Quoted from taylor34:The other issue is that a lot of times it feels like shots in IJ have no scoring or purpose outside of modes or multiball. Like shooting the non-dogfight ramp in IJ scores basically nothing and helps you zero. Whereas every shot in ST:TNG outside of a mode has a purpose (warp, advance rank, neutral zone, explosive missions, lock ball, etc).
Outside of modes there is nothing to do in IJ??? All ramps and orbits light up for different combo shots, opening up the left and right loops, corresponding to the characters collected (or after they are collected, I'm still entirely sure how that works completely). There is the captive ball that starts another mini mode. There is lighting the path of adventure, and over and over trying to roll over the lights to increase the pit value, there is super jets, there is loading up the dogfight ramp”s” and collecting (yeah, hitting one at the wrong time should give you no points), there are mini bonuses in the hand of fate, and not to mention all the modes are very well thought out, and different, and very challenging, especially for mid 90s. Of course, there is a the MB, which is easy for no pinheads to load up, however loading up double and triple jackpots, than cashing triples is a challenge, not to mention cashing three jackpots to light the super at the captive. There is the narrow escape which one of the very coolest features in pinball, along with the ideal locking mech.
I don’t know man, there is a little more to do than the modes...
I do wish someone would mod all b/w game roms so that you had to finish or hit a certain goal to collect the mode, but even without that, IJ is far far deeper than STTNG. Again, STTNG is a good machine (if you can get by all that nerd trek crap, which I can’t), but IJ is IMO is deeper than TZ, and only second to LAH for depth in the 90s.