Safe: Whether the spinner is lit or not alternates when hitting the two lower pop bumpers. A lit spinner is 5K/spin and the safest option to good points.
Higher Points: An alternate strategy is to shoot for center drop targets to fill in the insert grid, this can be draingerous, but more valuable than the spinner. Competing grid rows/columns/diagonals increase the left dead-end lane target value. If that gets to 30K or higher, shoot this lane on repeat above all else.
Spinner
An unlit spinner is worth 500/spin, lit 5K/spin
Light the spinner by hitting the lower 2 pop bumpers
Center Drop Targets
Hitting a drop target fills in the target's column position on the row indicated by the yellow arrow.
The arrow is moved by hitting the slings or both flippers at the same time, meaning you can trap the ball and use the other flipper to move the arrow before shooting
Each target is worth 1K points and 2K in base bonus, completing the bank scores 10K and +1 Bonus X (max: 14X)
Completing a 3-in-a-row/column/diagonal advances the lines completed counter, awards 5K in reserve bonus (not subject to Bonus X), and +5K to the value of the left dead-end lane target (Max: 200K)
2 grids can be completed each ball, which is a maximum of 16 line counter advances
Multiball
Lock balls 1 & 2 by making the center up kicker (scores 15K) to feed the chute (scores 20K) next to the SKYDIVERS lane
Lock the 3rd ball by completing the letters in SKYDIVERS, then MB will begin and score (135K)
Putting the 3rd ball in the up kicker before completing SKYDIVERS will still score points and kick a ball into the shooter lane
There are no MB specific rules, although safest to keep shooting the spinner
Other Scoring Features
Completing the left 5-drop bank awards +1 Bonus X and 10K points. Complete the targets in bottom-to-top order awards an additional 40K
The center up kicker below the bumpers scores 15K