Quoted from TomGWI:Sorry, you are wrong. Completing the 3rd version of any if the modes will give you 2x shoot multiplier.
LOL It was a question, how can I be wrong when I simply asked what it does? Ok, so playing (or timing out) 3 modes deep will give you a shot multiplier. I didn't see anyone trying to do that, so the path towards Kobayashi with mode time-outs is the preferred strategy.
The point remains. ST was the most boring of all the games to watch. Every game, at some point, on ST involved watching a player stand around and time out modes. And it was the only machine whose rules encouraged mode time-outs, which I hate.
I feel the rules would be less stale if mode completion was required to get credit for a mode. And if it was actually difficult to accomplish... like you have to hit two combos in certain amount of time (hit a shot which lights another shot for a couple seconds), chase a shot around, lighting the shots for mode completion is qualified by one initial (tough) shot or combo, etc. Things like that. Those are interesting to me. These modes seem to all merge together a bit and just don't seem very interesting. Hey, it's an opinion! There's nothing I saw which is as interesting as Fireball Frenzy or Seek and Destroy, or ....pick almost any mode in LOTR or TSPP. To me, the way you can time outs modes and complete them makes a ruleset seem stale by comparison, and yes I know, I know, you won't get as much credit for it in the final multiball. Adding that helps, sure, but I'm not overly impressed by this ruleset yet.