Big points are in Cow MB, Chase MB, and Canister MB (generally in that order)
Shoot orbits when lit, otherwise shoot ramp and lock
Plunge ball to magnet on spinning disk if captured before a switch is hit skill shot is awarded
Canister MB
Shoot lock drop targets to reveal saucer hurry up shot, shoot saucer to lock ball
can steal locks from other players
Shoot ramp for jackpot, starts at 10M, adds 5M per canister lock shot and 200K per switch
Shoot ramp again within 8-16 seconds for double JP
Then again for triple JP
After any three JPs, shoot lock for super JP
rinse and repeat
Chase MB
5 ball MB - Proceed through 5 tornado levels (F1 - F5) will repeat with difficulty increasing
Shoot ramp 5 times to start (combos decrease amount needed)
Hit switches until ramp is lit for JP and add-a-ball
JP scores 1M * the number of switches hit to light it.
Each switch scores 1M while jackpot is lit
Cow MB
5 ball MB
Shoot orbits when lit to advance toward MB (Initially 9 shots required to start)
Each orbit is lit for 20M jackpot which advances by 250K per switch hit
Bonus: 1M/ramp, 1M Twister target, 3M Orbit, 3M lock. Caps at 99M
Debris (left) and Damage (right) most are orbits (10M, 20M, 30M, 40M, 50M, 60M)