I've been playing the WoZ at the arcade exclusively since we got it months ago, and it has taken me that long to understand some of the finer points of the rules and piece together a primitive high-score strategy. I'm surprised there isn't a rule-sheet of some sort in public yet, since knowing what is possible and what to shoot for is as important as making shots in this game.
Having a detailed description of the features would help us plan out games, since for the most part modes and multiballs stack in any order leaving it up to the player how to proceed. Anyway, here is my modest contribution towards our collective high score efforts:
- I usually forgo a skill shot for the full plunge at the winged monkey targets and progress towards a haunted collect. The flat amount of points for a successful skill shot isn't much, so take whatever shot will safely get you what you need, whether it's into the pops, a shot at the witch or a soft plunge to try and get a lit 'L' to light a crystal ball multiball.
-I put a lot of emphasis on collecting Haunted modes, as the few times I've gotten to Haunted Multiball it was quite lucrative and seems to stack right along with everything else. At times the incentive is to time out some of these modes to progress through them more safely; you'd rather be closer to Haunted Multiball than have and possibly extend the mode. For me the right way to start the game is winged monkey hits, haunted mode collect, capture dorothy, start castle multiball and then try and start another haunted mode during multiball. If you get really good at two-ball play I suppose you could cycle modes by trapping both balls and timing them out.
-Castle multiball is probably the best way to start a big stack/series of modes and multiballs. My approach is to be patient and take edge-of-the-flipper shots into the R and E targets, which usually safely bounces back to the flipper or off the opposite side of standups and then onto the flipper. At no point do I directly aim for the C-U-E bank of targets or else it drains on me. I believe to start the third and later multiballs it takes two hits each to the RESCUE targets so better to be good at not draining than sniping individual targets.
-Every machine is different but on ours it's much safer to hit the drop target from a left flipper ball hold than a right. This leads me to just transfer via the ramp into a left flipper shot when I have the ball held on the right flipper and want to hit the drop target. Especially if this nets me a scarecrow rollover or YBR trip I need.