The game has a number of settings that can be adjusted via dip switches on the MPU board, and via the coin door test button. Most of these relate to whether or not the player's progress is saved from one ball to the next, in each scoring area. Usually I prefer maximum difficulty settings on classic games, so that the scoring doesn't roll over too often. But this game has a millions digit, and can handle liberal settings without much danger of rolling. The exception is extra ball, that needs to be all conservative settings.
Although the game doesn't have a "skill shot", it does take some skill to plunge at the correct strength for the ball to reach the top lanes. And this is usually what you want to do at the start of each ball. The objective is to roll over an unlit lane, causing it to light; and when all 3 are lit, the bonus multiplier is advanced. The position of the lit and unlit lanes can be moved with the right flipper button.
From there the ball usually falls into the pop bumpers. Not much to say about these. Always powered. Each one is lit by a corresponding 123 lane.
Next to the pop bumpers, the upper target bank. Hit the flashing arrow to light it solid. Light all 3 solid to qualify bonus collect on the saucer. Every third completion also advances the bonus multiplier.
Below the pop bumpers, the center target bank. This is another timed target challenge, where the reward depends on which light is on at the time the final target is dropped. It's not usually worth going for, but if you happen to accidentally advance the value, it can score 100,000 points for a completion.
On the left side of the playfield, the SKATE target bank. Each completion advances the saucer value.
On the right side of the playfield, the saucer. Advanced values are cumulative - so 20k + 30k + 50k = 100k at the maximum for a single collect - which doesn't reset the value. With liberal settings, this doesn't dominate the scoring quite as much. But it's a valuable shot that a skilled player may be able to repeat. After another completion of the SKATE targets, Extra Ball is lit, and when collected, the saucer resets to base value.
The right inlane/outlane area is best avoided from both directions. The ball can easily roll up from the flipper and drain. However a slower roll up and back down, can claim the inlane switch twice for good value. Roll over B once to light it for the remainder of the ball.
The left inlane/outlane area is reversed similar to Fathom. Much less dangerous than the right side, but takes some time to learn when a nudge is useful. Sometimes inlane drains can be saved, and sometimes outlane balls can drain. Roll over A once to light it for the remainder of the ball. Lighting both A and B lights the spinner, which I haven't highlighted here. When lit it scores only 1,000 per spin, not enough to make it worth shooting for on its own. However it does lead to the 123 lanes.
The bonus is advanced by any drop target, and most or all of the rollover switches. In traditional Bally fashion, you get to keep 20/40/60 for the next ball. The maximum bonus count is 70 multiplied by 5. It can be collected any number of times in the saucer, but collect has to be relit via the upper target bank.
It's not an easy game, and liberal settings don't increase ball time. But once in a while it all comes together, feels great!