# Ultraman Day Gameplay!!! (1.08 Code Update for Halloween/Ultraman)

**Source:** Spooky Pinball  
**Type:** video  
**Published:** 2022-07-10  
**Duration:** 56m 46s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=i-c5j-1y8Ng

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## Analysis

Spooky Pinball released code update 1.08 for both Ultraman and Halloween pinball machines on July 10th (Ultraman Larry Day). The update introduces a significantly larger Fujicreen UI interface for Ultraman with new animations, radar displays, and numerous gameplay adjustments. Both games receive bug fixes, balance tweaks, rule changes (e.g., health system replacing timers, mode stacking improvements), and operator-requested features like auto-plunge settings.

### Key Claims

- [HIGH] Code version 1.08 for both Ultraman and Halloween was released on July 10th to celebrate Ultraman Larry Day. — _Bug and Luke Albin Peters from Spooky Pinball, opening of video_
- [HIGH] The Fujicreen UI on Ultraman is significantly larger than before, addressing early feedback that the screen was too small. — _Luke Albin Peters explaining mid-game, with visual demonstration_
- [HIGH] Ultraman's health system now decreases over time during modes, requiring players to use healing shots to restore health instead of racing against a timer. — _Bug explaining gameplay mechanic changes during Ultraman playthrough_
- [HIGH] The right orbit shot in Rigon mode (Ultraman) now qualifies when hitting the super exit switch rather than requiring a full orbit completion. — _Luke Albin Peters demonstrating the mechanic with explanation_
- [HIGH] Jirass mode now saves progress when a player times out, allowing them to restart and continue from where they left off without resetting health. — _Bug explaining this 'critical' feature that was 'heavily requested'_
- [HIGH] Pestar mode in Ultraman scores significantly higher in the 1.08 update with improved timing and scoring mechanics. — _Luke Albin Peters during Pestar mode demonstration_
- [HIGH] Ultraman is based on the original 1966 version of the series, but Ultra 7 content may be added in future updates. — _Luke Albin Peters discussing the IP and showing enthusiasm for Ultra 7 additions_
- [HIGH] Halloween received the same bug fixes and gameplay changes as Ultraman but is still awaiting new animations that are being worked on. — _Bug explaining Halloween's update status during Halloween segment_
- [HIGH] Operators requested auto-plunge functionality for when the ball sits in the shooter lane too long, which was added to the menu settings in 1.08. — _Bug explaining menu setting additions for Halloween_
- [HIGH] In Halloween, Michael's health and the timer have been combined into a single health-based system similar to Ultraman. — _Bug explaining the new combined health/timer system for Halloween_

### Notable Quotes

> "We have some exciting new UI interface for Ultraman. I think that's gonna be the highlight for a lot of people."
> — **Luke Albin Peters**, ~0:20
> _Sets expectations for the primary feature of 1.08 update_

> "This is your first official glimpse at them, probably for most of you, unless you downloaded and played first."
> — **Luke Albin Peters**, ~0:35
> _Indicates early access testers had seen the new Fujicreen animations before public release_

> "That radar, you're going to want to keep a close eye on that in there in the future. We're going to be putting lots of rules and directional things in there as like, hey, you're stacked with this mode, here's what you can do."
> — **Luke Albin Peters**, ~2:00
> _Signals future UI expansion plans using the radar element for mode stacking information_

> "So you no longer have to restart the whole mode. You just have to go back, start the mode again, and it kicks back up where you left off."
> — **Bug**, ~14:30
> _Highlights a player-requested quality-of-life feature addressing frustration with progress loss_

> "The camera, in fact, adds 10 pounds and it shrinks all the shots by 1 centimeter. Shots are 1 inch tighter on camera."
> — **Bug**, ~19:00
> _Humorous acknowledgment of difficulty performing on-stream vs. normal play_

> "If you are, maybe this is a practice for an expert player, and you can complete those lights in order from left to right. You will be getting double points the entire time."
> — **Luke Albin Peters**, ~28:00
> _Explains new optional challenge mechanic in Zerom mode balancing difficulty and reward_

> "There's a lot more moving. We're not going to lose this place. We killed Dada."
> — **Bug**, ~35:30
> _Commentary on improved visual dynamism of updated Fujicreen display_

> "The Jirass Super Jackpot is probably my favorite shot in the game now."
> — **Luke Albin Peters**, ~41:00
> _Personal preference about updated mode design showing designer satisfaction_

> "A lot of operators were asking for the ability to set an auto-plunge on the... When the boss sits in the shooter lane for too long, you want it to auto-plunge after X amount of seconds at a time of the plunge."
> — **Bug**, ~50:45
> _Demonstrates responsiveness to operator feedback in commercial settings_

> "We're already releasing the new animations for this game. We'll be working on plenty of those and they'll be coming in the future. I just want to make sure they're as good as possible before putting them on."
> — **Bug**, ~52:30
> _Clarifies Halloween animation timeline, indicating quality control delays new content rollout_

### Entities

| Name | Type | Context |
|------|------|---------|
| Spooky Pinball | company | Manufacturer releasing 1.08 code update for Ultraman and Halloween pinball machines |
| Bug | person | Host from Spooky Pinball presenting the code update, provides gameplay commentary and rule explanations |
| Luke Albin Peters | person | Co-host from Spooky Pinball (likely designer or developer), provides technical details and gameplay demonstration |
| Ultraman | game | Spooky Pinball title receiving major 1.08 code update with new UI, animations, and gameplay changes |
| Halloween | game | Spooky Pinball title receiving 1.08 code update with bug fixes and balance changes; animations in development |
| Fujicreen | product | New UI interface introduced in Ultraman 1.08 with significantly larger screen display and improved text readability |
| Ultraman Larry Day | event | July 10th celebration related to Ultraman IP; occasion for releasing 1.08 code with new animations |
| Ultra 7 | product | Ultraman series immediately following the original 1966 version; content may be added to pinball game in future updates |
| Jirass | product | Multiball mode in Ultraman game featuring progress-saving feature and upper playfield integration |
| Rigon | product | Mode in Ultraman with updated right orbit qualification mechanic via super exit switch |
| Pestar | product | Ultraman mode with significantly improved scoring in 1.08 update; scoring scales with timing and hit sequence |
| Zerom | product | Ultraman mode featuring optional left-to-right light completion sequence for double points bonus |
| Baltan | product | Ultraman mode with multiball mechanics; scoop shot on middle playfield reveals all remaining Baltans |
| The Wizard | product | Final/end mode in both Ultraman and Halloween accessible after specific progress conditions |
| Driver's Seat | product | Halloween mode with updated right orbit qualification mechanic using super exit shot |
| Michael | product | Multiball mode in Halloween with three reveal methods; scoop reveals all remaining Michaels |
| G-Fest | event | Event where Spooky Pinball team learned about Ultraman Larry Day celebration |
| Attack From Mars | product | Classic pinball reference mentioned regarding ball handling and flipper techniques |

### Topics

- **Primary:** Code Update 1.08 Release, UI/Screen Design Improvements, Gameplay Balance Changes, Mode Mechanics and Rules
- **Secondary:** Animation Development, Operator Feature Requests, Game Difficulty and Accessibility
- **Mentioned:** Ultraman IP and Lore

### Sentiment

**Positive** (0.85) — Hosts express enthusiasm and pride in the new features, especially the Fujicreen UI and gameplay improvements. Acknowledgment of player feedback and quality-of-life improvements. Minor frustration with on-camera performance but framed humorously. No criticism of the update itself; tone is celebratory.

### Signals

- **[code_update]** Version 1.08 introduces significantly redesigned Fujicreen UI for Ultraman with larger screen, new animations, and expanded radar display for mode stacking information. (confidence: high) — Demonstrated gameplay with multiple UI changes, explicit statements about UI being 'highlight' and addressing earlier feedback about screen size
- **[code_update]** Both Ultraman and Halloween receive comprehensive gameplay adjustments: health-based timer system, mode progress saving, easier right orbit qualification, improved scoring in specific modes (Pestar). (confidence: high) — Detailed explanations and demonstrations of each mechanic change throughout video
- **[design_philosophy]** Spooky actively incorporating player feedback into updates: larger screen addressing community complaints, progress-saving for Jirass responding to 'heavily requested' feature, easier orbit shots for accessibility. (confidence: high) — Multiple statements like 'heavily requested,' 'a lot of operators were asking,' and addressing screen size complaints
- **[product_launch]** Ultraman Larry Day (July 10th) used as celebration event for code release; connected to Ultraman IP lore and fan culture. (confidence: high) — Opening of video specifically celebrates Ultraman Larry Day and releases new animations as special feature
- **[technology_signal]** Fujicreen implementation represents significant UI enhancement with larger display, improved text scaling, real-time mode status tracking via radar/alert areas. (confidence: high) — Extended demonstration of screen size comparison, text clarity improvements, and multi-function radar display
- **[design_innovation]** Optional left-to-right light sequence in Zerom mode with double points bonus gives expert players additional challenge without penalty for casual play. (confidence: high) — Luke Albin Peters explaining dual-path mechanic: 'So kind of combine the two and give the players a choice'
- **[operational_signal]** Auto-plunge feature added to menu settings based on operator feedback for managing ball stalling in shooter lane. (confidence: high) — Bug explaining 'A lot of operators were asking for the ability to set an auto-plunge'
- **[content_signal]** Spooky Pinball producing long-form gameplay video content demonstrating code updates with designers present; shows commitment to community education and transparency. (confidence: high) — Full playthrough with developers providing real-time commentary and detailed rule explanations
- **[licensing_signal]** Ultra 7 content discussed as potential future addition to Ultraman game, indicating plans to expand IP representation beyond original 1966 series. (confidence: medium) — Luke Albin Peters: 'And we may be adding a few clips from Ultra 7 coming out. Yeah, no, Ultra 7 will be featured in this game.'
- **[sentiment_shift]** Hosts demonstrate satisfaction with new features; Luke calls Jirass Super Jackpot 'probably my favorite shot in the game now,' indicating design success. (confidence: high) — Repeated positive comments from designers about their own work; enthusiasm about animations and mode improvements
- **[product_concern]** Halloween animations remain in development and are being held back to ensure quality before release, indicating some production timeline management. (confidence: high) — Bug: 'We're already releasing the new animations for this game. We'll be working on plenty of those and they'll be coming in the future. I just want to make sure they're as good as possible before putting them on.'
- **[gameplay_signal]** Multiple modes receive mechanic enhancements increasing strategic depth: mode stacking indicators, multiball reveal options via multiple methods, progress persistence. (confidence: high) — Demonstrations of Baltan three-reveal methods, Jirass progress saving, Michaels multi-path reveal system

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## Transcript

 How's it going everybody? It's Bug here from Spooky Pinball and I am joined with Luke Peters and today we are going to be going over the 1.08 code for both Halloween and Ultraman. When you're seeing this, it's July 10th. That means it's Ultraman Day. Happy Ultraman Day everybody! And we have something really awesome and special to go over with you guys for Ultraman Day. Do you want to tell them about that? Sure! So, I mean, I think it's best to play a game while we're doing it, doing it, but we got some exciting new UI interface for Ultraman. I think that's gonna be the highlight for a lot of people, but a lot of bug fixes, a lot of, you know, small kind of tweaks for the game. Let's fire up the game and get started. Yeah, for sure. We've been working on these animations for a while now. This is your first official glimpse at them, probably for most of you, unless you downloaded and played first. But yeah, this is our new Fuji's computer screen look and there's plenty more to come with this as well but yeah we'll start jumping into all the changes whatnot all right so first change we notice is the skill shot has changed positions starting positions not a big deal but I think a lot of people like to do those drop targets anyway if they're not going for the super skill shot that is since they are the most valuable you can still move the location of that skill shot but we put it at the center because we know that's where everybody pretty much goes to anyway. Something new there, you have the collect space seam slash targets on the radar on the left. It tells you how much time is left. It also notifies you when you collect one on screen as well. Yeah, that radar, you're going to want to keep a close eye on that in the future. We're going to be putting lots of rules and directional things in there as like, hey, you're stacked with this mode, here's what you can do. some new combo clips and whatnot, hand selected by Luke Feeders. That's right. And this mode has a lot going on in it to go. Combo again. So notice those teal shots, those teal shots are restoring Ultraman's health. You are losing health, which you will be now, because you might notice a timer has disappeared. So right now, I'm going to let it drain a little bit. So every second, even though you don't see it, every second that we're going here, Ultraman's is taking down ever so slightly. Mike's lost a little bit of health there. And you are going to have to restore your health with these balloon shots down here. So the restoring health shots used to only be on that middle playfield of the two stand-up targets. They're now at all of the stand-up targets. And on that middle playfield, you'll notice the drop target is purple now. When you shoot into there, that's in fact another way to damage drops. So you're not just damaging him at the spinners anymore, anymore you can damage him in multiple ways. So a few things to point out on this user interface. We have the Seismograph, Kaiju Graph Mini, oh nice live catch. I wanted just the one. He wanted just the one. There is a special feature that we'll point out, hopefully we'll be able to do it here on screen for you. Oh, that was stellar. Oh, a new ball save animation. But yeah, we do have, like Cormor's pointing out, a lot of awesome things on that little side radar. Both are already in it, you'll notice the casing flex is already up, but through mode stacking in the future we'll be able to display a lot of unique things. You'll be able to keep track of both modes a little bit more clearly with having the option for the two screens. Here's something I'm excited to go over with the Rigon mode. So previously, when you would shoot your full orbits, that would fall by your orbits, naturally. We know that the right orbit is very hard for a lot of people. So something we did that you'll notice when we're here is we included the right orbit shot with the super exit on that second point. So you'll notice it's blinking purple. So I get up there, which I'm going to, of course, try to do. I should say. I never like to fall my shots. It only leads to disappointment. Oh, shoot. I said I'd get up there. I didn't say it. But yes, so normally for orbits, it qualifies when you shoot the full length of the orbit. What we switched in this mode is basically, don't choke, basically it gets qualified at that switch. So by hitting this right orbit switch, I qualify the right orbit shot. So I think we need to point out that right, that super exit right there falls directly on the orbit switch in the right hand orbit. So essentially that's how that switch qualifies at times. Nice. Uh, hurry up or start a Femular? Hurry up, of course. Go for the hurry up. Come on. Give it back, give it back. Look at that. Last second. Ooh, I don't know if it's gonna be easy. I made it. That is a little graceful, but... Let's fill up some space, Young. Go to the... No! Oh, that's not my drink. Well, I've got enough space, Young. We can hit the store in the next one, because I really want to show off the store. It looks amazing now. We're very, very proud of it. Oh, you also have the store open. I do. Yes. Something that's also nice about the UI that I don't know if Luke Peters pointed out or not because I was focused. Is it a keeps track of how much Spacium you have collected up in that corner? So it says Spacium collected. For him, I think it was four. Let's get more. Oh, no. Four Spacium. All right. It's okay. You got that extra ball. That's a ball save. There you go. That's a ball save. Get that store. Okay. Buy some things. for Ultraman Day. That was dumb. Submerge? Wow, I need control. That was one space bomb. Alright, let's get control. Oh. What was that? Ow! Play better! The curse of the downstream. You have done well. We forgot to put in two players. Oh, we did. That's really funny. We're just gonna play another game. Amateur hour. We're just so excited about all the new animations and everything. What's funny is right now I know that people watching that, like, they didn't put in two players, they didn't put in... guys, you didn't put in two players! That was good, that wasn't a good combined play either. No, it was not impressive combined score. We're gonna play like that, we're just gonna play one handed. Alright, starting again. You may or may not see that through editing. So just general strategy, I do like to knock down the drop targets while you have ball save going on. Woo! That was... Sorry. You were saying? I was giving general strategy tips. I'm going to let it fall because I want to show off this store. Alright, let's get to the store. As promised. Alright. So, new Spaceium store. We have our 1 million points, 2 million points, doesn't it look nice? 3 million points. Open headquarters, so what that means is when you pay for that it automatically opens up the upper playfield for Jirass mode. You don't have to shoot the ramp three times. Outlane save, which is an awesome feature. I love outlane saves. Just flights one of your outlanes, you hit that, saves the ball. Plus one tilt warning, always handy if you actually put the tilt in your game, unlike me. 30 second ball save, always handy. 30 second double scoring, really good if you time it very well. If you time that right, it's... Use that very strategically. This one's not quite implemented yet, but it will be coming. It is mark failed mode as complete. complete so if I fail one of those pigmon modes it will mark that failed mode as complete later so it doesn't count against me for anything. Extra ball of course and exit the store. I am going to open the headquarters actually because I wanted to show off Jurassic World some more. Let's hope that's enough to save you. Then we can stack that with You don't want to go with Zumbalar, because that would be right exactly in a way, right? I'm going to raise those drop targets. Let's go with Zerom. Because there's something new about this round, too, that we can show off. So I can probably talk about Zerom while you're focused on playing, but you may notice that the bottom light is blinking much faster than the other one. So one is flashing, and the other lights are pulsing. If you are, maybe this is a practice for an expert player, and you can complete those lights in order from left to right. You will be getting double points the entire time. If you ever hit one that is not part of the left to right sequence, though, you just automatically return to that mode of just having to collect them all. So there were those that were playing on older code. You used to have to hit all those lights in order. You're still on the... It's really scary. So kind of combine the two and give the players a choice of which they want to go for, although there's really no penalty not going for it. What's nice about this is you don't have to do it. So if you don't want to play it in this order, you don't have to, but if you're like, this mode could use a little more something to it for me, then you can absolutely try and play it in a specific order. The reason I stacked this with Geras is this whole time I'm just increasing all of your I was too slow with the zero mode. That's where that failed mode complete could come in handy. Yeah, so right now I can go to the store later and I can mark that mode as complete. Kill the giraffes as fast as possible. So when you kill them on the middle playfield right here too, each of our... Each of our... When you get into that scoop, you do more damage to Jirass as well. It's 3% health down every time you hit that scoop as compared to, you know, 1% per spin on the right spinner and 5% on the left spinner. Oh, that was fun. Something else really important about this mode now that was heavily requested and critical is, let's say I were to time out, right? And Jirass's health is right there, and I were to time out now. If I restart the mode, it saves your progress against the rafts. So you no longer have to restart the whole mode. You just have to go back, start the mode again, and it kicks back up where you left off. Oh no! I want to heal Ultraman a little bit, because I'm running out of time. About 30 seconds for that? I don't know. Maybe less than that. Alright, you got a boat ready. You'll be able to start that boat, but it takes a little bit more time collected. Ready? Bounce it up. Nope. Bounce it up. Bounce it up! It is a hard shot. It's not an easy shot. Oh no! I better heal, Archer Man. I'm running out of time. Two bars of health. Alright, one bar of health. We gotta do something quick. Alright, there is a good grace period, so if you do completely run out of health for a no-miss, that last bar ticks down. No, no, no! Okay, so when I restart Draft Slater, he should be down to no health, I should be able to just hit that drop target and go right over. Alright, let's do something. This time we hit two players. We did? We just, we're so used to sharing. Yeah, show off some of that, Nilar. I would have not good enough. No. All right. All right. Here it is. No. Come on. This isn't a hard shot, except for when you're on screen. Except for when you're on screen. What is this? Oh, come on. That's crazy. The camera, in fact, adds 10 pounds. It adds 10 pounds and it shrinks all the shots by 1 centimeter. Shots are 1 inch tighter on camera. It's so bad. So bad. Alright, I'm not going to call any shots. I'm just going to play and I'm going to relax. Hit that drop shot. Yeah. With style. There you go. You can collect some space, you know. There it is. Well, you're starting to motorized. We're going to get something else going. Why not... Zambalong. Pestar. Yeah, Pestar. Pestar. Yeah. Pestar, we fixed a lot of the timing and scoring in this mode. It scores much, much higher now, being as it is on harder mode. So the earlier you actually are hitting that rolling shot, the more points you're going to be receiving. Yep, the more points you get. Of course, the points do increase each subsequent hit as well. Let's see if we can time this. So you'll notice that whenever Pest Star moves now as well, it'll blink white. So let's say, right there, it moves to the center ramp from that right target. That right target, after it moves, is blinking white for a little bit. That's like an actual visible grace period that you can shoot the premium shot and still have it count towards Pestar's progress. Oh I swear that shot not possible Impossible Good Set up like one of those carnival basketball games Bummer. Yeah, Pessnar scores much, much better. As it should for the hard-won score. I made it look exceptional. I'm gonna go with Donna. Donna sounds like fun. I kind of want to go for Chewgrass. We'll do both because we're really good. Alright, Blue Light. I see it. Hey, that's that shot. You don't even have to eat this, you go. No, I just haven't hit the target, I think. That's unfair. I can hit the target. Nice. No! I only have so much time before he moves. Maybe he'll move somewhere easier. Keep an eye out for the alien. That's your cue for he's about to go somewhere? No, no, it'd be harder. So this is truly random, so it is possible to get the exact same shot two times in a row. Or the shot right next to you. Right next to you? Yep, or the shot right next to you. Testing this no tilt right now. Oh, we got a set of covers. That should be kind of easy. Here we go. Yeah! All right, all right. Alright, alright. I'm gonna let it fall down so I can go after it real quick. That was me trying to shoot the super rigs casually and not doing so. Here we go. Alright. Let's damage that. One. Alright, so this isn't a change, but you'll notice that as you complete the shot it does un-white. Basically you cannot spam the same shot over and over. You can, however, alternate two shots. So when we're playing better, I would usually alternate between the two ramps. Whichever two shots you are best at, you're welcome to hit and throw. Would you like to alternate? Super exit. Oh no, the right target. I think the way I want to feed this is like this. And then... BAM! No! No! So every time he does move, he does damage both of them. So you can't fail this attack by just playing with it. Why not? Collecting those hidden shots. There he is. More damage. Some of the things we've been talking about in the middle of playfield, probably the biggest thing you'll notice is that screen is significantly larger. Because I know that was one of the complaints we were getting early on in the game, was that the computer screen was too small. So we're now playing much larger clips, which of course increases the size of our text. a lot of things, a little bit easier for the player to get that instant information by glancing up. It looks great. Middle ball, Tim. Okay. You'll notice in this mode we do have that radar area on the left has changed to be our data alert area. In the future, look for those to change even when you're in multiball. So we can use that for most of the sackings that we can do for our mission. Yeah, we'll be using that radar area for lots of things. Displaying information, showing you what's set, what's available. There we go. Let's kill him! No! He hung, no matter the odds. This is a much more dynamic screen. There's a lot more moving. We're not going to lose this place. We killed Don. Alright, Don is the most fun. And as I said, we're going to go right back up from the J'Ross. Oh no. No! Took off that outlane save. I was thinking about that the whole time, but I've drained the outlanes both times. Alright. Start that Femular mode. No, see that? You have no promises. Not going for anything in particular. But I want you to. I want you to. I know. Combo animations. I want you to pull a new clip here, though. So the combos will play a greater role in the game. There's actually specific multipliers that are going to be in play for me, depending where the combo is started. I'm going to start by, I guess, I'm going to play this game if I can. Dude, you're not really going to get so far. OK, so I don't want to lose my life. So, who's he like? There's no way to spend Ultraman Day. Alright, there you go, purple. Dead, it's down. Smack it. A little too late. That's actually a good feed for it, I usually do like it just slowly running off. I'm going to let it drain, because I can actually start a mode right now. Good call. Then I can stack with Jiras, hopefully. Good call. So, Rigon is certainly a decent mode to start. Tomorrow would not be a good mode to start. No, not. Um, we've already showed off several, so let's go. We're going. Safe bet to stack with once and all. Yep. Shots overlap with the jackpot shots, so... Here you are. You got this. There we go, that's an exact example of the Alpha in orbit. God, I wanted to show that off first. You purposely shot it that way? Where is the, uh, hammer ramp shot? Can we award that? I'm not that good. No! Don't hit the camera! Oh, I'm not playing well. It's okay. Actually, on something we haven't shown off yet, which is the double play field opportunity, a half a ramp will actually count. All right. I'm going to go for a .. Show off that UI. So I think most people know your dad is really an Ultraman, right? Yeah. So, I mean, did you have any idea there was an Ultraman Day? Did you celebrate Ultraman Day growing up? I will be fully honest. I mean, we've been watching the original Ultraman forever. Then we watched Ultra 7. We watched Ultraman Mabeus. We watched Ultraman 80. Leo. Like, we watched all the Ultramans. But unfortunately, we did not know about Ultraman Day until a few years into G-Fest when someone told us there was an Ultraman Day. Much more popular overseas. So, admittedly, I did not watch Ultraman growing up, but I've been told that Ultra 7, which this game is based on the original 1966 version, but Ultra 7 is the show immediately after that. Yeah, it was considered by some to be kind of the, I guess, to put it in Star Trek terms, the next generation version of Ultraman. That's a good reason. And we may be adding a few clips from Ultra 7 coming out. Yeah, no, Ultra 7 will be featured in this game. Heck! I thought it was impossible. We have that set of scoop that no one can hit. So through code, we were able to shrink that down. Yeah. Specifically for this stream. Don't worry, your games have a lot of change, but ours unfortunately has. Yes. My, uh, every single new Ultraman series I watch ends up being my favorite. So like, the original series was my favorite, then I watched all of them and I was like, this one's my favorite, then I watched Mabeus and I was like, this one's my favorite, and that just goes to show that it's a really good series, it's a great show. So our... I do. My eyes change up now for familiar multivolve. Oh, you were able to hit it. I wasn't paying attention. Sorry. I missed it. I assume you cheated and took off the glass. Yeah, but I don't want to play with it. They probably won't even see that through the power of editing. Whoa! I'd like to step up, if I could. If I may? There we go. I do love these jackpots. They're full screen jackpots. Oh, something else that's new. Super jackpots are now strobing multiple colors. Like orange, blue, purple, green, yellow, red. They stand out a bit more. Yeah, they definitely stick out more like a super jackpot. They look pretty. Ultraman jackpot. Let's go for another super jackpot. One after the other. There we go. Super is dead. Getting two super jackpots in this mode, it doesn't award you anything, but bragging rights for sure. Definitely bragging rights. Little words of points. Little words of points. And bragging rights. I settle for points. I don't have any points right now. I feel like my points are lacking. Oh, you should get Baltan. We haven't shown that off. No, I don't like to call anything. I'm not shooting for anything. He's calling Baltan. How close am I? Two shots away? Alright, let's take it. I guess I can look up here and I'll have to look over your shoulder? I'll admit, Attack From Mars has messed with me and I now always hold the left flipper when I launch a ball on a game. And I don't have that issue. Perfect. That is not ball-safety. No, I saw it show off the ball-safety. It was pretty cool. It is a good ball-safety flip. I like it. Oh, that was close. I was trying to shat the... That doesn't work. One more! It's an easy one too. I shouldn't have said that. I'm sorry. I watched it right here. Boom! Nailed it. Probably didn't count if I rolled too far. You shot it. You didn't really roll too far! You gotta be kidding. Well then this one should count. What happened there is I shot it too cleanly, but it shot so good that it actually triggered the upper opto before it triggered the lower opto. How many times in your life do you think you've done the bolt-end lap since you started working for us? Uh, no. I do it every single day a lot. Oh, something really cool! Something really cool and new about this boat. On that Asylum... I'll hit that. I'm really good at hitting that. Okay. Okay. On that Asylum playfield, you'll notice that that drop target is flashing green. If you shoot the end of the scoop up there, it will automatically reveal all three Baltans at the same time. So we're... or any remaining Baltans that you haven't collected. So if you've already collected one, it'll reveal all two, or just the last one. But yeah, shooting into that scoop reveals all three. It was a way for us to get the middle playfield a bit more involved with this mode, because we know that we're going to keep trying to add more things to that middle playfield to keep getting more involved with each mode. So that was one thing we wanted to do for this one. Matt, there's something incredibly satisfying about using multiple playfields during a multi-multi. There is. Getting something up top and then smacking something over at the bottom just feels and looks great. The Jira Super Jackpot is probably my favorite shot in the game now. And just being able to control... Hey! Perfect! Just about trying to do it. You got one left? I do. Well, get it! There it is. Super Jackpot lit! Strobe-ing multiple... Oh, that was almost good. You got this! Oh, come on. Oh, yes. Nice Beautiful There he is He actually caused a little bit of a cut Oh there we go Look at that face Damn it! That's so funny. Timing was so perfect. It was so good. Awesome. Oh, okay. I'm gonna let it drain. I really want to show off double scoring. So I'm gonna try to... Oh, man. Oh, man. I have three. Skips through so fast that they can't see all the animations. All right. You're one of those guys that skips the video clips when they come up, aren't you? After I've owned the game a while, of course. Me too. All right. I'll wait and see. And... I would double score on Dada, personally. Oh, Pestar would be good, too, though. Pestar scores a lot now. It does. Those are both good choices. Oh, no, you didn't choose double scoring. You chose Outlakes. I'm sorry. I thought you were going to show off your double scoring. Oh, no. I was trying to shoot through the drops to get the double scoring. I could have got triple scoring, had I bought in. Nice work, nice work. Oh, in there. Smooth. All right, rest, rest, rest. Not a solid life save. All right, so he has that target. Got it. Got it. There you go. Yeah there! Oh no! That was a good game. Bit better. Think that was it, right? Grant Champ , when you lose to a 3-0 champ you all give yourselves a or N tantor os to the world, wasn't there to be? Grand champ. Alrighty. Well. That should give you all I'll let you put your initials in. That should give you all a little taste of the new Ultraman animations. Of course, download that code and play it yourself on the 1.08 update. We're going to move over to some Halloween for a bit now, but we're happy Ultraman Day, everyone. We're so happy to have these animations for you on today. It was really important that we got that done. So there's plenty more to come. And yeah, we're going to jump into Halloween now. So thank you for watching this part of the video. All right. We are back, and we are on Halloween this time. So while Ultraman obviously received a lot of love for the UI, all the changes that we implemented in terms of code, bug fixes, and gameplay changes are in Halloween as well. So we're going to show that off with a quick game. Adjusting the volume quickly. Getting it where I want it to be. Perfect. All right, so let's get started. 15 years ago, we killed the system. Now, he wants you. All righty. Something to note that we changed in the menu settings, actually. A lot of operators were asking for the ability to set an auto-plunge on the... How do you explain this properly? When the boss sits in the shooter lane for too long, you want it to auto-plunge after X amount of seconds at a time of the plug. Yep, we added that into the menu for Rock Raiders, so you'll be able to see that now. And we're going to turn this down just a little bit. There we go. As well as, I believe, service credits on the red button in the door. I believe that also serves credits now. Ten seconds! Five seconds left! So one thing to know for Halloween is we do have a couple of people working on new animations for this game. So it is getting some love, but just not yet there. We're already releasing the new animations for this game. We'll be working on plenty of those and they'll be coming in the future. I'm really excited for you all to see them. We just want to make sure they're as good as possible before putting them on. So as things happen that are new, I will try to go over and review things in case you're just waiting for this screen. Noticing on now in house mode, we do have a lot of our blood targets and our thoughts on middle play field lit cyan or light blue. We're doing some damage to Michael right there in middle play field. Die, Michael! I could kill him here if I wanted to. Good. But each one of those blue carries is taking off Glory's health, so she does not run out of energy. Nice. I'm much more in tune with the scoop on Halloween. I would like to stack Glory's slash effect with this. So once again we mentioned Ultraman as well, but Glory's health is now our timer. So the health and timer have been combined. So the health will just be taken down incrementally throughout the mode. And it's up to you to restore health in order to avoid timing out. The health targets on the middle of the Asylum playfield there are worth more than the targets on the base playfield. Rip it! Yes. I will start this multiball. I really want to finish Laurie Slash back with multiball. That's a lot of speed. Lots of points. Got him. Let's get that chronic shot. There we go. Got him. There we go. That's it. Nice. There we go. So definitely notice that mode scores a lot more now than it used to. The quicker you shoot those shots, the quicker... We're still in frame at all? Yes. Alright. Oh no! I haven't been in tune with my cross-over frame shot today. Here we go. Bounce it off. Yeah, that was too slow of a roll. That was a slow roll. Yeah. There we go. Alrighty. Let's go straight for Super Jackpot. As fast as possible. All of our jackpot shots are purple. All of our jackpot shots are purple. Oh, I thought I was about to do a triple drain there. Even jackpot! Nice. I deserve that tilt. I think you deserve more than that. Holy jackpot! Even jackpot! We've got our super jackpot. Super jackpot, of course, is really important for getting to your wizard mode. Oh! Stopping at the straps. Alright, I only have to use one super jackpot, that's not bad. Alright, something I really want to show. If I can get it. corner of it. There we go. In Death in the Driver's Seat, something very new and exciting about this mode, you'll notice that that Asylum Playfield super exit shot is lit purple right now. Reason being is you can now shoot that to qualify the right orbit shot in Death in the Driver's Seat. A lot of people really struggle with that right orbit. So a way that we made it easier is you can shoot that super exit and qualify it just like that. Along with that as well, instead of qualifying the orbits in the normal way, which would be like it makes it all the way around, that's the orbit, we set it to just that switch of that shot. So that way if you have like a rattly shot of the right orbit, you just hit that switch but you don't get all the way around, then in that case It will count that shot. Nice. I hit all those greens too, I think. I had all the greens in the area. Although it's much easier now. Slightly easier, yes. Extra ball is lit. Combo. Ten seconds! I just want an extra ball. Extra ball! I've always thought in that callout, Loomis sounds just a little bit like Billy Joel Armstrong from Green Day. There. Woohoo! Yeah, there we go. So there's something really cool and new in the hedge multi-play. There's something really cool and new in the hedge multiball that I'm excited to show everyone. There's now three ways that you can reveal Michaels. The first way is hitting the targets in front of that hedge. The second way is shooting the left ram. The third way, however, which I actually want to try and not reveal. The third way is if I shoot the scoop on the Asylum Play field, it'll actually reveal all three Michaels at the same time. I just accidentally plugged in two Michaels, though. So I won't be able to show you all three at the same time, but it also reveals any remaining Michaels you may have left. So, that's a bummer! Shoot the pumpkin! We're doing so well! Yes! Could go straight for it, yeah. Here we go. As soon as I get one super jackpot in the multiball, I get the itch to just only go for the rest, because then you get wizard mode, and wizard mode's awesome. Single ball wizard mode, let's do it. Oh! Ah! Oh! All right. I'm going to let these dogs go for it. Yeah, now that I wasn't planning to go for wizard mode, maybe it'll be a lot easier. Because in the last three, I was only focused on going for wizard mode, and I made it really hard on myself. Oh, if I would have saved that up there, that would have been nice. Most of you that own the game know this already, but the goal of this mode is of course to be collecting our targets on the lower playfield, which are our patients. collecting those patients, and then once you have all of them, returning them to this sanitarium right there for our super jackpots. All right, well, we've got two super jackpots. We just need Hedge, which is definitely my hardest one to collect. Good work. Now let's get to Hedgefield. One. Do you think we can go one, two, three? All one is good. I would have been impressed. So, in our store here, we have some new things to go over. So we have 1 million, 2 million, 3 million, like usual. Now we have open house, so you buy that, it literally opens the house right up, so you can play that mode. We have outlane save which lights one of the blood drops on the outlanes You can swap it back and forth If you hit it it saves your ball like a ball save Plus one tilt warning 30 second ball save two times scoring for 30 seconds and of course extra ball I would like an outlane save. And a million points. Uh, something else. I'm gonna save this one for you to play. Okay. I'll just take the counting bodies. Go through it, I might not even need to play anything. Show me one more ball. Two? No red. No red. And three. Let's get the super jackpot. I'm not even sure it's a two player game. Did I hit two player? I think it might be okay, you're showing off. Oh, I don't think I did. I really don't want to follow you after this ball. Unless people want to see what a below average player looks like. That's not true. An average player. Fine. Oh, this is not looking good so far. No! No, they did. It's all right. It's well saved. Oh my gosh! Oh my gosh! Hey, Hedge has always been my toughest one for getting over to Wizard Mode. Without a doubt. The hardest one for me is whichever one is worth the most points. While on camera specifically. Well, at least we can jam out. Yes, yes we can. Something really nice, we turned the music up a lot for this one. one because a lot of people were like don't fear the reaper's awesome why do you have it so quiet we were like sorry so we turned it way up damn Will we get copyright strike for this? Never have. We didn't get copyright strike for this in the last time. I wonder if we will. Yeah, I wonder if we will. I honestly don't know how that stuff works. I don't know how that works. We do have copyright before YouTube did the game. Right, but when you play a song on YouTube, doesn't YouTube get mad? Well, technically the theme of the movie. It might not be big enough. But thank you for keeping it really short. Yeah, just in case. I knew the time limit. You got an extra wall I like too, right? Yeah. Yes, I do. Oh! Okay, well. That would have been nice. And over. One left. Let's see how many times I start edging the ball without getting the super jack. It is progressive. Well, not progressively. It is harder to start the second time after the first two targets prior to hitting the S-feet. We got this. And we do. Death is coming to your little town. We need to lock a ball in Judith. I have been lazy about that. That was not a good punch. Mmm, no switches. Except that one! Alright, the longest clip of the game. It's awesome. This is a little game. This is making it! You're on there! You're gonna do this! It's okay. I'm gonna skip that video for the next one. Oh, I didn't feel it just now. Two for the left, we're on. Nice. One. Two for the left, we're on. Two for the left, we're on. Just give me a sec. I was paying for that. Wrong one. If the middle could just counter reach. No, I'm not gonna do that. Oh, come on. Whoa! I know you want to. Oh, man. Pass it over. Okay. No! Sorry. I don't want to fall anyway. That's it, that's close. Can't catch you, can't catch you! God! Oh no! I need to get out next time. Not even. What makes you think that? I just get it out. Oh, okay. It's impossible. Alright, unless we get the restart. Second crack. Single tier. Single tier. Let's do Stockbro or something fun. Instead of watching me try to get Super Jackpot and hosting. Let's do... I won't say it in a million. You'll need it. I know. Stalker mode. It's still my favorite mode in the game. I love it. It's very fun. Dude. So, just for the basics, we are trying to avoid the shots where Michael is currently located, which are white. So you don't want to hit those shots. And if Michael ever moves to your location, you're going to have to hurry up to escape. So that's kind of like the opening out there. So all right. Nice. Escape. So that was a quick hurry up escape. This is a very good mode if you can stack it with your plate fill multiplier. Oh, yeah. Why didn't I do that? It's very lucrative. That was a really good timing. I'm going to move in there. You do want to shoot these shots where you're currently located. Maybe we'll have to pay. That's quite a chance. Yeah, if you finish off that area, it'll work quite a bit. Oh, okay. Because he's got us for the run. All right. There we go. Oh, no! Okay. Oh, he moved right to where he was going. Okay, all right. We're going to let that fall. And push back to the left. Hopefully this is just a nice quick pickup. There we go. I don't know if we mentioned it in either of the videos, but in terms of the health going down in our house for our draft mode, when the ball is down in the subways, there will be a pause on the timer for you. Yes. So your health will not be defeated. I'm going to feed the feed in, or I can't because I have a lot of balls inside. There we go. Something I want to play is Escape the Kitchen. I like rain. Do you want to go ahead and explain this? Sure. I'm going to spread a little focus. Alright, so... I ruined it. That's alright. So, essentially... We're going to make a party regardless while I'm talking. So there are now kind of two different ways you can attack this mode. You can either complete the shots in any order, so our stand-up targets, which are in pink. Or if you want to really challenge yourself and get extra points, you can complete that in a left-to-right order. So if you complete that in a left-to-right order, each subsequent shot is going to be double. So at any time you break that sequence and get a shot out of order, you're simply returning to just the normal standard order So there's really no penalty for not going for it, but something we added for those players that might want to do an additional challenge. They're now rewarded and have an additional layer of difficulty where they can't go forward. There we go. Crush it. You do now have to hit the exact hurry up that you're in before you speak because the subway shots are both the same. But now you have to hit the exact shot for the hurry up. 17th try was a...times a...try. Here we go. Still an opportunity for ball one. Ball two. We're up ball two. Absolutely are. I blew it up. Yeah, yeah, yeah. Still. Some of the lesser players like me just throw them in anyway, just reaching our . Good thing it's selectable on the menu. It is. Speaking of good things, next week we will be in Southern Fried Gamers Expo in Atlanta. So anybody who's in that area, be sure to come hang out, play the new code. We'll have a ton of games with us. And merch and whatnot, so be sure to come hang out with us. I have never been to Atlanta, so I am excited. SFG has always been one of my favorites. I really, really enjoy the show. Oh, it's probably gonna happen. Oh no! Rest in spaghetti, never forgetty. We're not even close to the screen. I agree with you. 104. So for those that are from Atlanta, I want like top 10 things we could see, and maybe, I mean that's not bad. Top three things we could see, and top three places we should go to eat. I'll tell you the top three things you should see. Someone lit the tap in there. Spooky Pinball at the show. Marco Booth at the show. And the show itself. Those are the best things. I'll take it until morning so I can play it like it is. So we've got, let me get in. I thought I had a fucking purple thing. Wow. I was like, no. So basically, basically, the size is a force. And that's the gif. Oh yeah, did that help? Ugh. Perfect. Nope. This is probably another mode where we can do the same thing we did in Ragon with the Orbits, so we can qualify the Super Hats and Forests so you can reset them. That would be a good idea to do. Thinking out loud? That's what these screams are about! Shall we go for it again? Of the pigmon, not pigmon, pumpkin mode. I love Michael Stach's pigmon. It's my favorite part. Friday the 13th. This still is my favorite. Yes, absolutely. All righty. One more. Oh, that's it. A new brand champion. Thank God for that. So along with the update, we'll be posting all the code bug fixes and whatnot along with that. There's a long list. There's always a long list. This is probably the longest list of bug fixes. Honestly, there's just so much that we got knocked out and taken care of. So, yeah, thank you all for joining us so much on Ultraman Day. We still played Halloween on Ultraman Day because we had stuff to show there, too. You played it much better than you played Ultraman. Yeah, I don't know why. I don't know why. It's just... I'm always more in tune. But, yeah. Maybe it's the second game. Yeah, it's just a multiple. You've got to warm up. But, yeah, thank you, everybody, for joining us. We're super excited about the new animations in Ultraman. There will be new animations coming to Halloween as well. We're excited to show those off in the future. Stay tuned for more information on what the next updates will be holding. And, yeah, come find us at Southern Fried Game Room Expo to play the new code, play the games, hang out, say hello. And, yeah, thank you all, and we'll see you in the next one. All right. Thanks, everyone.

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 565556f2-a184-442b-a1d5-80e51e8d5ae0*
