Twister


 * Lock balls behind drop target to earn Cannister Multiball.
 * Shoot ramps to earn Chase Multiball.
 * Shoot lit orbits to earn Cow Multibull.
 * Orbits light for WIND from the opposite inlane.
 * Successive shots to the orbit or ramp make double progress toward that MB.
 * MB all day. You can’t stack MBs.
 * Skillshot: Plunge to magnet. Skillshots go in order:
 * 30M
 * Free Game or Extra Ball Lit or Weathervane
 * Super Pops
 * Super Lock
 * Max Bonus Multiplier?
 * Hold Bonus?
 * Cannister MB
 * Hit ramp for single JP (value based on # of balls in play).
 * Hit it again with 10 secs for double JP.
 * Hit it again with 10 secs for triple JP.
 * After 3 JPs, shoot the lock shot for Super JP (sum of all JP values)
 * Chase MB
 * Hit switches to light JP at ramp.
 * Shoot ramp for JP and add-a-ball.
 * Cow MB
 * Shoot orbits for JPs (20M+)
 * Complete TWISTER targets in order to start Twister modes.
 * Debris: Left orbit score 10M, 20M, up to 60M
 * Chase Hurry-Up: Ramp counts up in value to 50M. Hit repeatedly.
 * Damage: Right orbit scores 10M, 20M, up to 60M
 * Double Scoring: 2x for rest of ball
 * Don't trust the SEGA ballsaver, especially in multiball.
 * Compass modes
 * Complete the compass direction standups to start a compass mode.
 * Super Pops: Shoot right orbit to start super pops for 1M/pop rest of ball.
 * Weathervane: Shoot compass directions targets for 5M+.
 * Do not play! Prevents progress from everything else except Canister Locks.
 * Time it out.
 * Super Lock: 3-ball MB. Shoot orbit to lock in value, then shoot lock to collect value.
 * Try to manually plunge auto-plunged balls to avoid magnet
 * Bonus calculation
 * 1M/ramp + 1M/Twister target (lit or unlit) + 3M/orbit + 3M/lock. Cap on each - 99M
 * Multiplied by bonus X. Increase bonus X with top rollovers.