longer modes, or if you need more time to go after those mini modes!! Minor note: you may find it trivially easy to collect scooby snacks now, but with the introduction of aides like this, the availability of scooby snacks is subject to chage!
And of course, each main monster mode ends with the unmasking hurry up! You have a set amount of time to hit the scoop to collect your bonus, but if you want to risk it to get even more points, there are bonus shots you can hit up to three times to boost that end-of-mode bonus! But beware, if you don't shoot that unmasking shot at the scoop in time, you forfeit the bonus!
Also note that if you hold both flipper buttons, you'll see alternate rules text on the screen! (if any exist in your current mode).
And in all main monster modes, you need to keep your bravery meter up! If it drops to zero, you exit the mode, with no chance at an unmasking hurry up shot. You keep the bravery meter up by collecting scooby snacks, which are lit by completing a drop bank on the left.