For high scoring games here are some helpful Tips.
This may be a strange thing to say, but just going for MultiBall (although LOTS of fun) does not in itself make for a high scoring game.
Here are some hints and tips that can help.
1. Keep ball momentum up in the lower half of the playfield, making firm and purposeful shots means you are less likely to drain.
2. Trying to hit the targets 1-6 directly can be a costly mistake. Play the targets as you make other shots:
a) Learn to "nick" targets #3 and #4 on the side on the way up to the Jet Bumpers. If you are really good, nick target #3 and make the "R" lane in the same shot!
b) Learn to "nick" targets #1 and #6 on the outside. Try this shot: Nick target #1 on the outside (completing
ball locks) through spinner and make the "Uppper R Lock" in the same shot. Outstanding!
3. Bounce the F-I-R-E sequence from the Top Jet Bumpers and using the "Lane Change" feature. Try to keep "I" and "R" unlit as these are the easiest to get this way.
Complete FIRE as many times as you can in a row for multiplier bonus up to 5x and hit that extra ball shot.
4. Light the shield and keep it lit, especially just before locking for a multiball.
5. Go for ball time, making "FirePower" a 29K bonus and the 5 x bonus multiplier over just making a multiball. The ball lock shots will eventually present themselves.
When the background sound becomes almost musical, and not just a single note, you've done well!
My Favorite Shots
1. Score two targets together by striking the ball between them evenly. I like to get 1&2 or 5&6 this way.
2. Make the #5 and #6 targets from the inside of the the RH flipper, after trapping the ball. You can also cut into the "Lower R Lock" (when lit) with this shot.
3. Bounce the "E" lane from the Top R. Jet Bumper. Once you can do this, bounce to the "Upper R Lock" (when lit). (Strong Jet bumpers will help)
4. When you launch the ball short, it makes it through the wire gate but not as far as the F-I-R-E lane. If it doesn't scrore ANY points, you can let it drain STDM.
The game logic will give a free ball back to the shooter lane. An eary "ball saver", with no fanfare. That way you at least can shoot a letter.
Note that this will not work when you lock a ball, as you have already scored points!
A more advanced approach is to launch short on purpose and let the trapped ball roll back beyond the flipper to score bonus from the inlane and catch it on the flipper again.
This is worth most when you have "POWER" lit and the inlane shot is 3K points.