everybody underground now intensifies
Did anyone answer your question about how to get tier 2 modes?
If it hasnât been answered, the reason for why is because theyâre blocked off from starting in Tokyo regardless of whether or not you complete the tier 1 mode there. You have to change cities, then complete a tier 1 mode there to access the tier 2 modes.
There are only 7 modes:
1 is available in Tokyo (your first city)
2 are available in each subsequent city.
I figured as much but still unclear how you change cities.
Play a battle
Tank MB
Bridge MB
Tesla strike
Start any of those and change city will light. If you stay in the city, it wonât relight until you do something else from the above list.
Lol just watched Eric very impressive 20B game. Clearly the unlimited add a ball from allies in MB and no restriction on getting them lit with 6 consecutive loops is OP on a slow feeding upper loop 
Just played at my local pub. It behaved as you suggest, but I was expecting that if I hit both ramps again, it would allow me to select a new battle. I stayed in Tokyo to see about the Tier 2 battles, but when I hit the scoop, no new battle. Did I misunderstand?
EDIT: I am an idiot and didnât notice your previous note about Tokyo only having one mode. Nevermind.
I wouldnât consider something OP if Eric Stone can exploit it.
Slow is probably an understatement. I guess it could have been easier if there was a magnet up there like rollergames. 
On most machines, this would be very difficult to pull off. My machine will usually give me an erratic feed away from the flipper to achieve this with any consistency.
The one I play is very difficult to get repeatable feeds, thereâs a tiny sweet spot between too weak and too clean a shot. If it comes back too fast, no matter how early you flip, the loop is just unhittable, too weak and it doesnât make it. On top of that, there are the occasional bounce off the ball guide for good measure.
Yeah I just took a look and Iâve never seen a feed like that on like 6 diff godzillas Iâve played. Whatâs going on back there!? Iâve gotten 5 consecutive on mine once in months of playing it.
i mean there is certainly some skill to hit it early enough so most of the speed dies off but you can tell that machine has something not right back there that juggle the ball around and it dribbles out pretty nice for your next shot.
Not sure if this is a bug or not, but at times the ball will release from the magnet for a DJP shot without the 3âŚ2âŚ1 callout, timing of the drop seems quick as well.
Happens often. Seems like the callouts are behind and donât get caught up prior to magnet release.
Something small I noticed. The left spinner shot to collect the final jet fighter does not qualify as a bridge hit. Is this intended? I would sure like a two for one with that dangerous collect. I believe I am hitting that hard enough for it to register.
When deciding if youâd like to restart a battle it would be nice if you knew how much progress you had made BEFORE you make that decision.
When is the building suppose to lower when starting Super Trains? Should the ball pass through the building prior to it lowering or lower as the ball passes through.
Having just listened to JAP podcast with @sk8ball, was interested to hear about the secret combos.
Itâs clear that weâre not going to get a list of them - but if we can just get the answers to these 
a) are all 10 currently coded?
b) are they all 2 shot combos?
c) are there only 10 unique combos?
I think they are all there or at least 10 of them are. Got 8/10 the other night. Seems to be all 2 shot combos.