# Rick and Morty Pinball Tutorial

**Source:** Spooky Pinball  
**Type:** video  
**Published:** 2024-01-24  
**Duration:** 29m 44s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=yCM6afZjyAM

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## Analysis

Danny Yen from Spooky Pinball provides an in-depth tutorial and gameplay demonstration of Rick and Morty pinball, covering the Morty Adventure Card mode progression system, multiball modes (Gromflomite and Meseek Mania), mega seeds bonus mechanics, dimension-jumping portal system, and various game features including ball saves. The video includes extended live gameplay showing mode completion, wizard mode access, and strategic decision-making.

### Key Claims

- [HIGH] Rick and Morty is underrated as one of the most fun and challenging games — _Danny Yen, opening statement about the game_
- [HIGH] Default settings allow only three spotted modes, meaning players complete six modes instead of full nine to reach wizard mode — _Danny Yen explaining default game settings_
- [HIGH] Mega seeds represent 5% of ball value added during bonus round, and collecting 20 mega seeds doubles ball value — _Danny Yen explaining mega seed mechanics_
- [HIGH] Rick and Morty is used weekly or monthly in a competitive pinball club — _Danny Yen at end of tutorial regarding tournament usage_
- [HIGH] The anti-gravity magnet save operates similarly to mechanics in Grand Lizard (System 11 game) requiring flipper button control to nudge ball back into play — _Danny Yen comparing magnet mechanics to older systems_

### Notable Quotes

> "Rick and Morty is super underrated as one of the most fun challenging games because it does bring a bit of challenge to it and that is why I adore coming back to this game time after time"
> — **Danny Yen**, Opening
> _Sets the tone for the tutorial and indicates strong personal appreciation for the game's design and difficulty balance_

> "Follow the purple lights and just keep playing and give the game what it wants then you can get that illustrious green stamp"
> — **Danny Yen**, Early rules explanation
> _Core strategic tip for mode completion; demonstrates the game's visual feedback system_

> "Mega seeds, that's how I have the scores that I do on this game, the high score that I do, it all comes from mega seeds"
> — **Danny Yen**, Mega seed explanation
> _Establishes mega seeds as critical to high scoring strategy_

> "If you tilt, you won't get your mega seed and you won't potentially double your ball value. Because if you get 20 mega seeds, then you double your ball value and it is juicy"
> — **Danny Yen**, Mega seed mechanics
> _Explains the risk-reward relationship between tilt protection and scoring_

> "When you jump dimensions, even though you get the mega seeds, you always get some mega seeds to collect and increase your bonus, you also get dimension related debuffs, and it is the most chaotic part of the game, but also some of the most fun parts of the game"
> — **Danny Yen**, Dimension jumping explanation
> _Highlights the game's risk-reward mechanic and appeal factor_

> "It's a great tournament game because it really does have that nice element of challenge and sort of risk reward in a way"
> — **Danny Yen**, Conclusion
> _Confirms competitive viability and explains why the game appears in tournament rotation_

### Entities

| Name | Type | Context |
|------|------|---------|
| Danny Yen | person | Host of 'Tee'd Off Danny Teaches' tutorial series; experienced Rick and Morty pinball player and demonstrator |
| Rick and Morty | game | Spooky Pinball licensed game based on Adult Swim animated series; features 10 adventures, Morty card system, dimension jumping, and multiple multiball modes |
| Spooky Pinball | company | Manufacturer of Rick and Morty pinball; content producer |
| Adult Swim | organization | Network that produces the Rick and Morty animated series on which the pinball game is based |
| Gromflomite Multiball | product | Primary multiball mode in Rick and Morty; activated via Flooball Crank, features all shots lit for jackpots and super jackpot at house shot |
| Meseek Mania | product | Secondary multiball mode; Meseeks act as shot multipliers/divisors; collecting three Meseeks lights Meseek Mania at scoop |
| Morty Adventure Card | product | Mode progression system in Rick and Morty; tracks completion with stamps (white=started, green=completed, yellow=mystery bonus); replaces traditional mode select |
| Wizard Mode | product | End-game mode in Rick and Morty; requires completing 9 modes on Adventure Card (or 10 on default settings); includes Rick Potion Number 9 as shown in tutorial |
| Mega Seeds | product | Bonus mechanic representing 5% of ball value; collected via dimension jumping; 20 collected mega seeds double ball value |
| Grand Lizard | game | System 11 pinball game; referenced for similar anti-gravity magnet save mechanics compared to Rick and Morty |

### Topics

- **Primary:** Mode progression and Adventure Card system, Mega seeds and bonus mechanics, Multiball modes (Gromflomite and Meseek Mania), Dimension jumping and portal mechanics, Ball save mechanics (slam save and anti-gravity magnet), Wizard mode gameplay
- **Secondary:** Competitive tournament viability, Skill shot mechanics

### Sentiment

**Positive** (0.92) — Danny expresses consistent enthusiasm and appreciation for Rick and Morty throughout the tutorial. Strong positive language about game design, challenge level, and fun factor. No criticisms or negative sentiment expressed. Tone is friendly, encouraging, and celebratory of gameplay moments.

### Signals

- **[community_signal]** Rick and Morty is used in weekly or monthly competitive pinball club events, indicating active competitive integration and community adoption (confidence: high) — Danny states: 'we use it every week not every week every month at our super secret pinball club' and emphasizes it's 'a great tournament game'
- **[community_signal]** Rick and Morty maintains strong secondary market appeal and playability; Danny's high score at 126 million suggests accessible skill ceiling for committed players (confidence: medium) — Danny references high scores as achievable target and emphasizes game as 'fun challenging' with tournament viability
- **[design_philosophy]** Game design intentionally incorporates risk-reward mechanics through dimension debuffs and mega seed collection strategy, creating challenge and replayability (confidence: high) — Danny repeatedly emphasizes 'risk reward' and 'challenge aspect' as core appeal; debuffs range from positive to negative (flipper reversal, sound effects changes)
- **[product_concern]** Magnet save mechanism requires practice and skill development; Danny acknowledges 'even I need more practice with it' but notes it's valuable for game extension (confidence: medium) — Danny compares to Grand Lizard System 11 mechanic and admits 'my terrible magnet moves' need practice

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## Transcript

 Hi friends, welcome back to DanniTeaches. I'm super excited to be bringing you this fabulous game that is Rick and Morty. Now I think Rick and Morty is super underrated as one of the most fun challenging games because it does bring a bit of challenge to it and that is why I adore coming back to this game time after time. Sorry I might trigger the copyright system. So I'll stop singing very poorly now and we'll move on to some rules. So I'm not going to talk too much about the rule set beforehand because it's better shown than described if that makes sense because there's a lot of funny names for things and it's just easier if you see it all sort of come together. But first let's talk about some modes because that is the main part of the game. If you want to reach the end of the game you've got to finish your modes and we do that by filling up the Morty Adventure Card. And what the Morty Adventure Card is, it's basically your progress to the Wizard Mode. You want to fill up your Adventure Card and the way we start modes is getting the ramps and then shooting the scoop up the center just by that UFO there. Now on the Adventure Card, you can get different colored stamps. Now you may get a white stamp. That means that you've started a mode but haven't finished the mode. for example you might have drained or timed out that is when you get a green stamp if you get a green stamp it means you've completely finished the mode and every mode plays differently they finish differently so you just have to have an awareness about what you're doing but my big tip is follow the purple lights if you follow the purple lights and just keep playing and give the game what it wants then you can get that illustrious green stamp the only other color you can get on the adventure card would be yellow. So if you get a yellow stamp that means that you have picked up a free stamp. Free stamp? Sorry I got interrupted. So rude Rick and Morty. If you get a yellow stamp it means you've collected it from mystery and you light the mystery by shooting the Beth, Summer and Jerry target just along the side there and then shooting up at the start adventure scoop up by the UFO again. We have this game set to default settings and on default settings it means that you get three spotted modes so you've only got an extra I mean I say only it's still quite a long way you have to complete only six modes instead of the full nine to get to that tenth spot which would then be your wizard mode. Hopefully we will see that in this game and I can show you what I mean. I know it's a lot of info to take in from me speaking rather than showing you so we'll get there. But before we do that, let's just quickly talk also about some multiballs. What I call the main multiball in this game is Gromflomite Multiball. We got the team! Woo! So how do we get the main multiball, which I will be referring to it as from here on out? We get it by hitting the, again another word that I struggle with, Flooball Crank, which is the little stick right there at the entrance of the right ramp. If you hit the stick, the lovely stick, then you will light your locks and the locks you get around the horseshoe shot, so around the UFO. Two locks and then multiball will be lit at the scoop, same one as the start adventure and the mystery scoop. The multiball plays quite generally where all the shots are lit for jackpots, with it one super jackpot available every so many shots on the left orbit there, which is the house shot. um worth plenty of points but worth more if you stack it with a mode there are some modes that it is better to stack it with than others but if you play it you'll figure it out as you go along and just play around experiment with your strategy and what you want to do what mode you want to bring that multiple multiball in for now let's move on to the me six mania that's our second multiball And we get that by hitting this little target here, which will in turn light a Meseek somewhere out on the playfield. Three Meseeks is all you need to get to the Meseek Mania. But that's not all, folks. It's not just these random things you're collecting. Your Meseeks also act as shot multipliers. So you can tell how much they are worth, what the multiplying value is, just under the adventure card here. So if it's blue, it's a multiplier. But after a certain amount of time, the Meseeks will turn purple, and then they become a shop divisor. And that's the fun little thing about this game, where that challenge aspect comes in. You have to collect the Meseeks on time. No matter the color of your Meseeks, they are going to count as a Meseek towards the thing. So if you've got a Meseek, even if it's a divisor, just go for it, collect it, get into that Meseeks mania. Once again, super juicy to bring in alongside a mode, or even stacked with the main multiple. Beautiful. We love to see it. Now let's talk about mega seeds. Mega seeds are your bonus in the game. And what a mega seed is, is it's 5% of your ball value that will be added on during the bonus thing. So if you tilt, you won't get your mega seed and you won't potentially double your ball value. Because if you get 20 mega seeds, then you double your ball value and it is juicy and that is how I have the scores that I do on this game, the high score that I do, it all comes from mega seeds. So how do we get mega seeds? We do that by jumping dimensions. How do we jump dimensions? Here's where the layers come in, right? The layers are forming and it is very om nom nom, lots to do. Sorry, I'm laughing at myself, we're having fun. So to jump dimensions, you want to use your upper flipper to shoot that in a loop. That will charge your portal gun, represented above here where it says charge level. Once you've filled your portal gun and you're ready to jump dimensions, shoot one of the orbits and you will be there. It is very exciting, but the thing is, when you jump dimensions, even though you get the mega seeds, you always get some mega seeds to collect and, you know, increase your bonus, you also get dimension related debuffs, and it is the most chaotic part of the game, but also some of the most fun parts of the game. Debuffs may be positive. For example, there's one that's 1000 times the drunk Rick Target. They might be neutral. They might just be a change in sounds. You know, you might have some funny sound effects happening, some different music, or they could be negative. Things like your flipper buttons operate the opposite flipper to what they're meant to. Super, super weird stuff, but it is so fun. Hopefully we'll see some of that during the game, but we will see. And final thing to talk about before we just jump into a game here is ball saves. So there are two ways that you can do a classic special ball save kind of move. The first one is the slam save. So if the ball hits this pop bumper down here, because it's looking dangerous, you look at it and you're like, that ball's going to go down the middle. Sometimes it do. If it goes straight down into the trough, you will perform a slam save. It's lit at the start of every ball, and it gives you a few thousand points as an apology for it being so mean as to drain your ball for you You get your ball back keep playing but just remember if you do use your slam save then you need to relight it at the inlanes and outlanes. The other way you can save your ball is through the anti-gravity power. That is a magnet that sort of sits just around the A there, and you control that using a second flipper button on the right hand side of the machine. It is very much a skill and something that needs a bit of practice because it's not like a traditional Magna save where it just holds the ball on it. You need to basically be able to use the flipper button to nudge it back into play and like throw it back. If you've ever played Grand Lizard, which is a bit of an older System 11 game, it's got the same sort of mechanism as that, but instead you've got a charge level here and that charge level can be built up by hitting the Floobull Crank but again hopefully we'll see it in gameplay and I can show off my terrible magnet moves because honestly even I need more practice in it but it is so useful if you get in the hang of it again that's what can extend your game from like pretty good to like we have finished the game juicy but that is all for now I'm going to leave the rest up to gameplay Danny which I will throw to now um so see you in the game Alright, here we are team, we are alien Morty today. Let's go for our skill shot. I really want to try and get that multiplier, we'll see what happens. I'm happy for a regular skill shot, but then I got nothing! It's very difficult to try and get the skill shot if you've missed it. Got our first Mega Seed on the Pop Bunter there though, and I will take whatever I can get. So I'm going to straight away go for our Light Adventure. I'm going to backhand that right ramp, or attempt to. I didn't quite give it enough juice, but we've got enough juice to jump dimensions now. And can I do this and combo it? Not quite, but we've got our Adventure lit at the scoop. If I can shoot it, but I cannot today. Alright, in the scoop. There we go. first one out is Roy and this Roy mode is nice a nice simple mode to start off with what we want to go for here for the most points are the green shots uh to make Roy make good decisions in life orange gives you bad life decisions um my life I'm kidding um you get more points really for getting the green shots where possible but it's definitely fun to get the orange shots um let's keep going for those green shots we're pretty lucky to be getting them all at the loop because that's nice and easy shot am i gonna oh and we're really lucky there i shot that before knowing it was a green shot risky choice but i'll take it and here is the loop to finish the moat oh oh i could have gotten an orange one there and that would have been very fun Alright so let's try again for this loop. I could go for a safer one but I wanted to forehand that to get the more points. So all you need is five shots of any type to finish the mode and then you'll get your green stamp there. If you end the mode preemptively then Roy dies at an early age and that is sad. So what we're going to do, we've got Mesex on the ramp which is really good because we want to shoot the ramps to get another mode lit let's go for it and the portal we were ah the portal ended on me there and ah a bit cheeky to do it two in a bit cheeky to do it two in fam uh so what's happened is i've lit my mode but the mode is the what i like to call the beefy mode uh which is pickle rick so pickle rick is the only mode during radial play that will start not on the scoop, it starts in the orbit. Oh my gosh, I can't believe it saved that. So here we go. Normally I would like to take a multiball into this, but I don't have one, so I'm going to try and get some me-seek, so I can sort of me-seek my way into multiball if I can, but I can't, so what I'm going to do is I'm just going to fluke it, fluke the mode until I make better decisions. So, just like Roy, I got Unnease Seek, so that's good. Hopefully we can start it at some point. Now, the first part of the mode is to get those purple shots, which are very challengingly. The Pop Bumper and the Sling Bear. So, after we've done enough hits to both of those, Scoop is lit, let's go for it. Perfect. Alright, let's move on. we are on to the next part of the mode which is, I've got a locklet yay so as you can see we want to just hit the purple shots there, any purple shot is a good purple shot in my books I've got a mesic and we've got the gromflomite lock number one so that is good progress in my books as well, let's go for another portal I don't quite get it, it's ok another dimension I mean, you knew what I meant team What do I want to do? I could go for lock. I could light the second lock. But I might just play on and risk it. I think I'm gonna hit the Floobull crank anyway so I'm gonna keep going for purple and just hope that I don't drain. Oh perfect perfect perfect we have finished that stage of the mode so it was worth the risk. Let's go for the scoop and we are on to the third stage now. You You can see that this mode is a more complex mode. Multi-stage, like three-stage. Lots of opportunity for points. So let's try and finish her off to get that green stamp. We've got 27 seconds, but you could sort of wait. But I want points. So let's just play around and see what we can do, okay? Let's try and combo that shot. Very gorgeous, very gorgeous. Oh, that was sending the ball into my web, Danny. Where are you going? Oh, where are you going Danny? What are you doing lovely? We've got seven seconds left, so I just really want to keep it safe While the time's out and we are finished and what we're going to do is hit that scoop and we got the scoop I finished Brickle Rick! Sorry Sorry, sorry headphones users. I just ruined your eardrums So what we're going to do again try and light our adventure obviously I can't backhand that with rank I'm going to have to try I could either try and shoot the portal and then combo the right ramp again or I can just go for it. Let's do a portal. I want some more mega seeds now and now more than ever It's not bad 3x combo scoring I'm not mad at the debuff not so many me Not so many mega seeds, but let's go for light adventure again Let's mess with light adventure again, but I'll take it. I'll take it completing two modes not bad Not enough Mega Seeds though. Tut tut. I should have gone more for Mega Seeds but it's okay. You can see here my replay award was Satisfaction because it set to Free play and that what we have our replay set to satisfaction We done it team So skill shot again let go for it Oh, not quite a skill shot but that's okay. Let's go for our light adventure as we always would. I accidentally hit the flue ball crank, that's okay, I will take, as I always say, what I can get. um where's the ball go let's go portal house shot not quite that's okay i so thought i was going to slam save there thank goodness i did not we are still in game can i shoot the house shot nope so into the starter bench we go and luckily we've got our locklet if it's one that needs it. Woolly dooly, we don't need the multiball so I might save it for later in the game, but I will take a lock if necessary. Because we've got a lock, we can't shoot the horseshoe to complete the mode. So we have to shoot other things. So what I might do, I actually lied. You know what? I'm just going to go for multiball and get it going. So then at least we have it there. Let's go for some loops here, hopefully. Combo it. Oh, perfect, perfect, perfect, perfect, perfect. Let's get that ramp. So two loops and then the right ramp will be lit. Collect, but I can't shoot it. This game is so intense for me. I love it. So let's backhand it before it times out. And I didn't quite get it. So it'll probably unlight very soon. Oh, we got it just in time. I'll take it and get that multiball started so I can shoot the loop, please. I love keeping my loops open for myself. So here you can just like backhand to horseshoes and then your rample light. Oh that was a bit cheeky of me. I just triggered that horseshoe but I really want to flick that ramp. Oh and we did it. And all I have to do now is shoot that scoop up the middle. Well that was a failure of a gromp light multiball but as you saw lots of things were lit with super jackpot at the house. I just didn't quite get there. Start adventure please and we are done. You can build your final shot by shooting that horseshoe a little bit, but I just ignore it because, as you know, I just want to finish and we want to collect our Meseeks while we can. I will collect that one because it is easier to collect. The other one might be a bit harder to collect for me, but let's go for some more light adventures. Oh, not quite. Come on, ramp. Okay, so let's go for our scoop. Let's go for our scoop! I promise I'm not missing it on purpose to make this like more intense than it needs to be. Ah! I just like to play intense, girl. I am high strung. Alright, let's get a free stamp card. Free stamp card! Woo! Free stamp card. So what that means is it adds a little yellow square to our adventure card and moves us closer to the wizard mode. It has not lit up there, I'm so sorry. I'll get Technician Rota Dave onto it. So, Blood Dome, you only have so many hits with your left flipper, so keep it on the right flipper as much as you can, and try not to do unnecessary flips like I just did. The easiest way to do this, because you... Oh, we'll talk about that in a second. Let me focus on getting this under control. roll. You just want to get enough purple shots to light your final shot at the scoop. Oh, is the flugelkrank disabled? Yep. So I can't light my locks at the minute because in this dimension the flugelkrank is deactivated and that is rather sad. Now you might be thinking, why are you trying to save your flips? Why not just use up your left flips? Well, you get a healthy bonus in this mode if you save your left flips unfortunately i just totally missed all my shots so you can finish this mode quicker if you wanted to by just flipping away all of your left flips which i could have done actually but it's okay um your flips remaining are shown just above where it says start multiball at the scoop there as i call it we're one oh i'm sweating i'm Sweating. We're one mode away from Wizard. So we're pretty close. And you might go, you're only at 14 million. Yes, I haven't focused on... The reason why I'm at only 14 when, oh, you're so far through the game, is I haven't really bought multiball in as much as I could. And I haven't focused on getting mega seeds. Because I want to show off more mode sides of the game. Although, if you can bring multiball into it, it's definitely valuable. Let's go Wee Let's go charge You definitely want to have Mega seeds going into your wizard mode If you can, if not It's all good, let's go light adventure And try and not Mess us up Ah and we got mesix mania Which I will fully accept So little points frenzy here As much as we can make it Um Where are we going for, we can go for anywhere You know what, that's okay. That was my fault, that was a bad juggle. Okay. There we go. Ah! No! Okay. I should really just go for it. You can see, even though I try to control, the control does not control. Alright, so what I'm going to try and do is a little fancy backhand to the right ramp. And then shoot the left ramp. And then try and combo up a loop. I bet you that will not work. Okay, that was the saddest mania you've ever seen. The Jerry Target will light for, as you can see here, it's 100,000. It builds up if you get some more jackpots, but we're just going to pretend like we didn't see that because I would rather start a mode than risk the Jerry Shot, although I highly recommend getting the Jerry Shot, especially when you build up that value for it. Here we go, Scary Terry. So, there will be some roaming purple shots, and then you want to click and basically build up the value, eventually, of the mode. Okay, so we have shots total, and that sort of builds towards stage two of the mode, which we will see in a little bit. We've only got 10 seconds left before the second stage of the mode lights and we've lit it early because we shot enough purple shots so now let's get the scoopity poop right here. Oh, little... There we go. Okay, we got the scoop. So, now we want to shoot the scoop for one dream hour, the right loop... The right orbit for two dream hours, and the house shot for three dream hours. And we want a total of six dream hours So as you can tell if you shoot the house shot you going to get there way quicker but for safety purposes i do think that getting the left or um the right orbit is completely valid and the middle one um so basically you can pick and mix but you can do a mix of two shots to either of the shots so here i've done two scoops so i can't just keep collecting scoops to finish the mode you have to shoot at least one or two all bits to finish so oh how do i want to play this i got a cheeky mega seed lit but i think i'm going to ignore and try and finish the mode um i might try and get the house shot oh i did not get that okay extra balls lit so if i can get that then we will be extra gucci but for now let's finish the mode we've got six stream hours and there is the scoop to finish it now here we are we are there to get wizard mode so up the scoop and we get wizard mode let's go so we will have a really good multiplier here so we can see 6x that's how many green squares we've got and I'm gonna choose rip poster number nine because I want to show it off. Annoyingly, we don't have multiball to get straight into, but we'll try our best to get through the mode and get some points going. So, keep your eyes peeled for when your ball is coming out of that scoop. Purple shots, as always. Not that me seeks. That is my fault. I left that way too long. That's okay. I might actually be able to get a multiple going in the midst of shooting for other things. Now I really want to get this loop when the ball ejects here. Ah, we got it. Perfect. Very nice. So, let's... Ah! Ah! Ah! You really want to like save it. Okay, here we go. Extra... Ah! I didn't quite get it for extra ball. Oh, that's okay. That's okay. Oh, I didn't get an extra ball. Oh, I've got a second extra ball. That's so fancy. Okay, so still heading for the purple shot. But in good news, we've got a second lock lit as well. And we are moving the pace of the Rick Potion number 9. So, I can backhand this lock. Let's do it. Oh, we got it. I was actually so stressed I wasn't going to get it. Okay. let's try and get this uh charge portal shot again oh gorgeous i didn't quite get the house shot there but that's okay got a nice oh jerk ah i did not finish wreck potion number nine but still got 11 million considering how little of the mode i did not bad and we could see that had i gotten all those juicy mega seeds mate we would be into the stratosphere with our points right now. So now, as you can see, we don't get our lovely starting bonus of three spotted modes. To get to the wizard mode again, you have to fill out a whole other Morty's Adventure card, so go through ten modes. Let's see what we can do. Skillshot, let's go for it. Whoa! Whoa! Okay, let's go for start adventure if we can. Because we've got multi-bullet, I'm feeling very nicely about it. Not when I do that. Oh, got to use the magnet there. Very nice. Here we go. It teased me. It teased me. It wasn't going to go, but it did. What are we going to get? Add Mesex. I will take it. I love a good Mesex. We've got seven before we get to another Mesex Mania, but that's okay. Get Swifty. Let's get Swifty indeed. Good advice, Rick. So we've also got multiball here, which is going to help us finish this mode. This mode's super nice. You just want to shoot, again, the purple shots which move. First, we want to get one of the loops here. So, let's try to get the upper loop. Oh, very nice. And now we want to get one of the targets down here. Wee! Or any of the targets that are lit. Oh, it's time to get Swifty. Sorry, YouTube copyright. Okay, so now it has moved to ramp. So we want to get one of the ramps to progress our Swifty meter. Whoa! Do-do-do-do-do! Please. All right. Oh, lame. Okay, that was, again, not a great multiball, but that's okay. Oh, I totally just magneted that out of there. Oh, I didn't always want it! I didn't always want it! That's okay. I did not get Swifty. I was very anti-Swifty, as you could tell, because on the screen, it had that red uh the red and green and i was very much in the red um so that was not good i did not impress the lad there and we have got a white square on our adventure card but that's okay let's go for skill shop oh i did not get a skill shop that's okay oh that's all right all right portal is ready let's change. I still don't have a lot of mega seeds, as many as I would like. That's okay. What's the debuff? Oh, okay. The debuff here is super challenging, which is any button pushes all the flippers out. Oh, this is so tricky, but that's why we love this game. All the trippy bits of it. Oh, it's so stressful. Okay. It's okay. It's okay. It's fine. We don't need to freak out, but I will freak out. Okay. Well, in saying that, it makes it way easier to control the ball okay I'm gonna try and forehand the bram that was so weird okay we did not bring it together but hey not a bad game I just didn't have enough mega seeds to take it to the next level so there you go there was a little bit of gameplay from me um my high score on this really would have been as good as that game but just had way more mega seeds um actually i'm just going to quickly look at what the high scores are but um we love this game it's a great tournament game because it really like because it does have that nice element of challenge and sort of risk reward in a way um yeah beautiful to take into competition we use it every week not every week every month at our super secret pinball club which are it's like fight club rule number one don't don't we don't talk about Fight Club. There we go, 126 million, so you can do it. Get those modes and try and get those mega seeds as well, get through simple dimensions, and you can do it, fam. So thanks for joining me today, and yeah, catch you on the football side. See you later.

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 6c00cb91-0a66-40c0-8849-95c64b681440*
