# Halloween 1.09 Code Gameplay

**Source:** Spooky Pinball  
**Type:** video  
**Published:** 2022-12-19  
**Duration:** 25m 52s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=XXNuxnWAV5o

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## Analysis

Bug from Spooky Pinball presents a comprehensive gameplay walkthrough of Halloween 1.09 code, highlighting major visual and mechanical updates including remastered video clips, new UI with character selection, improved animations, and gameplay tweaks like the three-ball multiball option in Asylum mode. Matt Kemp has taken over code responsibilities for both Halloween and Ultraman with plans for ongoing updates including a new 'First Kill' expert mode. The video emphasizes Spooky's commitment to continued development and refinement of the game.

### Key Claims

- [HIGH] Matt Kemp has fully taken over code duties on both Halloween and Ultraman — _Bug, speaking directly about personnel changes at Spooky_
- [HIGH] Halloween 1.09 features remastered video clips that are longer and clearer than previous versions — _Bug demonstrating clips throughout gameplay and explicitly stating they were remastered_
- [HIGH] A new diverter adjustment feature in house mode allows players to reduce center ramp rejects — _Bug explaining menu-accessible diverter start/end point adjustments_
- [HIGH] Asylum multiball now offers three-ball option if super exit shot is made, versus two-ball default — _Bug explaining and attempting to demonstrate the mechanic during gameplay_
- [HIGH] First Kill is coming as a new expert mode in a future update — _Bug observing 'Coming Soon' in UI and identifying it as next expert mode_
- [HIGH] Spooky plans to continue updating Halloween and Ultraman for at least a year despite Scooby-Doo launch — _Bug's direct statement about committed update schedule and long-term support_
- [HIGH] The Dirty Pool shot is missing in 1.09 due to a code bug but will return — _Bug acknowledging the bug and confirming it will be fixed_

### Notable Quotes

> "Matt Kemp on code. He has fully taken over on both Halloween and Ultraman. He's been doing an absolutely outstanding job just reworking everything, getting it all nice set up for himself."
> — **Bug**, ~18:30
> _Confirms major personnel change and staffing arrangement for ongoing code development_

> "I want to make sure it's as good as possible for everybody out there. I don't want anybody to feel like that just because Scooby-Doo is out now that we're going to start neglecting Halloween and Ultraman because there's no way."
> — **Bug**, ~19:20
> _Directly addresses community concern about resource allocation post-Scooby-Doo launch_

> "Being as it's part of my first game especially, I want to make sure it's as good as possible... In there the long run, 10 years from now, I hope that we can all turn on Halloween and be like, God dang, they really wrapped up this game nice."
> — **Bug**, ~19:45
> _Reflects long-term vision and personal commitment to Halloween as debut title_

> "There's a lot of complaints about center ramp rejects. And usually like 90 of the time that comes down to two things... So what we've done is in there the menu you can go in there now and you can actually change how the diverter is set."
> — **Bug**, ~15:10
> _Addresses known quality control issue with concrete solution in 1.09_

> "All the clips, they're not fuzzy and blurry anymore. They're longer. They look nicer."
> — **Bug**, ~12:00
> _Summarizes major visual upgrade addressing community quality concerns_

### Entities

| Name | Type | Context |
|------|------|---------|
| Bug | person | Designer/programmer at Spooky Pinball, demonstrates code updates, primary speaker for video |
| Matt Kemp | person | Code lead on Halloween and Ultraman for Spooky Pinball, recently took over full responsibility |
| Spooky Pinball | company | Manufacturer of Halloween and other pinball machines, developer of 1.09 update |
| Halloween | game | Horror-themed pinball machine by Spooky with three upper playfields, subject of 1.09 code update |
| Ultraman | game | Spooky Pinball title receiving parallel code development under Matt Kemp |
| Scooby-Doo | game | Recently launched Spooky Pinball game, drew resources during Halloween 1.09 development |
| Rick and Morty | game | Referenced as having similar character selection UI mechanic that influenced Halloween 1.09 design |
| We Are Pinball | organization | Appears to be associated with video content/channel, mentioned by Bug multiple times |

### Topics

- **Primary:** Code updates and feature additions, Visual/audio asset remastering, Quality control improvements (diverter adjustment, ramp rejects), Gameplay mechanics changes (multiball variants, mode progressions)
- **Secondary:** Personnel and resource allocation, Long-term post-launch support commitment
- **Mentioned:** Upper playfield multiball design philosophy, Competitive gameplay difficulty balance

### Sentiment

**Positive** (0.82) — Bug expresses genuine enthusiasm about 1.09 updates, pride in the game's direction, and appreciation for community patience. Minor frustration with own gameplay performance, but overall tone is celebratory and forward-looking. No negative sentiment directed at the game itself or company.

### Signals

- **[code_update]** Halloween 1.09 released with extensive visual remastering, UI improvements, gameplay mechanics changes, and bug fixes (confidence: high) — Video is dedicated walkthrough of 1.09 demonstrating new clips, character selection UI, diverter adjustments, multiball variants
- **[product_concern]** Center ramp reject issue addressed with new diverter adjustment feature in house mode (confidence: high) — Bug explicitly discusses how 90% of reject complaints stemmed from diverter/drop target setup and new menu allows adjustment
- **[design_innovation]** Asylum mode now features conditional three-ball multiball reward for super exit shot success (confidence: high) — Bug demonstrates and explains that hitting super exit upgrades standard two-ball to three-ball multiball
- **[personnel_signal]** Matt Kemp confirmed as full-time code lead on Halloween and Ultraman with year-long commitment (confidence: high) — Bug states 'Matt Kemp on code. He has fully taken over on both Halloween and Ultraman... he's going to be on the project for at least a year'
- **[content_signal]** Spooky committing to regular gameplay video coverage of Halloween, Ultraman, and Scooby-Doo updates (confidence: high) — Bug announces upcoming Ultraman and Scooby-Doo gameplay videos and commits to regular content schedule
- **[announcement]** First Kill expert mode announced as upcoming addition to Halloween, currently in development (confidence: high) — Bug observes 'Coming Soon' label in UI and identifies First Kill as next expert mode
- **[business_signal]** Spooky publicly commits to continued Halloween updates despite Scooby-Doo launch capturing recent development focus (confidence: high) — Bug addresses concern about neglect: 'I don't want anybody to feel like... we're going to start neglecting Halloween and Ultraman because there's no way'
- **[design_philosophy]** Spooky invested in remastering all video clips in Halloween to improve visual clarity and extend content (confidence: high) — Bug repeatedly notes clips are no longer 'fuzzy and blurry and pixelated,' have been remastered, and are longer than original versions
- **[product_concern]** Dirty Pool shot missing in 1.09 due to code bug, confirmed to return in future update (confidence: high) — Bug states 'The dirty pool shot is currently missing. That's coming back. That's a code bug that we just slipped through the cracks'
- **[gameplay_signal]** Halloween and Scooby-Doo distinguished by particularly engaging upper playfield multiball sequences (confidence: medium) — Bug notes 'I don't know if there's any other games out there that are so much fun during multiball with the upper playfields... during multiballs it's just, whew, it's so fun'

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## Transcript

 How's it going everybody? It's Bug from Spooky Pinball here, and today we are finally, finally going over the Halloween 1.09 code. A super long time coming on this one. I'm super happy that everybody finally has it and can play it and enjoy it, and we've got so much to go over on this one about all the new features and changes that we've made. I was supposed to get this video out last week, but we did a game launch for Scooby-Doo, and that actually happened to take up all my time to do this so finally getting back to this so we can go over this and yeah let's let's jump right into it i gotta turn my sound back on all righty so looking at that new ui i know you just calm down looking at that new ui uh completely changed it around all the information is displayed in a much better different way uh you're you have character icons now too whenever you select a game kind of like rick and morty how you're randomly assigned to morty you're randomly assigned a character from the movie. I'm pretty sure it's almost every single character in the movie is on there for you. So let's get started, though. So, completely missed what I wanted to hit. So right away, you'll see we got some new animations going on here. When you shoot the drop targets in the center and are progressing towards your jack-o'-lantern mode, you get a cool animation of Michael carving out the jack-o'-lantern. I almost just messed that up immediately. You'll notice, hopefully, on the clips there, those hedge clips, they're looking a lot nicer. They used to be really blurry and fuzzy and pixelated and kind of crappy. And we went back and we remastered all of the footage in the game. So when we remastered it, we went back, we make it, it's all looking nicer. But on top of that, we also were lucky enough, we got to extend it a bit too. So a lot of the clips that you're seeing are longer now. Cool new combo animation there of Michael driving around and stalking you. But yeah, so a lot of the clips in the game now are longer than what they used to be, and they look nicer. So really happy with that. Let's let that bounce over. I got a lot of things in Asylum I want to talk about. Let's take a quick little gander over here. coming soon. First kill. I bet that's the next expert mode that's coming to the game. I'm really excited for everybody to see that one. It's going to be really awesome. I'm going to choose this one so we can see some of the new clips I'm talking about here. So yeah, I mean, we just were fortunate enough. We got to put in more really iconic shots and scenes from the movie into the game. I think that's a much better way of starting the mode because it actually has Michael popping up out at you and setting that up and whatnot. So I like that a lot. Ooh, can we do it? No. I thought we could get all of our shots green right in a row. I don't know if I've ever done that on video. I've done it a handful of times. But of course not on video. Here we go. Alright, so there's something really cool about this mode that I'm excited to share. I still have to beat most of it first to show you what it is. There we go. Alrighty, so assuming I hit this, before, after you would shoot this shot here, the red scoop shot, and then you would have that super exit lit, and it would give you a jackpot for hitting it, you know, as like a little bonus, like you hit the shot you're supposed to starting that multiball. And that was cool, like you got a jackpot. But what's way cooler now is that when you shoot that, it's going to add an additional ball to your multiball. So Asylum used to always be a two-ball multiball. If you shoot that super exit now, it's actually a three-ball multiball. If you don't shoot it and you miss it, it's still just a two-ball. So obviously you want to go for it. We'll see if I can get it. Hit the flashing shot before it's too late. Oh boy. Pressure's on. No! I wanted to show it so bad. Maybe we'll come back to this. So I'll only get a two-ball here, because I blundered it. New animation there as well, as you can see. The multiball portion of this mode has always been that you're putting the patients back into the sanitarium. So originally, this part of the UI was never here. That got added a couple updates ago, I want to say. And then now we also have this cool animation of the gates being locked, and you have returned the patience. There we go. Let's hit that hurry up or miss. I want the cliff. Yes, there we go. I love the sound of the horn. This movie had some of the best already existing sound effects to work with. There's so many creative, fun things you can do with things like that. It's really fun. All righty, new clip there. So actually, or is that one extended? It's probably extended. But like I said earlier, I mean, all the clips, they're not fuzzy and blurry anymore. They're longer. They look nicer. Let's do this quick. That's a new clip there. Oh, he's doing so well. Rebuild my health the best I can. We probably don't want anything. Oh, five. That's five, good. Tilt warning. Don't need it because I don't set my tilt for streams, so I can get away with more. the unalive scream I should have stuck with that name Oh well Something else new here to talk about that really good is there a lot of complaints about center ramp rejects And usually like 90 of the time that comes down to two things It comes down to how your triple drop targets are set in the middle and how your diverter is set up above. So what we've done is in the menu you can go in now and you can actually change how the diverter is set. So if it's set too far in when you're in house mode but it's wide open when we're in base gameplay like we are right now, you can actually adjust your start and end points so that you can open it up so that it doesn't have rejects anymore. So hopefully that fixes quite a few people's reject problems that they've been having. Really happy that we got that one in there. Yeah, okay. Actually, I'm going to do something. I'm going to do that. That's what I meant. That's way cooler than what I was going to do. Hopefully you can't hear my sniffling too much. I'm trying out a new microphone system and everything this time so that it sounds better than it has in the past. So hopefully you can't hear my sniffles. It's Wisconsin in the winter, and we know how that goes. Someone lift the jack-o'-lantern. That's what we meant to do. All right, let's see something here. Uh, we'll get a good one, too. Let's do Stalker mode. This is, like, the only mode that doesn't have any new assets to it, but it's still my favorite mode, so I want to play it. Alright. I don't typically like going over to the hedge first. Also, it seems like he... Well, we decided to. It's definitely the hardest one to complete. Let's go up top. Nope. Oh, this is gonna be hard now. Controlling two balls for this mode? Heck no. This is part of the risk-reward with keeping a ball over there is you undo it in a mode like this and now it's like, oh goodness. Oh, don't hit anything up there. Okay. Hurry, man! Well, that should make it easier, at least. That was maximum focus there. That was a neat little way to add layers to the difficulty of the mode. Ooh, come on. Crossover. Cross. Give me the points. It's worth it. Shoot the right round. Son of a gun. It was worth it. No. Okay, it's going to pause the timer. We're going to go straight up the center ramp. It's going to fall, and we're going to hit it with no seconds left. With one second left. How many seconds? Okay, four seconds until we're... Okay, I'm going to be smart, because I know it's going to be at the right scoop. And we'll just let it fall. sweet good old stalker mode uh let's do hedge oh man i gotta hit that top one this is the hardest shot in the game for me is that top left hedge nope not even close okay so let's talk about Matt Kemp on code. He has fully taken over on both Halloween and Ultraman. He's been doing an absolutely outstanding job just reworking everything, getting it all nice set up for himself. We've got a lot of updates planned with him and a lot of new things coming, such as modes like First Kill, which you'll be seeing next. And he's going to be on the project for at least a year, and we're going to be getting updates out so that the game is in a place that we can all be happy with it. This is another clip that's been extended as just a little extra touch. But, yeah, I mean, we're going to keep doing updates on this game until everybody is satisfied. I mean, being as it's part of my first game especially, I want to make sure it's as good as possible for everybody out there. I don't want anybody to feel like that just because Scooby-Doo is out now that we're going to start neglecting Halloween and Ultraman because there's no way. We're going to keep doing updates on both games, and we're going to get them both to really good spots that everybody's happy with. I know it's taking longer than we want it to, and we're doing absolutely the best that we can to fix that and get that taken care of. And in the long run, 10 years from now, I hope that we can all turn on Halloween and be like, God dang, they really got this game wrapped up nice, and it's really fun and scary. So, I really want Hedge. But then I did that. Hmm. We might play another game here. Alright, we got most all of the rambling out of the way. We're going to play... Now we're going to play good. Oh, so this time I'm Amy. Alright, let's do this thing. Carry it to wizard mode, question mark. We will see. There's still all kinds of things in the hedge mode that I need to show you. Oh, that combo animation that got cut off because we went to the next thing, but... Combo animation looks really cool as well. Um... Hmm... Yeah. Good. Pow. Pow. I've spent so much time with this game. I meant to do that so I could show you the ball save animation, which is my favorite in the game. Alright. God, the hedge clips, they look so much crispier now. They're not fuzzy and... Escape the Kitchen is a deceptively hard mode Like yeah it easy to go around the playfield and hit all those targets but it so risky I mean, there's a reason it's not an easy mode. It's one of the intermediate difficulties. Because, yeah, it is easy to mess this mode up. Like, just coming off a target and getting it launched back and you miss. Aw, I was really hoping to nail that. That would've been nice. Uh-oh Bounce We already did Asylum Sanitary is lit We got this, don't worry I did get the cord, right? Yes, I did Next ball This ball is the ball where we're going to really bring it together and show off. Behind those dark eyes lies nothing but death. That way of catching is not working for me. I need to do something different. We're close. The problem is I'm focusing on trying to get it. If I just stopped focusing, I would hit it. There we go. Okay, so, in Hedge, obviously we got these clips. They're all redone, look a lot nicer. Something that is new to it, though, is there used to just be the three clips, one for each lock. Now, whenever you reveal a Michael, you get a really cool clip on screen of various shots of him stalking you, basically. So, like, oh, we got cut off. So, like, Lori's sitting at the school and Michael's stalking her. Michael in the bedsheets, which I think that's a mod. Somebody has to have done that, right? Ah! Oh, one thing I wanted to address. The dirty pool shot is currently missing. That's coming back. That's a code bug that we just slipped through the cracks. We missed it. but the Dirty Pool shot will definitely be coming back, because it's the coolest, it's such a good shot. It's probably the coolest shot in the game, honestly. Ooh, super jackpot question mark? Can we get it? If you give me the ball? Bounce? In! Oh! No, hit the thing. There it is. Michael standing behind the car. I did a lot of things with the car this update. Son of a gun! I didn't know how bad I wanted Super Jackpot until it was almost there. I believe this is new to this update as well, but it keeps track of the progress of how many Michael Jackpots you collected. I can't remember if that was last update or this update. But, yeah, it used to never keep track of the... It used to never keep track... If you restarted the multiball, it wouldn't keep track of how many jackpots you already collected. Now it does. Super jackpot, baby! All right! You know, I only need two more. If I just really focus, I might be able to go to wizard mode. That'd be fun. Um, yeah, let's keep going. Let's go to the house. Oops. Drop. Nope. Back that way. Thank you. Combo animation? I'm not supposed to go up there. Yes, I am. All right, let's do this. We're going to go up there. One try, we're going to just rip right through. Two tries, we're just going to rip right through. Or we can just sit here at this scoop and just chip away slowly like this. We did have a really great Scooby-Doo launch. A super awesome experience. Very happy with how it went. I'm very excited for everybody to be seeing more of that soon. I don't know how entertaining it is to watch me do this. I should probably go somewhere else. One more. One more. And then we'll go. Okay, two more. And then we'll go. and we'll grab a mode. Let's stack some things with it. Why not? Oh, let's see. I believe I already showed that last time. Would be a good one. Not let me in. That would not stack well. This stacks well. We'll do this one. And I just love how this mode starts now with Michael peep... Not peeping up, but jumping up. Yeah, that's not a peep. That was really aggressive. Alright, left ramp. Center ramp. Bounce. Oh my goodness. This is why I just sit and... It's not you, game. It's me. Here it goes. I was all cocky about the super jackpot thing, and now it's biting me in the buttocks. Another. There was a new clip up there during that. I don't remember if I said that in the first game or not. Let's replenish health a little bit, because we're getting a little sketchy there. One more. Across. All right Straight up Straight across Still not tired of the music in this game Even though I have heard it a lot. Like, a lot, a lot. All right. All right. All right. All right. We just gotta get across that super jackpot spot. Oh, come on. Oh, come on. No! I almost wasn't paying attention down here. I will say, between this game and Scooby-Doo, I don't know if there's any other games out there that are so much fun during multiball with the upper playfields. I think this one and Scooby both are just... Oh my gosh, during multiballs, getting to the upper playfields and playing, it's just, whew, it's so fun. Why not another? How about three? Oh no, I took my foam out up there. We will get that unstuck. Follow the trail of blood! I am dying inside right now at this ball trap. It's okay. We're going to fix it. Ourselves. There's a large piece of foam that goes there on everyone's game but mine, because I was doing things. And I forgot to put a new one back in, so now it's sitting there. Oh, hey! At least give me the Super Jackpot out of that. Could have got two. No glass removal needed. Raw pinball talent. Even jackpot. Damn it. Alrighty. We only got one super jackpot left to go for, so I think that's what we'll do. That's what we'll try to do, I should say. Too cocky. Another victim. Death is coming to your town. Stream focus. No more talking. Complete silence, please. Right on over. Or around. Just hit the thing. It would be really great to get back to that multiball and get the three-ball thing, since I kind of blew it in the last one. My Halloween gameplay skills just aren't what they used to be since we've been making TNA on the line. Which, fortunately, TNA is now what I'm good at. It's usually directly correlated to what game I have to clear every single day. on the production line. Ten seconds! We got this. We did not have enough blood for an extra ball. I was kind of naive. I thought we had like 12 blood by now or something. No, we haven't been doing good on blood. We need to do better. Please stop. Please. Within minutes of being out on the production line clearing games, I can't stop quoting them. Which, comment below, what do you think is the most quotable pinball machine of all time? Because I think the obvious, hands-down, best answer is the Addams Family. I probably quote Addams Family pinball every single day for the last however long. Ever since I've known, or ever since I've played it. Hey, super exit. So, we have a three-ball multiball now instead of two, which is awesome. We really need the super jackpot. It'd be really rad if we did all this on the first try. Just one more target. It's really low. Oh, it's right there. Yes! Oh, it's two more targets. No! No! Get in there! No! No! That's so tragic. Well, we didn't get to the wizard mode, but we did get to look over a ton of the other super cool stuff in the game and whatnot. So, it feels really good to be back playing more Halloween code updates. Going to be playing some Ultraman updates in the future here soon, too. and then after that we'll be getting some Scooby-Doo as well. So expect a lot more gameplay videos on this channel going forward. I mean, we've got three games to go over for me to be playing regularly, so expect that. And thank you everybody for joining again and for your patience on this update. It's going to keep getting better. I'm really confident in that and I'm really proud of where the game is now. So thank you all so much. Also for all the good reactions to Scooby-Doo. Um, absolutely insane, insane thing. And I've talked extensively about that on like podcasts and other interviews and whatnot. And, but, uh, seriously, thank you all so much. Uh, good to be back doing this. So we'll see you guys again soon.

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 6e3266e3-b25f-42ab-834e-2fc1463da4e4*
