Modes (songs): Like Kiss or AC/DC, modes are tied to songs. You start a mode by picking it on the plunge and it also starts a timer with it. The mode ends when you run out of time, but thankfully the music continues until you start a new song mode. You can earn more time by shooting the left scoop while Crank it Up is lit (although it's really a shame that Stern used "Crank It Up" on another rock pin to merely add more time -- kind of tarnishes the aura, value, importance, and accomplishment that MET's CIU holds). You cannot start a new mode on subsequent plunges if you drain while there's still time on your mode (at least prior to completing it).
Completing a mode:
Mode progress is tracked by the flower underneath the mode timer. Completing shots in the mode adds another petal to the flower. Some modes require all petals to complete and others do not. When the flower is completed you may still play the mode. If the timer reaches 0 and the mode is completed you get a "final shot" where all shots on the playfield are lit. This final shot does: ???
Rats in the Cellar and Back in the Saddle do not be completed to finish the mode. They award higher value Super Spinner and Super Pops respectively for the more shots that are made.
Rats in the Cellar -- 8 Shots to complete -- optional: Super Spinner
Last Child - 8 Shots to complete: Super Orbits
Walk This Way -- 8 Shots to complete -- optional: Super Ramps
Dude Look Like a Lady - 10 Shots to complete: Super Lanes
Same Old Song and Dance - 10 Shots to Complete: Super Targets
Back in the Saddle -- 8 shots to complete -- optional: Super Pops
Sweet Emotion -- 12 shots to complete: Super Scoring (timed scoring round)
Picking your next mode: Shoot the scoop while the record insert is flashing (looks like Stern rolling stones record insert) to choose your next mode. Always available if a song is over unless you start Multiball.
Crank it up: After shooting any single shot in a mode, crank it up is lit on the left scoop. This shot adds 20 seconds to your mode timer, gives you different shots to hit in the mode, and increases your mode scoring. This does not change the number of shots required to complete a mode.
Super modes: Playing a mode through to completion awards a specific super mode tied to that mode. When playing a mode you earn "coins" based on how well you play a mode. More shots made as combos and to flashing arrows earn you more coins. Your coins are 'cashed in' at the completion of a mode toward the base value of your super mode.
Toys Multiball: Shooting the toybox lights your locks. You can light up to 6 locks at a time (they will be green flashing inserts under the box) prior to collecting any of them.
Toybox ball lock: shoot the right inner orbit LOCK shot thing to physically lock balls in the toy box -- but beware: the kicker frequently misses, and the missed shot to the toybox means the ball is still in play, and there will be no new ball served to the shooter lane. You can also hit this as a skill shot (think of it like the Rudy's Hideout skill shot) for free locks. You can start multiball with 3 balls... but can choose to abort and lock up to 6 balls in a multiball. This enables higher playfield multiplier during Toys multiball.
Match play note re: ball locks: I wonder how the software handles it if P1 locks 5 balls before draining, and P2 chooses to start his/her MB after only 3 locks (presumably virtual), because the Toxbox "plate" will lift all physically locked balls out of the box. This would presumably give P2 a 5-ball MB when they only "earned" 3 balls. A weird form of lock stealing?
Toys MB Scoring: AKA Klingon MB. Can bring another song in to this but Toys in the Attic is another mode insert that is really only the multiball and can be "completed" like other songs. To do this you must hit every green jackpot twice and then hit the roving super jackpot. Hitting the roving super jackpot shot restarts the multiball, completes the Toys in the Attic insert, and brings ALL balls back into play for an add-a-ball.
Toys MB 2x Scoring: Shoot the toybox to light lock and lock balls in the Toybox for timed 2x scoring. More balls locked can give higher playfield multiplier (+1x for every ball locked)
Love in an Elevator Multiball: AKA Megatron MB. Shoot both orbits to light locks, and subsequent Elevator MB's require multiple shots to both orbits to light each lock. Virtually lock 3 balls on the elevator shot. During MB: all major shots are lit. Shoot one and now only the Elevator scoop will be lit for jackpot (1st floor, 2nd, floor, etc.). Presumably, you must do this sequence for all major shots, but I couldn't finish EMB. There is no progress memory saved between EMB's. See comments below on Optismith Prime.
Note: no timed ball-lock 2x scoring in EMB.
Add-a-Ball: Just like other Ropp MB's... your first Mystery award in MB will give add-a-ball.
PF Multiplier: seems to be a mystery award on the scoop only on the Pro ("Double Scoring"). On the premium this is the upper playfield.
Shot multiplier: completing all nine of the yellow stand-up targets lights the shot multiplier on the next shot for the rest of the ball.
VIP Pass: No, it's not a VIP Award like ACDC. It's a Front Row outlane ball save, but on the right outlane this time.
Extra Ball: By default it lights once you start 3 modes.
Medley Multiball: (Spoiler alert: hidden for those that want to experience it before learning about it.)
mini-wizard mode qualified by playing all modes (flashing insert) . Shoot left saucer to begin. Stage-type add-a-ball MB requiring you to complete some # of shots corresponding to each song modes corresponding Super shot. When you complete a stage, you immediately move onto the next stage (song) and one ball is added to the fun with a short ball saver. For example: it started with Same Old Song and Dance, requiring you to shoot all 9 yellow standups once. Each song will also have two major shots lit to collect an additional jackpot. I'm not sure what happens if you complete all the stages. I don't recall if traditional add-a-ball Mystery award worked during Medley.
Wizard mode is qualified by completing all songs. Completing a song during Medley multiball does NOT count toward the wizard mode.