Finally back. Solved my ball count problem and fixed a few playfield issues that had been bothering me. Multiball mode is working! Rules need more testing, but I mostly like them so far.
Here is the current ruleset, with another picture of the playfield for reference;
Full Playfield
At the top are the BLAM lanes. Completing the lanes increases the blast award score (10, 25, 50, 100). Below those is the kick out "Oomph" hole increases the multiplier for the blast award (2x, 3x,5x).
The blast award is earned at the start of multiball. Balls are locked under the bomb. Once a ball is locked a fuse timer starts The multiball begins when 3 balls are locked or the fuse timer runs out. Time is added to the fuse by locking another ball or hitting the spinner on the left.
The spinner also cycles the target for sabotage. During multiball, shooting a ball into the oomph hole will sabotage the targeted player, possibly yourself. Currently set to -10% of the player's score, requires a lot of testing to find that nice balance of fairness and cruelty.
Blast award is (# of locked balls x BLAM score x oomph multiplier) for a current maximum of 1500.
Down and right from the kickout is the captive ball. Targets adds +1 to all targets and lanes (most are 1 or 2 points, so a potential +3 increase is noticable but I wonder if it should be more.)
Lighting the captive ball targets and the midfield stand up targets adds to the jackpot in multiball. During multiball each formerly lit stand up turns flashing. A flashing target awards a mini jackpot.
Mini jackpot is (5 x # of lit stand up targets at multiball start x # of balls in play) for a maximum of 105
Jackpot is achieved by clearing all of flashing stand-ups. It is (mini jackpot value x # of lit stand up targets at multiball start) for a maximum of 735.
The "fizzle" drop targets are the safety net. Clearing the bank provides you with percentage (25% ,50%,75%) on drain of what would have been your blast award and your jackpot.
Hitting the pop bumper awards the joke "Pop" Art bonus on drain. It's the bumper score (including the captive ball increase) x the # of times the bumper has been hit in the player's ball/game.
Clearing the lower "phew" lanes restarts ball save.
Thoughts and critiques? I was thinking about adding a second multiball and/or a mini wizard mode.