Quoted from Hi-Fi:All the missions are the same, hit the lit ramp shots. If all the missions were different I wouldn't think anything of it. However since this one is actually ever so slightly different than all the rest it seemed like there was something wrong to me. I guess I was brainwashed by Seseme Street's "one of these kids are not like the others" message when I was a kid.
All the missions aren't the same. I will say prime directive and Klingon battle are the most generic. I don't have time to get into all the missions, but here's a little flavor:
-level 1 destroy the drill is focused on the left orbit and warp ramp. This is the mode that I learned going for consecutive warp shots isn't always the best idea. Consensus of this mode - shoot left orbit, shoot warp, let ball come back to bottom flipper, shoot left orbit , shoot warp, rinse and repeat. If you can pull this off, you will notice a substantial score increase. Also, if you time it right off the left orbit just before time expires the. Hit the VUK with the combo multiplier - you can get a 4-5 mil bonus to the mode. Gimme shots are given during this mode as time goes by and you cannot make a shot, it will light other shots on the board in a clockwise direction.
- level 2 DTD; see 4 or so posts up on my description of this mode. Basically you have to light all 6 shots but they are roaming shots. Blinking shots are shots to be made, lit shots are shots made.
- level 1 Nero: this mode is about making the ultimate 5-way combo which is; left ramp, right orbit, right ramp, left orbit , warp ramp. Make this successfully a couple times and watch your KM and overall score rocket.
- level 2 Nero is all about quick 3-way combos. There will be 3 villains on the screen , each shot kills a villain, make a 3-way combo to kill all 3 and get a bonus to your JP. Don't know if the bonus JP is implemented or if it's awarded during the level 2 wizard mode - enterprise amoch? Edit: best 3 way combo in this mode is right ramp, left orbit , warp.
- level 1 space jump: this mode is all about making an orbit shot followed by a ramp shot. Do not go for warp shots in this mode unless you need to light the combo multipliers and let the ball travel back to the bottom right flipper for a left orbit shot. Consensus is; right orbit, right ramp, left orbit , left ramp , rinse and repeat.
- level 2 space jump: similar to level 1 of the shots will be multicolored, choose this shot instead of the other for a special bonus and sound effect and I also believe it adds time to the mode ? Not confirmed. There's a little more to this mode and I'm still figuring it out.
As you can see, at first glance all the modes seem similar but when you dig in and find their strategies, they are quite different.