Mostly, it’s useful for the one tap Supers - Yaka, Quill, and Sibling. Knowhere will always make lists too because for a multishot mode it’s just TOO BIG to miss out on.
Came upon a software bug last night. Had 2 Balls locked for ORB Multiball, hit the mystery scoop which awarded me the 3rd Orb Lock target hit and lit the ORB Multi ready insert. Hit the ball into the orb lane and was awarded ball lock #1.
Caught a couple of bugs on GOTG Pro (1.04) yesterday.
With ball in shooter lane, the right flipper stayed up. No response to the flipper button. I launched the ball into play using the action button, and the flipper went down. Never seen one of these before.
Second. If you restart a game with a ball in the Orb, you will need a power cycle to get out of that one.
I’d imagine this was a mechanical issue more than a software bug. I’ve seen this type of behavior many times but mainly when a coil stop has the knobby bit broken loose from the metal bracket.
There is a wide spectrum of potential values to various modes Level 2 values: some are worth an amount that’s dependent on how well you played the mode (at least Sibling Rivalry and Yaka Arrow), one is worth a value that’s dependent on your total score at the time (Quill’s Quest), and the others are a question mark to me.
I believe they simply score a fixed base value per shot (or switch, or target, etc), independent of how well you played the respective Level 1 mode. Can someone please confirm?
Super Ramps (Pod Chase): fixed base value, correct?
Super Targets (Sanctuary): fixed base value, correct?
Super Switches (Antiquities): fixed base value, correct?
Super Loops (Knowhere): fixed base value, correct?
Super Pops (Yaka): excluding the Yondo shot payoff, the pops score at a fixed base value, correct?
Super Lanes (Escape Kyln): fixed base value, correct?