# SDTM: Ultimate Game of Thrones pinball Tutorial Part 1

**Source:** Straight Down the Middle  
**Type:** video  
**Published:** 2017-12-14  
**Duration:** 106m 2s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=36jEF-Z9iVM

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## Analysis

Chuck Work from Straight Down the Middle presents Part 1 of an in-depth Game of Thrones pinball tutorial, focusing on five foundational mechanics: playfield validation, combo multipliers, playfield multipliers via the battering ram, spinner mechanics, and general mode rules. The tutorial emphasizes practical skill-building techniques such as short plunging to avoid early playfield validation and understanding the interplay between combo and playfield multipliers to achieve high-multiplier shots.

### Key Claims

- [HIGH] On Game of Thrones, playfield validation occurs when major switches (rollovers, optos, battering ram, dragon kickback) are hit, but can be delayed by hitting only minor switches (pop bumpers, stand-ups, slingshots, drop targets) up to a limit of approximately three before validation triggers. — _Chuck Work demonstrating and explaining playfield validation mechanics with gameplay examples throughout the segment._
- [HIGH] Short plunging to avoid the right orbit rollover switch is a critical skill that allows players to take advantage of playfield validation windows after locks and ball saves. — _Chuck Work repeatedly demonstrates and emphasizes this technique: 'every time you plunge the ball on Game of Thrones no matter when whether it's the beginning of your ball after a lock whenever you always always always want a short plunge and not touch that switch.'_
- [HIGH] Combo multipliers on Game of Thrones are represented by red flashing arrows above shields and are limited to 3x at game start, advancing to 4x and 5x only after completing modes and collecting sword inserts. — _Chuck Work explaining combo multiplier mechanics and demonstrating mode completion unlocking higher multiplier tiers._
- [HIGH] Playfield multipliers are initiated via the battering ram and require three successive hits (with blue arrow confirmation on the first hit and orange 'Multiply' light on the second) to activate, then can be further advanced to 3x, 4x, and 5x by hitting the battering ram additional times. — _Chuck Work demonstrating battering ram sequence and playfield multiplier progression through gameplay._
- [HIGH] A shot with a flashing red combo arrow multiplied by a 5x playfield multiplier can be worth up to 25x its base value, potentially generating 25–50 million points on jackpots that normally yield 1–2 million. — _Chuck Work calculating combined multiplier potential: 'if you have 5x play field running and you've hit a bunch of combo shots you can have one shot worth 25 times what a normally is.'_
- [MEDIUM] Music cue changes indicate when playfield validation has occurred, providing an alternative confirmation method for experienced players. — _Chuck Work explaining: 'the music changed once I validated the playfield' and 'the cadence of the music will change when you've outed the play field.'_
- [MEDIUM] Playfield multipliers can be extended by allowing them to timeout and then quickly hitting the battering ram during a grace period, resetting the timer to full duration. — _Chuck Work describing discovered technique: 'you can extend the playfield multipliers for an extremely long period of time and the way to do that is wait I know it sounds weird but waiting for the multipliers to timeout' and notes he has been 'talking with other owners and players of the game.'_

### Notable Quotes

> "This is the first installment of a lengthy walkthrough I'm gonna do on Game of Thrones pinball the Pro Edition from Stern... for the next handful of weeks we're gonna be doing Game of Thrones only and go through every aspect of the game and hopefully kind of clear up once and for all all the confusion a lot of players have on the game."
> — **Chuck Work**, Opening
> _Establishes the scope and intent of the multi-part tutorial series._

> "So the whole point of this and the order that I'm doing it is to start you with a base knowledge and then build off that so that each thing we advanced to you're gonna use what you learned before to be able to understand the next parts later."
> — **Chuck Work**, Introduction
> _Explains pedagogical approach to sequencing tutorial content._

> "Ever time you plunge the ball on Game of Thrones no matter when whether it's the beginning of your ball after a lock whenever you always always always want a short plunge and not touch that switch that's at the top of the right orbit."
> — **Chuck Work**, Playfield Validation section
> _Highlights a fundamental competitive technique that significantly impacts score potential._

> "It's insane how much it helps. I've had plenty of times where like I'm in such a good habit of short plunging at all times that I've thought that I've drained the ball and lost my ball and walked away but because the game wasn't validated it served my ball back out and people are calling me back over."
> — **Chuck Work**, Playfield Validation conclusion
> _Demonstrates practical in-tournament impact of mastering playfield validation._

> "Any time you have a red arrow flashing on a mode shot a jackpot you want to aim for those as opposed to one a mode shot that's that doesn't have a combo multiplier shot there because again if that red arrow is flashing on a shot you know it's worth at least two times."
> — **Chuck Work**, Combo Multipliers section
> _Establishes visual strategy for maximizing multiplied shots during gameplay._

> "If you think about it a red flashing arrow any of those shots that have a red flashing arrow on it if you have 5x play field running and you've hit a bunch of combo shots you can have one shot worth 25 times what it normally is."
> — **Chuck Work**, Playfield Multipliers section
> _Articulates the high-end scoring potential that motivates advanced play on this machine._

> "This game is notorious for having battering rams that have trouble you know it feels like you're hitting a brick wall so it's hard to advance those playfield multipliers."
> — **Chuck Work**, Playfield Multipliers section
> _Acknowledges a known design/manufacturing issue affecting gameplay difficulty._

> "You can extend the playfield multipliers for an extremely long period of time and the way to do that is wait I know it sounds weird but waiting for the multipliers to timeout."
> — **Chuck Work**, Playfield Multipliers conclusion
> _Describes a counterintuitive advanced technique discovered through player collaboration._

### Entities

| Name | Type | Context |
|------|------|---------|
| Chuck Work | person | Streamer and pinball content creator for Straight Down the Middle, hosting this Game of Thrones tutorial series, streams Wednesday nights at 8:00 PM. |
| Straight Down the Middle | organization | Pinball-focused media platform for which Chuck Work streams and produces content. |
| Game of Thrones | game | Stern Pinball machine based on HBO series; Pro Edition is the subject of this comprehensive tutorial covering playfield validation, multiplier mechanics, and battering ram rules. |
| Stern Pinball | company | Manufacturer of Game of Thrones pinball machine. |
| Greg Bone | person | Mentioned as co-host/associate of Straight Down the Middle; appears to be part of the SDTM streaming setup (referred to as 'Raus man what up SDTM I assume it's a king Greg's'). |

### Topics

- **Primary:** Playfield Validation Mechanics, Combo Multipliers and Shot Selection, Battering Ram and Playfield Multiplier Progression, Short Plunging as Competitive Technique, Game of Thrones Scoring Strategy
- **Secondary:** Pinball Tutorial Content Production, Multiplier Timer Extension Techniques

### Sentiment

**Positive** (0.82) — Chuck Work is enthusiastic, pedagogically clear, and encouraging. He acknowledges difficulty (e.g., battering ram reliability issues) without negativity. Tone is patient and supportive toward learners. Occasional frustration with game mechanics (hitting the battering ram) but framed as a shared challenge.

### Signals

- **[content_signal]** Multi-part, structured tutorial series on Game of Thrones mechanics designed for accessibility; parts will be 1–2 hours each and uploaded to YouTube separately for digestibility. (confidence: high) — Chuck Work's introduction: 'for the next handful of weeks we're gonna be doing Game of Thrones only' with modular format by topic.
- **[design_philosophy]** Game of Thrones uses interlinked combo and playfield multipliers that compound together (up to 25x) to drive high-end scoring, with progression locked behind mode completion and deliberate multiplier advancement mechanics. (confidence: high) — Detailed explanation of how combo and playfield multipliers multiply together, mode completion unlocking higher tiers, and deliberate battering ram sequencing.
- **[gameplay_signal]** Playfield validation window exploitation via short plunging is a high-impact competitive technique that significantly affects scoring; players who master this can score substantially higher, especially in tournament play. (confidence: high) — Chuck Work: 'It's insane how much it helps' and describes in-tournament scenarios where playfield validation recovery changed match outcomes.
- **[product_concern]** Game of Thrones battering ram mechanism is known to have reliability issues ('notorious for having battering rams that have trouble'), making it feel like 'hitting a brick wall' and complicating playfield multiplier advancement. (confidence: high) — Chuck Work: 'This game is notorious for having battering rams that have trouble you know it feels like you're hitting a brick wall.'
- **[gameplay_signal]** Player community (including owners and competitors) has discovered and is sharing techniques for extending playfield multiplier timers through strategic timeout and re-engagement, suggesting ongoing meta-game evolution. (confidence: medium) — Chuck Work: 'I have found out we're talking with other owners and players of the game' regarding multiplier timer extension technique.
- **[content_signal]** Straight Down the Middle has recently integrated Twitch bits/donations into their streaming setup, with Chuck Work learning the feature during this broadcast. (confidence: medium) — Chuck Work: 'thanks for the bits uh mr. Ross man hopefully the bit thing is working I just learned how that works tonight.'
- **[community_signal]** Pinball home collectors and players customize flipper rubber colors to reflect personal interests (sports teams, college affiliations, etc.), treating it as a form of machine personalization. (confidence: medium) — Chuck Work responding to chat question: 'I had those because I'm a big bangles fan so all my games have black and orange flippers' and switches them seasonally for UK Wildcats and baseball teams.

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## Transcript

all right welcome everybody this is the first installment of a lengthy walkthrough I'm gonna do on Game of Thrones pinball the the Pro Edition from Stern first things first I'm your pal Chuck work streaming for straight down the middle pinball I tend a stream usually Wednesday nights at 8:00 p.m. so make sure you check me out so for the next handful of weeks we're gonna be doing Game of Thrones only and go through every aspect of the game and hopefully kind of clear up once and for all all the confusion a lot of players have on the game and don't have access to one to to really dive into the deep details which is what we're going to do that's why it's going to consist over multiple weeks so tonight's the first part we're gonna start very very basic and then build up so the whole point of this and the order that I'm doing it is to start you with a base knowledge and then build off that so that each thing we advanced to you're gonna use what you learned before to be able to understand the next parts later and then when we get to the end actually playing the game and going through strategy and trying to score big scores all this stuff you've learned up to that point should make total sense by then and so hopefully the the walkthrough will be good for everyone and then obviously I'll save all these to youtube each part being its own video hopefully in the the 1 to 2 hour range never more than two hours I can't imagine any of the parts taking more in two hours but that way it's more digestible so you can kind of concentrate if you want to learn these five things you can just watch this video or if you want to move to the more advanced stuff you can just watch that video so thanks again everybody for tuning in raus man what up SDTM I assume it's a king Greg's what's going on okay so I guess we'll get going here alright so tonight the five things we're going to talk about we're going to talk about play field validation we're going to talk about the combo and play field multipliers on Game of Thrones we're going to talk about the battering ram rules we're going to talk about how the spinner works and we're also going to talk about general mood rules we're not going to get into the specific modes and how they work that'll be the next time but tonight we're just going to talk about just overall general things about the the modes or the battles of the game so with that we'll get started so first thing play field validation just in general play field validation I can occur on any pinball machine so what play field validation means is the point at which the pinball machine knows that you're playing and they consider the play field valid meaning if you drain you're gonna get your bonus and your turns gonna be over typically on older machines if you don't touch a single switch after plunging and the ball drains it'll get served back to you because the game thinks that you have not started playing yet and something wrong happened with the machine so the game gives it back to you and the newer machines you'll see with especially with this one the number of switches you can hit and drain and still get the ball back is more than zero switches so you can really use it to your advantage when playing a game whether it be casually or competitively as using that play field validation knowledge and knowing that I can drain right here and I'm gonna get the ball back so it's huge especially on a game like this and you'll see so typically for play field validation like I said order machines you can't touch any switches newer machines you can touch multiple switches and it'll still give it back so on Game of Thrones I've pretty much figured out that there's two types of switches there's major from what I like to call there's major switches there's minor switches minor switches they're basically gonna be any thing that's not a roll over so the inlanes and outlanes are rollovers you go down those the playfields validated the roll over like in the orbits or the top lanes up top those are major switches your playfields going to be validated once you hit this I've found out that most what do you call them dammit the Optus optos are also usually a major switch so hitting any of those switches the playfields immediately validate it if you can avoid those and only hit other types of switches the play field will let you do a certain amount of those before the play field or the before the game thinks that the ball is live and you started so I'll start a game right here and I'll show you how this works so we talked about the major switches those are all the ones you want to avoid so like I said the right orbit has a rollover léna a rollover switch up in the top corner up here next to the pop-up version you don't want to hit that so every time you plunge the ball on Game of Thrones no matter when whether it's the beginning of your ball after a lock whenever you always always always want a short plunge and not touch that switch that's at the top of the right orbit so it doesn't matter who we're picking it doesn't matter what house we're doing so I'm just gonna choose Zac Stark but my whole goal here is the plunge the ball and not touch that switch in the right orbit and take your time all you want unless you're being served a ball after a lock which we'll get into in a second the game is not gonna auto fire you so just take your time and make sure you're not hitting that switch okay so right now the plate I haven't touched a single thing on the play field except for my flipper button so I haven't touched any switches nothing so if I drain the ball it gives me the ball right back and you can see my ball safe hasn't gone off it hasn't even started yet so that's the key you want to understand how many things you can hit or how many things you can do before the game even starts your ball safe so on to the minor switches we talked about the major switches mostly optos and rollover switches the battering ram is also a major twitch the dragon kickback is also switch that's an op though a major switch that will validate the play field now minor switches are pop bumpers any stand up target the slingshots and the drop targets so that's a whole bunch of stuff on the play field that you can hit and still the game won't start your ball save and it doesn't validate the play field now you have a certain number of those before it does validate the play field I believe in every single case as long as you hit three or less of those minor switches your play field will not be validated you can drain down the center not out the outlanes because remember those head rollovers should be drained down the outlanes you're done so if you hit three minor switches and drain down the middle you will get the ball back that's if at the start of a ball or after a ball lock and I'll show you both how they work but again we've just plunged the ball we let it drain and get a gator right back to us we didn't start the ball saying at all so this time I'm going to try and hit a couple minor switches and then drain and show you that we still haven't started the ball saying we get the ball back so there I just hit a stand-up target and my ball my ball save is flashing but this is key it has not started yet if it had started it would have played my ball save animation and it would have Auto fired the ball back out but you can see the ball still sitting in the shooter Lane the auto fire is not active so and I've only hit one minor switch so when I plunge the ball again I can hit another minor switch and not have my ball safe start that's key for two reasons one being the drop targets and to being the stand ups on the right which are your green lock targets because those are minor switches you can go for those dangerous shots which are very valuable and not even have the ball safe third okay so this time I'm gonna try and hit the drop targets me and hopefully only hit one of them maybe two okay so I ricocheted off the drop targets into the stand-ups it activated my ball safe and here comes my ball so now another key to play skill validation that's one of them after a ball save its fire view the ball back into the shooter Lane what you want to keep an eye out for is if you get a ball saver lock a ball the auto-fire is engaged on the games you want to beat the auto-fire by manually plunging and get it back into play without hitting that switch at the top of the game so I do that in two ways before the auto-fire goes just try and plunge it real quick just get it away from the auto-fire kicker if it's not strong enough what I do is I push the shooter rod into the game so then the shooter rod is protruding out a lot more so then when the ball comes back down and wants to hit that switch to make the auto-fire go again the ball will bounce forward not touching that switch and give you more time to let the ball settle and then make another plunge to get the ball back into the game without letting the auto-fire kick if the auto-fire hits it it's gonna push it up that right orbit and you're gonna hit that that made your switch and had the play feel validated so again I beat the auto-fire plunged it I have it on a flipper the play field is not validated so I've already lost a ball with my ball save and any other situation if I drained right now my turn would be over but it's not because the playfields not validated so one key is doing it at the beginning of every ball but the other key is remembering to do it every time the game serves you a ball into the shooter link after locks after ball saves always do that so I'm after my ball save I still haven't validated the play field again I didn't get the ball on a trap just let it dream it'll serve a write-back try again I know this seems boring but like this can really help you and scoring higher on this game now again I hit two slingshots and a spot target that validated the play field so I guess once you hit three its validated you're done because I went sling sling stand-up drained then I was done Butthead I only hit two of those it still would have given me the ball back so technically you can light at least your first lock and get your first lock before your ball save even starts okay so start to just get into that habit of every time you get served the ball short plunge it don't touch that top switch get it onto a trap and then concentrate on either your lock targets or your drop targets to light your lord of light outlines and I'll go from there it's always a good way to start and and don't forget after locks as well so i'm i lock lit up the middle so again I got the ball save beat the otter plunge because I didn't get on to a trap I can let the server back in and try again okay now I have it on a trap I'm gonna try and lock the ball and then I'll show you oh so that time I hit the stand up and I hit I hit the gold stand up and the to lock stand ups and the play field wasn't validated yet I dreamed and it still gave me the ball back so it's not an exact science but I'm telling you it lit if it's only two minor switches you're always gonna get the ball back so in that case I got the ball back anyway even though it seems like I hit three the slings validate but I think they fall under the minor switch category meaning you'd have to hit three slings in order to validate the playfield pop bumpers are the same way I believe so if you happen to plunge it and sneaks in and hits a pop bumper don't freak out the playfields not validated yet there's other ways to tell I believe you're the the sound of the game will change from a different there's two different tones to the game and and I'll I'll point that out after we drain here but I'll show you the other ways to tell if the place is valid or not so there's a lock ball I'm just gonna pass on those to keep it simple so I'm not sure why it served me another ball but that's okay walking over okay remember beat the auto punch so yeah it plunged it too short push forward the plunger so it bounces the ball up so you can have an easier settle to go and short plunge it again see I'm just holding it forward letting it bounce forward then plunge okay I didn't catch it just let it go okay so that's how you do it after a lock as well so we'll go ahead and and I know if you notice the music changing but the music changed once I validated the playfield so we'll go ahead and let this Jeff I'm pretty sure and if you if you don't ask that question on every stream you're now required to so he asked about the different colors flipper rubbers I had those because I'm a big bangles fan so all my games have black and orange flippers I'll switch them throughout the year I'm put white and blue for UK Wildcats and I'll put red and white for Red's when it's baseball season okay so we were talking about before other ways to tell if the play field invalidated another way to tell is the music so pay attention to how the music sounds right now okay the cadence of the music will change when you've outed the play field so I'm going to see if I'm trying to think of the easiest way here's what I'll do I'll short plunge trap and I'll hit the battering-ram because that immediately validates the play field just listen for how the music changes let it go cuz I couldn't trap it hear how the music changed and they went to a different verse or or whatever you want to call it different so you can look like I did when I was first getting started on getting used to the playfield validation was I always listened I listened for that change in the music because I wasn't sure how many switches are what switches I could hit it first before it became validated so I always listened for that music change but that's not always going to be available to you if you're in some loud bar trying to play you can't hear a damn thing so always remember the minor and major switches and which ones you can hit which ones you can't any time the ball served in the end of the shooter Lane that's a point in time when you can take advantage of play field validation so never forget that all right so any questions on play field validation go ahead and throw it into the chat but that's essentially it just always remember if the game serven you to the ball and the shooter Lane you better be on on the on the trigger to either beat the auto plunge or to take your time and soft plunge and get that and take advantage of those play field validation rules it will increase your scores immensely it's insane how much it helps I've had plenty of times where like I'm in such a good habit of short plunging at all times that I've thought that I've drained the ball and lost my ball and walked away but because the game wasn't validated it served my ball back out and people are calling me back over and a competitive match saying hey you're still up so just get into that habit and even if you don't remember you'll be pleasantly surprised so just just keep that in your mind and get into that habit of always shore plunging okay so that's it for play field validation we'll move on to the combo and play field multipliers so there for combo and play field multipliers this game has two types of multipliers there's combo multipliers which are the red arrows that you see above all the shields see those flashing those indicate a shot that is multiplied by at least 2x if that red arrow is flashing and then there's play field multipliers we'll get into the the rules behind them and the next step but those are initiated by the battering ram and when you have those going those get multiplied against the combo multipliers to make a mixed multiplied shot so anytime you have a red arrow flashing on a mode shot a jackpot you want to aim for those as opposed to one a mode shot that's that doesn't have a combo multiplier shot there because again if that red arrow is flashing on a shot you know it's worth at least two times I'll explain to you how you know exactly how much each one's multiplied here in a second but we kind of want to go over the basics here for at first so comma multipliers are the red arrows we'll go ahead and start another doing this and I'll I'll do my best to show how these work so whenever you hit a shot it will start red arrows flashing on other shots except for the one you just did to tell you can see right now look at the DMD it says 1 X 2 X 2 X 1 X 1 X that means from left to right it's telling you every shot and when it's x it said 1 X which means the left orbit is x 1 the dragon was a 2x and then another 2 X 4 the center ramp so if you remember the two shots that were flashing red the red arrows above the shields were the dragon shot and the center Ram so the game was telling you these two shots are worth 2 X and then the next shot over which was 1 X was the right ramp and the final shot all the way to the right the right orbit that was another 1 X so any time you're playing the game when you hit a shot it will tell you if you're looking at the standard screen so look up there again it's telling me so 1 X 3 X 3 X 1 X 1 X it's telling you what all those shots are multiplied at all times now obviously you can't be looking up at the DMV at all times but it's there for you if you need it so remember the red arrows are gonna be more than 1 X the center ramp does not have a red arrow on it so it's only 1 X so that's the basics of combo multipliers now first step in common multipliers is when you hit a shot that shot will never ever be lit so you can't just keep hitting a shot and have it keep increasing and multiply it unless and we'll get into that later if there's certain circumstances you can do that but in a regular game playing is how Zac Stark whatever if you hit a shot that shot does not increase in value other shots do and depending on which shot you hit will depend on what other shots are lit so we saw before I hit the left orbit and it made the dragon shot in the center shot worth more so we know that the left orbit will increase the dragon shot and the center shot now if I were to hit the left orbit again that shots not multiplied by anything and it's not gonna do anything but restart the combo multiplier timer for the dragon in the center shot I'm pretty sure that it's not going to just keep increasing that so if you hit the left orbit twice in a row it's not gonna make the dragon shot in the center shot worth three times now if that makes sense in order to keep increasing the multipliers you have to hit those flashing red arrows so I'll try and show you right here so I hit the center shot and let every other shot but the center shot so beat are a lot of fun shooter so we can see these another huge thing about play field validation this is why we're going in this order the play field is not validated these combo multiplier arrows will never timeout as long as I want to sit here and hold this ball these combo multiplier timers will stay frozen so if you can somehow set up a big shot like a big hurry up or a big shot after a locked ball or a ball safe with these multipliers you can short plunge catch it line up that shot take your time and boom cash in you don't have to rush you want to hurry it's it's it's awesome so again we hit the center shot which made the arrows start flashing on all other shots for 2x so no matter what you want to hit it's going to be worth double what it norm so I hit right ramp so now all the Red Bull will try and get it back here so this okay so the dragon and the center ramp should be worth three apiece I just hit the dragon which made all the shots like so you can see they're all 3x now but if I wait too long boom when the arrows go out they all go back to 1x so just remember if you want to keep increasing this combat multipliers the game is telling you okay you hit this shot now we want you to hit these other shots because they're worth more now and if you can keep that consistent comboing going that just goes up and up and up now there's a limit when you start the game to the amount of multiplication you can give to a combat shot so a shot that has a flashing red arrow on it it's limited to 3x only when you start the game it can go up to a maximum of 5x even further than that it can go to 6x but we'll get that late get that later but in general the combat multipliers are limited to 5x but when you start the game you can only get to three no matter how many combos shots you make you're not gonna get past 3x to advance that you have to defeat the modes so right now I have Zac Stark mode and Greyjoy lit and we'll get into the modes later but I just want to show you something it starts pretty easy this time I should see if I can't do this real quick but anyway when you complete a mode okay so I completed the start mode now if you look on the right ramp there's an insert a yellow insert it says stores on it every time you complete a mode it will light that insert if you collect that shot so if you hit the right ramp you'll collect a sword and now you've unlocked the next level of multipliers this applies to combo and playfield so when you start a game your combo shots can only be 3x your play field can only be 3x so if you remember when those two are running together they're multiplied so if you have a 3x combo shot combined with a 3x play Fuel multiplier that's a 9x mixed shot and that applies to all the ones that have the red arrows every other shot in the game is only multiplied by the play field multiplier okay so if you hit a red flashing arrow while play field multipliers are going you're going to get that combo'd multiplier multiplied by the play field multiplier hopefully that makes sense but anyway so if I like if I get the sword it doesn't tell you that you've unlocked more multipliers but it has so if anybody's like me when I first started playing this I had no idea what those sores did besides points so when I pass on the mode just so I can see if I can show you okay everything's on 3x so if you look now look so the dragon shot and the center shot were worth 4x until my time around so that's how you unlock them you beat a mode you unlock the next level so the highest level is 5x right so once you beat two modes you're at the highest level of multipliers online thanks for the bits uh mr. Ross man hopefully the bit thing is working I just learned how that works tonight so I see the cup there but who knows but anyway so those are combo multipliers hopefully that makes sense so if I were to complete another mode i unlock five extra break combo and play field okay so yeah so remember keep concentrating on where those flashing arrows are at and if you got a big if you got multiple flashing shots jackpots mowed shots avoid the ones that don't have the red arrows and shoot for the ones that do have the red arrows this is another way that like you'll just if you've ever played this game and wondered well I just had a very similar game than I did before why is my score so much lower than it was before because before I can almost guarantee you you were you had a smooth game where you were comboing all those shots together and hitting that his red flashing errors and maybe didn't realize it but that's what was happening so just concentrate on hitting those red flashing arrows especially if you know there's something if there's multiple valuable things to go for always go for the red flashing arrows so play field multipliers are go hand in hand with the battering ram which is going to be our next piece that we talked about so I'm just going to go into those and then you can kind of see how those get combined with the the the combo'd the shot multiplier is the combo multiplier so for the battering ram that's your shot right here in between the center ramp and the right ramp there's another extremely dangerous slash valuable part of the game hitting this battering ram will start your play field multipliers so the way the battering rams behavior works you hit the battering ram once you'll see a blue arrow starts flashing in front of the battering ram the game is telling you you have not advanced to the next level with a battering ram yet but you've initiated it you started you're on your way if you let that blue arrow flat like time-out see how it's getting faster faster faster it goes out you'll never ever start a play field multiplier if you keep letting that blue arrow timeout it's not gonna let you advance until you hit it while the blue arrow is flashing hopefully that makes sense so we'll show so blue arrows flashing on a try hit it again so we'll start a new game and I'll show you here a second [Music] all right it's a new game so we want to get that blue arrow flashing and I'm gonna try and incorporate every single skill we're learning along the way as we're learning together so everyone by this point you have no questions on why I keep letting the ball drain right now okay so you can see why that battering ram so dangerous but remember don't validate the playfield okay blue arrows flashing if I hit it again now another light lights up that light is in the very front here it's orange and it says please you'll multiply right that just means that you've locked in the first half of what you need to go to actually start the playfield being multiplied so now you can take your time because the blue arrow isn't flashing you're not going to lose any ground you're halfway there you can do some other things but the next step is to hit the battering ram again so we've hit it twice we're gonna hit a third time okay blue arrows flashing again now play field multipliers flashing again that means if you can hit it while all that's still flashing your play field multiplier will start this so now you can see those lights went out but now we got to x-play field flashing down here by my left flipper that's how you start play field multipliers and again they get multiplied with the combo'd red arrow so now when we now look at the era's up top or the the DMD 4x4 X 2 X that's because we have the 2x play field multiplied with with the combo see how they all say 4x now so if you remember before we couldn't get past a 3 X multiplied shot on the combo multipliers because we're limited we had complete any modes yet we haven't completed any modes on this game but because we had to x-play field running and a 2x shot multiplier which were not to 3x yet and multiply them together so now that that individual shot with the red arrow flashing is now worth 4 X instead of 2x so you can kind of see where I'm going there so how do we advanced the play field multiplier again to 3 X and then kept shooting our combo shots we could get up to 9 X on a single shot that had a flashing arrow and that's just before completing one note that's where we're limited to now if you think about it we completed mode we've unlocked for X for both play field and shot multipliers so that means we can get up to 4 X on a shot multiplier and for X on play field so 4 times 4 16 X is the most one individual shot with a red flashing arrow can be complete a second mode now we've unlocked 5x for the battering ram and the shot multipliers the combat multipliers I keep saying this but shot and combo are the same thing so comma multipliers are maxed out at 5x and so is the play field of 5x so if you think about it a red flashing arrow any of those shots that have a red flashing arrow on it if you have 5x play field running and you've hit a bunch of combo shots you can have one shot worth 25 times what a normally is so if you think about it some of the scoring in this game some of the jackpots a pretty big it's kind of hard to like think of one individual shot but obviously jackpots and multiball you're you're typically getting around I don't know 1 maybe 2 million from those jackpots now you're getting 2530 million 25 50 million so it can be huge now it's very difficult to get to that point especially because this game is notorious for having battering rams that have trouble you know it feels like you're hitting a brick wall so it's hard to advance those playfield multipliers but it's good to keep in your head I'll always remember that if that place your multiplier light is flashing in front of the battering around you want to go ahead and try and hit that again because then you're going to start your play field multiplier I'll show you I can get it going here so I'll get so what I'm going to try to do next I'm going to show you the most important piece of the play field multiplier rules so again we got to start from scratch nothing's lit so we got to hit that battering-ram four times assuming we don't let the blue arrow timeout so now now we can arrest if we want to because [Music] we've got to play few multiplier let's so now we know we only need to hit the battering-ram twice to start 2x okay so 2x is running a very crucial thing about this game the way the multiplier the place you multiplier works at the battering ram the rules are I believe that now that we have two x running obviously if we hit the battering ram four more times we're gonna get to 3x but what's supposed to happen is the taught your spit every time you hit the battering ram the timer will extend but it's a very minimal extension what I have found out we're talking with other owners and players of the game is and I lost that 2x so we'll try and do it again here is that you can extend the playfield multipliers for an extremely long period of time and the way to do that is wait I know it sounds weird but waiting for the multipliers to timeout so if you're trapped up and you can see that the playfield multipliers are flashing real fast that means it's about to go out and you're about to lose them so you can see it's getting faster and faster and faster I'm gonna wait for it to go out you have a grace period between when the playfield multiplier stops flashing and when you can hit the battering ram and have them all come back and start with an entirely full time so if you noticed on that my QX was gone but I hit the battering ram within a second or so and it brought it back and it was flashing real slow again so don't rush to hit the battering ram when you see those play field multipliers flashing real quickly yeah they're about to go out but it's better to trap up wait for them to actually go out then hit the battering ram because let's say you're at 4x or 3x it will completely bring all three of those back start the timer over there's flashing real slow again I think the state like that depending on which level you're at so 2x has the longest timer 3x of the shorter time or 4x has a shorter timer so let's say the Forex if you're at Forex the timer's 10 seconds 15 seconds whatever it is if you wait for those all to go out and then hit the battering-ram within a second or two it brings it all back and start your timer over again if you're just smashing on the battering ram while they're still flashing you're only going to get maybe a second or two extra onto your timer but if you wait for them to go out and then hit it you're gonna eat your full timer back so 10-15 seconds the key to this is though if you've unlocked 5x and you reach 5x there is no possible way to ever bring the multipliers back with a full timer I don't know if you keep bashing on the battering ram if it gives you another second or two I'm not sure of that but I'm pretty confident that once you reach 5x playfield there's nothing extending the timer it's got its timer and when it's over it's over so the key is I know this sounds weird but don't get to 5x you can theoretically play an entire game while keeping to 3x running the entire game so in my opinion it's better to have the entire play field multiplied for the majority of a game then get to 5x for a really short period of time because if you think about it if you're letting the lights of the play field multipliers go out and then spending 1 hit 2 the battering ram to restart those timers you're advancing to the next place field multiplier barely very slowly but again once you get to 5x there's no way to extend it it's gonna have its timer when it's out its out you got to restart from scratch so that's the most important thing about play field multipliers on this game with the battering ram if they're about to run out trap up wait for them to run out once they're out hit the battering ram again they'll restart with a full timer the RAM so ace asked if the RAM is safer to hit from the left flipper it's again it's gamed a game I've played games we're like the RAM doesn't even register if you track from the left flipper so rule of thumb always try and go at it with a backhand from the right it's a very easy repeatable shot again you might need to spend some time getting used to saving the ball after hitting the RAM but on my on my game you can hit it from either flipper now some players might be more consistent from the left on mine especially getting it to kind of hit off the rim then the outer wall then come back to a nice trap but I'm not very consistent at that at all so I tend to lean more towards the backhand but you can obviously do the and it's gonna be game by game and player by player preference let me hit the ball back on trap here and I'll see if there's any more questions so during multiball do you go for the battering around with ball safe yeah that's a that's a good thing to get going what I would do but what I would say is if your battering ram is flashing make sure you hit it because again if the lights are lit solid in front of the battering ram you're not going to lose that progress so at least if it's flashing at the start of multiball hit it to at least get to that next level closer to another play field multiplier and what but yeah it's it's always good to while you know you're not gonna lose the ball up I punch too far so now if I lose the ball I'm dead the music changed reminder okay so start a multiball yeah it's always great to go after the battery that'll get your I was thinking your play field what the fires going and the quicker you can be in those or further along the better but the other piece to the battering ram rules are is wildfire which i have lit right now so we'll kind of use the recording of this video to kind of show people how I got here but anyway you light wildfire from after you light your lock for multi blah so what I did was is I had locked lit up the middle and then I hit the green targets again they have two purposes one they like to lock and if a locks already lit they like wildfire at the battery room so what I did was while that lock was lit up the center ramp I hit the green targets again and it lit wildfire at the battering ram wildfire is a mode that works similarly to the flashing blue era so when I hit the battering ram now because wildfires lit that's the green light in front of the playfield multiplier so to wildfires lit I've started that mode and during this mode every hit to the battering ram will increase the base value of my jackpots in the blackwater multiband so every hit - it increases hit it more than once for crying out loud well see it already went out so every time you hit that flashing green wildfire shot on the battering ram so again look at our multiplied shots here now they're back down the tools and there's at - because the playfield multipliers run so even though I don't have a so I'm waiting for a time out and see how it's about to go out then full timer okay so even though I don't have any combo multipliers going my shots are still worth double so I collected a sword so now I got more multipliers available so instead of 3x I can go for X I want to get back to a flipper c'mon okay that's wildfire it's not something you want to go for purposefully but if it's running just know that it's increasing the value the base value of your jackpots in Blackwater multiball so Scottie asked about the iron bank value and using the combo'd shots I believe yes they do affect the iron bank which is your lockdown bar collect at the you only want to use it at the end of the ball if you have house martell that's an antibody multiball but we'll get into that anyway the iron bank is a basically a collection of points that you accumulate every time I believe you hit a combo shot so anytime you hit a red arrow flashing on the game it increases the value of that iron bank you get when you hit the lockdown bar as your dream the reason why you never want to hit the lockdown bar for the iron bank while you're playing in the game what it does is does it collects all those points you've accumulated from combos but it also resets all your multipliers so if you have 5x play field running and 5x combo multipliers which means all those combo shots are worth 25 times a piece do not hit that locked bar button because yeah you might have a fairly large iron bank at 10 15 million maybe if it's like the highest I've ever seen it but what it's going to do is it's gonna erase all those multipliers so if you're in the middle of a multiball get rid of all those multipliers you're missing out on hundreds of millions up to a billion points by collecting this little pittance of an iron bank so don't hit the lockdown bar unless your house marked out or as your drain because then you just collect this little bit of points and whatever you'll move on so oh yeah thanks for the host quickie I didn't notice that appreciate it man okay so again back to wildfire that the one key piece to wildfire edition additionally to it increasing the value of your jackpots and multiball it was one more much more important aspect if you have a wildfire lid it advances your place wildfire being lit and running as what along with your battering ram hits it will advance your play field multipliers quicker so and I believe it's one less shot so instead of it taking three shots or sorry four shots it takes three so right now if I hit the battering ram twice my place your multiplier let's start come on okay the Wildfire is still running once - that's two shots okay so I only hit the battering ram three times that time to get to three yes so watch one two three I only hit the battering ram three times and I got to the next multiplier normally it takes four that's the important thing about so we had a question before about hitting the batter here at the beginning of multiball yes especially if lob fires lit but I don't think it'll be lit once you start multiball because again that feeds into the value of your jackpots and multiball so I think it might go out so scratch that but in normal play if while I was running and your play field multiplier light is lit get after it could you only need three now at a four it's dangerous to hit the battering ram but it's less dangerous if you only have to hit it three times instead of four so just keep that in your head that that that those running together will get to your next multiplier level quicker we check my notes here alright so that's it for battering-ram rules any questions firearm at me and I'll get to them but we're going to move on to the spinner for now so one of the most important things of this game that again it's not something you're gonna overtly go for but it's something like play field validation that you need to keep awareness of in your head at all times and and and knowing the spinner rules backwards and forwards will be huge especially when you're coming out of multi balls and wizard modes and sometimes even before being in a wizard mode we'll get into that knowing how those rules work and what to look for can add to some big paydays and sometimes some really easy paydays okay so the spinner the spinner is over the left orbit all the third insert on the RAM thanks for the question so the third insert on the RAM the one closest to the blue light that is your super jackpot so when you're in multi balls the hand of the King wizard mode has a super jackpot they're various modes multiball modes will have a super jackpot feature that will be at the battering ram when that's lit and you hit the battering ram you collect the super jackpot so that's what that is outside of those multi balls that'll never like you can hit the mystery shot and have it light your super jackpot just as a free award but outside of that it's it's really just used in multi balls and it's like when you collect the other jackpots or do the other things it'll like the battering ram for the super jackpot thank you for the question I've read about them okay so spinner left orbit it's hanging over the leftovers right there right there okay their despair if we hit it right now yeah keep an eye on the DMV if I can hit my best shot the spinner is a backhand so the easiest way to rip this spinner is from a backhand right here so keep it on the DMD till it'll show you how many points are accumulating from hitting this spinner well um well we'll start this next game as greyjoy so I won't have those animations I'll show you here so oh yeah the the super jackpot animation and call-out on this game during Blackwater multiball outside of Terminator 2 getting a super jackpot on that it's my favorite super jackpot to collect ever and hitting up over and over and over again it just starts that that animation over again like if you interrupt it it starts there like junk junk junk junk junk junk junk I love it it's awesome and that and then the the hound calling calling out the super jackpots amazing we hit a slingshot I don't care my ball stayed haven't even started another way to tell you having validated the play field if you look up top my skill shot still flashing play field will not be validated if it was that skill shot light would have gone out okay so we're gonna try to hit the spinner lot of stuff going on with that oh yeah well I'll try and catch an animation for it risky what I'm trying to explain is the spinner there it goes so you can see 2k is spin we're getting 2000 of spin right now we're gonna say who gives a [ __ ] why do I care well you care because although it's worth 2,000 right now if you notice on a game if you're playing it above the drop target that says increase spinner values so each time you hit down three drop targets oh that was real bad looking at the screen let's go to the game okay so we'll try net down some drop targets and hit this better instead nobody said the drop targets are the easy shot my game there's one there's okay so we hit down a set of drop targets now watch the spinner value now there are worth two times as much four thousand a spec so you can see they've increased now we hood like so what four thousand a spin this game again the billions who cares okay well if you hit these drop targets down enough it starts to exponentially get higher now I'm a crazy nerd and want some help from other Game of Thrones nerds I've essentially broke it down to what you need to do to get that spinner up to values that start to mean some serious payday let's see if you hit down the drop target sets eight times now a key thing to remember you have to do this during the same ball when you drain the ball the spinner almost drops back down to its base value it doesn't quite get there and it's pointless to try and figure that out but anyway it goes back down to almost like a miniscule level that you started out before you start the ball so eight sets of drop targets the spinner is now worth a million of spin so if you got a nice juice spinner like mine you know that you might get you know thirty spins that's 30 million a shot now so you can kind of see where I'm going here add in some multipliers now we're getting crazy eleven sets so it took us eight to get to a million of spin but only three more to get to 2 million stem so just over 2 million of spin if you've hit down 11 set of drop targets I know that sounds like a lot but remember you got multi balls to play with that's another thing you can use your ball say for it hit down the drop target sets if you get like with all his balls flying around you'll go through five six sets of drop targets before you even realize it so it's key to remember like I'm not telling you to keep count in your head for the the drop target stats that you get but if you're trapped up and you're in your whatever the hell this is called then spinner level to 4000 a spin so if you feel like you had a long-ass multiball and you hit that on the drop targets that's a bunch throw into your instinct though and see whether so 11 sets for 2.1 million of spin then if you go three more sets to 14 sets now you're at 3.2 million of spin so I think if you saw my interesting info that I was at a certain level of spinning level 2 spinning okay so as you advance it's not with every drop target set but as you advance to the the spinner value it goes up levels once it gets to the fourth level that's the highest level but that doesn't mean you're capped at points if you keep I think you get to level four by hitting maybe down maybe eight sets probably six I don't know but my point is is even if you're at the highest level which is level four we're at level two right now the value of the spinner will keep increasing now once you get to fourteen sets and you're in the three million range the amount of increases which each with each set is severely reduced so if you can get to that one to three million range of spin that's where you want to be and the key to remember to if you have a nice game the the audio is nice and loud on it you can listen for it you can tell the spinner has a sound to it as you increase the spinner level the sound of that spinner changes so just like validating the play field you can get used to what that spinner sounds like when you're at a different level meaning it's a more valuable spin so now that I drained I'm back down to level one so what we'll try to do here is we'll try and advance that spinner level as high as we can so I'm gonna get in a multiball and see how much we can get that I don't like this one drain and I'm gonna get Martel so we can have that added ball to make our multiball so but again we've dropped targets set even if you don't advance the spinner level it's increasing every time the value of that spinner is increasing every time you hit a drop target set so remember 8 11 14 each time you hit one of those it's going up big time now the way the multipliers work with the spinner since the spinner is a switch that's elevated above the play field that does not count for a combo multiplied shot so even if you have the red arrow flashing on the left orbit it will not multiply the spinner so that means you're limited to play field multipliers only but if you jack up your play field multiplier to 5x and you're at level 4 spinner and you're getting you know two to three million of spin just do the math instead of 2 million of spin you're getting 10 million spin so you're getting hundreds of millions from one spinner rip so when you come out a multiball and you're all bummed out like man I had all these multipliers go and I'm out of multiball hit that spinner and listen for the different sounds of what level you're at or watch the screen if there's nothing if there's not a whole lot going on it'll tell you how much you're racking up a spin and if you're if you get a huge payday from one hit just keep going and see your multipliers are out and in between those hits remember let your lights go out hit them hit the battering ram again to restart your timers then start roping the spinner again you're getting 100 200 sometimes 300 million a spin if you have full playfield multipliers go on but again you don't want to get all the way to 5 because then you're just that's the only amount of time you get there's no restarting it it'll go back to zero eventually but even if you're at a multiball if you're at a multiball and you got all kinds of play field multipliers going always check on the spinner just you don't need to trap up and look at your info just get a nice good rip on it and you can listen for the sound knowing how high you are you'll know and if you can see the animation you'll know as well okay so we're gonna get into multiball here and see if we can't get that spinner value up pretty high way I like to hit the lock target sometimes is off of the drop targets the other rule to the drop targets is lighting your lord of light outlines which I just did that means if I drain out these outlines it's gonna serve me the ball about going down one out lane of lit will erase both of them so you and so once you use one they're both out and standard settings are there's only one time you can use that per game you can change in the settings to every three bank drop targets after that but standard settings are you hit the drop targets down once you're outlanes like that's it so locks lit we're shouldn't get into multiball okay I can see if I can't hit those drop target two balls preferably on one ball it's again the game resets your spinner value once you drink pencil again we're just trying to get the multiball I've only hit one drop harder sit down so it's not the end of the world if I drain right now though you want to keep that chain going don't kill me okay so our spinners gonna go back to base value but again we only hit the drops down once so it's not a huge deal so we're gonna get in a multiball right here and just immediately go after drop targets if the balls on the left flipper you can hit off the lock targets they'll Carini over and hit it but during the multiball craziness we're gonna hit down as many drops as we can always stack your meds for one into multiball but again we'll get into that way later but I'm just doing this to show you see how having it that spinner also be careful depending on what mode you're in the drop targets will immediately reset after hitting one you do not want to be in those modes if you are purposely going after an increased spinner value so if you're in Baratheon if you're in Targaryen I believe the drop targets will immediately reset after hitting one meaning you can't complete a set meaning you can in Vance the spinner value so keep that in mind too there's another set down [Applause] [Music] okay we still go out your drop targets there's one and a ball there's another one there's one No okay multi balls over so let's assume we had a ton of multipliers going so the the spinners a little bit higher pitched it's not a huge sound difference but it's definitely a sound difference let's check on our level okay so look when we are at level two we were only at 4,000 a spin now we're at 30,000 a spin I believe if I hit down maybe one more set it'll go to level four but the key is getting to that first threshold of eight sets so we probably hit down five or six sets there so a couple more we would have been to over a million of spin that's that's cash money right there so what just for fun we'll try one more game on martel to see if we can get that spinner value up to overnight but again don't specifically go for the drop carpets but just kind of keep in the back of your mind you know if I get out of a big multiball and I got a bunch of multipliers going more than likely you've upped that spinner value quite a bit or if you've been in multiple multi balls during the game chances are like you got a pretty jacked up spinner value so combo that with play field multipliers and so game seems sort of deep yeah so the game gets is the game's rules aren't especially deep there's not like all these areas to go but there's a million different ways you can play each of those areas of this game that makes sense so and we'll get into that later but you'll see like there's a million different ways to tackle this game and I'm I want to make believers out there that you don't need to choose mark tell every single time for the best scores I promise you that's not the only way especially if you're a player like me who's terrible multiball there's ways around that I punch too hard now my boss okay what I like to do sometimes if I have my safety net of the outlanes being lit like I do right now I just continue to go after drop targets because you know the way I can drag us down the middle and on this game it's usually pretty easy to save it down the middle but watch me drain right here another set on my way to another set almost lost it so we'll go ahead and lock the ball reason why I'm doing this so I was getting kind of squirrely with the ball there I want to get my place field validation back meaning if I beat the auto plunger here get the ball on the play but don't drain remember I got my play field validation let's say I don't like a bean on this flip it just drain and get it back to your flip or get you back to your plunger okay drop targets okay that's another set later locks lock another ball yep I got pinched stadiums on here and I have them hooked up so they never turn off it just helps with the stream and I have them I haven't turned down quite a bit but as you can see they just helped immensely on the stream for keeping the lighting consistent okay beat the auto plunge we keep getting drop targets also in a lighter oh okay so we kind of wasted that opportunity there because we lost our Lord of Light outlanes we lost our progress on the spinner that's all right well during our ball save here we're try and get a couple sets down and then we'll see if we can do it multiball I think you guys get the gist and it's just mainly to get like your head wrapped around all the different aspects of how the spinner works yeah we'll get the multiball here and hope so we're getting the multiball yeah they kind of make the ramps like a Christmas tree the Penn Stadium links okay so Baratheon that's one of the modes we don't want to taking the multiball because remember if we're in Baratheon the drop targets reset right away so don't pick that if you were purposely trying to go after let's check and see what our spinner level is here spinner level 2 but again it's more important to know what your value is per spin as you can see we're only up spinner level 2 but the spinners more valuable then when we were at spinner level 3 the other ball that's because if you remember even though the value of the spinner resets quite a bit after you lose the ball it doesn't reset all the way so it does climb the value climbs a little bit higher but again it's not anything substantial so you really want to do it all in one ball talk another ball here just to get our plates of validation back trying to hit that that drop target there we go see if it'll I wish you had an inquiry spinner value as a mystery award I wonder if it does I rarely hit the ball in the mystery so I'm not really sure but I've never seen it so nothing it does baby okay now let's see what our spinner value is oh wow you can backhand them the martell the right orbit from the right flipper you definitely can't do it from a trap on mine if it's rolling up the flipper a little bit then you can but not not any other way but again you know like you said all games play different so look we're still on spinner level 2 but we're at a hundred eleven thousand a spin so let's see what just one spinner rip does for us here I'm not sure what my score was before that so 72 million so now we're 82 million I didn't get all that from hitting the spinner but you can see what I'm talking about here oh I got my Lord of Light so about six million a spin we're getting here let's talk another ball another thing to remember my winter is coming will not the hurry up will not countdown because the play feels not validated this is one of my favorite things to set up you have a winner is coming hurry up and we'll talk about this more later but have we talked about before hurry up one countdown nor will the combat multipliers do not hit the center ramp it's not multiplied that's bad hit a shot first then into it kind of like Star Trek and getting double your value for destroying the Vengeance hit the right ramp then hit it yeah so that was times by three instead of one so I got triple the value more drop targets oh no I was gonna check it see our value was I bet it was at least a few a few hundred thousand so that's your spinner rules hopefully that helps you guys again it's another thing to keep in the back of your mind that's why tonight our first run at this walkthrough what we're doing is we're building that base of knowledge so that everything you learned tonight you should be applying with every single thing we go through for the rest of the game when you're playing your modes you should be thinking about all this stuff when you're playing your multiball just think about all this stuff so that's where the complexity of the game gets in there a lot of people get bogged down with it but I hope breaking the game down in these segments like this can really help people like concentrate on okay now that I understand these things fully let me apply it to my gameplay and then the best part about it is you might never go for spinners you might hate hitting that spinner shot you might hate hitting those drop targets that's fine you don't you don't need to do that you can go different paths work on your your your play field multipliers and your shot multipliers and make sure your comboing your your your your mode shots together and your your jackpots are multiball so that's the key to this game there's so many different ways to attack it that you can really still have a very nashville game on this even if you have a lot of weaknesses like me i'm terrible shot making so i'm always trying to hit things from a backhand or i'm trying to find a ways to score outside of multi bulks I'm a very bad multiball player games like this allow me to find my own way in terms of consistently scoring higher whereas you know some guys might truthfully get the best out of this game by using the martell at a ball in all times but since I'm so bad at multiball my multi balls over just as quickly if I have an anabolic I don't so I might as well put my efforts toward a different ability to help me through the game and do things that I'm really good at but we'll get into all that later but so the last thing I want to talk about tonight was how the the modes work so we're not going to talk about specific modes and how to beat them what the rules are within the modes I'm going to talk about the theory behind getting into the moods and how all that works okay so it doesn't matter which house you pick except for Greyjoy because it spots you the graduate house immediately but we'll talk about that when we're talking about playing its Greyjoy but anyhow you pick I picked Zac Stark you'll notice two things I picked start the Zac Stark emblem is the white one in the center that's flashing if you ever see a flashing House insignia that means that house battle or that mode is able to be played it might not be able to be started but it's able to be played when you to know that you have a mode ready to start or play the center and that white light that's below the lock shots to the locks in the middle that's not lit the flashing light light says choose your battle that's your modes if that's flashing when you hit that shot you'll be able to choose from one or possibly two modes at once of anything that's flashing in the middle here okay so I only have Zac Stark mode flashing so if I hit the center ramp the game is only gonna allow me to choose the start player so if see that's the only house I got to play now I'm gonna pass on this right now cuz one of the strategies of the game is to wait because these modes are pretty valuable one of the strategies of the game is to save starting modes until you've locked your third ball for multiball start two modes then you're getting three for one you're killing two modes at the same time excuse me and getting all your jackpots for multiball so that's a big strategy on this game so now what you'll notice is since I passed on that mode I can't just hit the center ramp and start that mode again you can see that might choose my battle or start my mood is no longer flashing that means I cannot play a mood right now watch if I lock a ball or hit that center ramp if there's no lock there whatever got my ball lock it's gonna serve me a new one but if you notice it did not let me choose a min so if some of you been playing in tournaments or otherwise and have wondered wait I just hit the center ring I got modes ready why is it not letting me play a move it's because you passed on a mode it unlit the Senate ramp now you have to wreak wala fie that Center rim that's what I'm explain now every house on this game has an insignia in the center starting at the top the blue you have Targaryen then Zac Stark is White Baratheon yellow Lannister red Greyjoy purple Tyrell green and Martell orange you'll also notice every major shot in this game also has those colors if you look at the drop targets the shield in front of that is lit yellow those are the Baratheon targets the left orbit it's kind of hard to tell on stream but that's purple that is Greyjoy that belongs to the Greyjoy house that's the Greyjoy shot the dragon is blue that is the Targaryen shot center RAM that is red that's the Lannister shot the right ramp right now is a perp as a blueish color meaning it's been iced over meaning we've already lit that house we already have qualified Zac Stark so that house is out of the equation right now we'll go into what the iced over shop means later but right now we've already qualified Starks so that's why that that ramp has colored this like ice blue cone and then the next shot the right orbit is your Martel that's orange just like these singing it down here orange orange the lock targets your shield is green there that's for Tyrell now since we passed on a mode the only way that you start a mode now is to hit any of these houses shots three times so let's say we want to play the Lannister minute I'm not sure if I've hit that once already let's see this is another thing you can use your instant info for house Greyjoy I hit three more to life Lannister I've already hit twice it says one more to light that mode so if I hit the center ramp right now it will fall if I my Lannister mode relight the choose your battle mode and also let me start it so if I hit the Senate ramp and I need one more shot it's gonna give me that one more shot and also let me start the moon so try here Oh No okay so see it iced over the red went away Lannister was flashing in the middle if you saw and it's letting me start a minute now I can choose Zac Stark because I had that lit before Lannister or I could choose them both or pass again okay I'm gonna pass again I hope you look because I passed my center ramp shock mode light is out again so that means I have to read I have to hit another houses shot to get that lit up again so again anyhow so like so the houses that are on major shots so Greyjoy in the left orbit Targaryen the dragon right orbit Martel and we already did the right ramp in the center grant for Lannister and start hit those three times for the target houses Baratheon is the drop targets so let's do they're here how Zac Stark oh that's the one we did okay so Baratheon three more to life that means I have to hit I don't have I don't have to just hit the three drop target so I have to complete the three drop target sets three times okay then the Baratheon house alight same with Tyrell you can see I've hit one of the targets for Tyrell ones lit I got to hit the other one to do for that to count as one completion okay after do that three times in order to light the Tyrell house the other ones using to hit that shot three times a key thing to remember you can only qualify and advanced towards lighting these houses during single ball play this is what we're in right now it's single ball play if you were in a mode if you were in a multiball if you're in anything but this state you cannot advance towards the moves I don't care how many times you hit the targets on the right or the drop targets on the left or if you hit the center ramp 45 times in a row that is not gonna advance you towards those house words okay now I just completed the green targets and I might have hit one other shot those are advancing me so if you look at Tyrells progress so try out two more like because I completed those once two more like let's go after some other houses so that's one shot for greyjoy four shots like great joy and Martell Zac Stark and Lannister there's a different animation for each time you hit it so you can remember those animations so now the animation for the second time I hit three Joe is different so that's how you can keep count in your head and then obviously you'll know that that Mo's ready if that moves flashing down here so now graduates flashing down here and now our mode selects flashing again okay so hitting it up there it'll let me select a mode again stack two modes or pass on it yeah I'm gonna pass again okay one downfall to passing on a mode is again you can't just hit back up the center and start a mood if you want you got to re-qualify one so if you have only the Baratheon targets left to light a mode you might be putting yourself in a pretty crappy situation because I can't start a mode until I hit all these dangerous drop targets down in single ball play to light my moods but if you've ever gotten to the point where you've lit every house every house is flashing available to play a mode that's when the center ramp will always be let to start a move so if you find yourself pretty close to lighting all the houses go ahead and get them all flashing because then every time you hit the center ramp you're gonna be able to play those notes the other thing is though at that point you can't pass on this okay so if you're going after a winter is coming or winter has come multiball sorry about your luck you're gonna have to wait to the mid timeout to give that gather but anyway that's getting more complicated but anyway so we have Tyrell Martell Baratheon Targaryen still to go let's see if we can light them all up Oh baby one one good chin bit to know about the targaryen shot you obviously so play field validation I don't know how many targets I hit but I hit a couple gave it back to me always short plunge that's one of those moments where I thought my ball was over but it wasn't because of play field validation thanks for the bits mr. Apple acre Apple okay one one cool thing to know about the dragon shot if you have your mystery lit that's the answer closest to you at the dragon kickback right here you like the mystery by collecting gold that's these dangerous gold stand ups don't purposely go for those unless you're a multiball but anyway if that mystery is lit and you hit the targaryen shop it will give you credit for two shots towards targaryen house so that's a good time to go after the targaryen shot if you're trying to light that house's mode is when that mystery shot slip because it's gonna give you two for one that shots pretty dangerous okay so I hit start here in three times that's lit so this is my third locks and I'm in multiball again we'll talk strategy later but people always like to stack two houses together again you're getting triple your money okay but again we wanted that strategy later but we're just gonna keep this game going just so I can show you once you get all the houses list you'll be able to just keep playing a minute over and over again so as you can tell I hit the Tyrrell shots twice now so I should have Tyrell lit after this multi balls over right because I hit him once before and when I was in multiball I know I hit him two more times so we're still in this mode here but but once we get out of the mode you'll see what I'm talking about with the rules to advance the minutes okay so we're back out of mode you can notice we know we hit the tyrell targets enough to light that mode but it's not lit because it doesn't count unless we're in this state of the game single ball play so remember that I was hoping sometimes in the mystery Awards it'll let you light a house so it's kind of hoping for that but we didn't get it okay there's another one for Tyrell but you only need one more there [Music] so someone asked about the Finch stadium lights were left in the play field I have forgotten to take them off my game at least 40 million times they're very robust I've banged the game up against them and they're totally fine but obviously don't recommend doing that to get into a habit of taking them off the magnets and laying him in the play field before he lifts them before he left to play field but again they're very solidly built I have forgotten to take them off tons of times I only had one set so I knew them from getting the game so I'm constantly moving them and they're they're very sturdy built but again you don't want to be doing that every time because eventually you're gonna do some damage if you're not if you hit them [Music] all right so we're gonna try and get the rest of the modes lit so you can see the now you'll see I didn't have I can't remember if coming out of a multi bowl your modes will be lit again but they might be also at the beginning of each ball the modes will be lit up the middle those are two other ways to get them lit without qualifying another house so remember the music change now my playfields validated and my balls say it's gone okay so I got my tie roll it for the three shots now I just need Martell and Baratheon I'm not gonna get credit for that Martell shot because I'm when winter is coming the remember it doesn't count unless you're in single ball play not having any other moves around so that Martell shot count that one counted to it again there's different animations for each time you hit it you can use those as indicators or just keeps counting overhead do whatever need to do but so there's wrapping so one more shot to Martell and all modes will be left okay so the whole shebangs lit up so now this is the only way to be able to keep continually hitting the center ramp and get back into meds now you'll also notice the camp pads normally one hit to the left flipper will choose pastor now you'll notice I have to choose something I got up she is some combination of one or two minutes I can't choose to pass anymore so that means when you come out of the mode you're gonna be able to go right back up the center ramp and start another okay so I'm out of the modes typically if I didn't have all the modes lit I would not be able to start a mode at the Senate ramp but I have all the minute slips so I can go right back in that modes if I want to so that's something to watch out for if you can see any you're close to lighting all the modes that's some beneficial I mean I know the game's gonna force you to play modes at the same time the modes are valuable so if you're not multiball it's okay to play modes that's usually what I do because I know the mood rules so well that I can get some big paydays from playing modes only there's usually some of those paydays are higher than what I get in the multiball and that seems crazy cuz I'm sure some of you have gotten a billion points out of the Blackwater multiball like put the [ __ ] like how can you possibly get close to that well with multipliers and playing the modes at the right time I've gotten I've gotten almost a billion points from one mode okay so again you can't get to that point with the mers as easily as you kind of multiball and I would see you only have one ball in play stead of multiple but again it just pays to know more than a few things about this game okay so that's essentially all I had and related to General Motors the next installment in this walkthrough the entire time is gonna be spent on every house panel so we're gonna go through baratheon like this mode right here this red works with the rules and what it's worth when you should go for what or that so that's gonna be we talk about next week we're gonna go after every single house battle in the game and talk at length how each of those meds work and what the rules are including if you choose Greyjoy house because that one of the caveats of choosing Greyjoy at the beginning the game that makes the modes harder because if you beat the modes you get that houses power will go into that as well and a later one but next time next week we're gonna talk about all the modes and how those work specifically so hang out for a couple more minutes here chat fire away any questions you had from tonight just have at it I'm gonna play around with the spinner so you can get that lit up but give me some questions if you guys had anything on anything we talked about tonight specifically again if you have more questions about other parts of the game save them we'll get to that when we get to the further reaches of the game but for tonight if you got any questions on the five things I got posted here please fire away one thing I like to do to get the air that will just kind of happen naturally to qualify that greyjoy mode sometimes you won't hit it far enough up the orbit for it to go all the way around if it stays up there long enough and comes back down you'll get a credit for two shots I'm grade you want you little one so that's kind of cool oh boy oh yeah so thanks everybody for tuning in again I'll I'll play one more game as marked out to see if we can get this spinner going and then we'll call it but again thanks for watching I think though it's pretty successful hopefully the format works for everybody if I miss some questions I'll try and go back and and check the stream for questions that I had unanswered but and cover those on the next session but yeah hopefully this will really help people again I'm like these I'll save these as highlights on the straight down the middle channel on twitch but then I will also upload these to well we're probably put them on the street down the middle pinball channel but I'll also upload them to my Chuck work channel on YouTube as well so they'll always be out there for people to access these these walkthroughs should they need to go back because I mean it's a lot to take in but hopefully these digestible segments and being able to go through and only talk about certain aspects of the game help this is a fantastic game and I just like a lot of people get discouraged about the complexity but hopefully my tutorials here will help and I apologize too for this not being a premium and being able to cover those additional rules but you're gonna get the gist you're gonna be good on both versions knowing what I'm teaching oh boy how do I do that oh that was bad oh don't kill me [Music] hey Berto thanks for tuning in man yeah like I said it's great that people came and helped ask questions so I could get everything cleared up for everybody but at the same time it's gonna be safe down there forever you know just be like any other tutorials that are out there it'll be out there forever so nice glad to help Chad you're too good a player not to be an expert this game smoothly helps you to thanks for everybody that gave us the bits I'm not entirely sure how those work I know it's a small monetary donation I really appreciate you guys doing that because Greg and Zack worked really hard on their YouTube channel I'm just a guy that likes to stream and friends with dragons acts I really appreciate you guys getting in and supporting their their channel cuz it'll get to continue to do awesome stuff for us even though I know they do it for the pure love of it anyway so thanks again [Music] see if we can't get some multiplied mood shots going here you guys can see I got 2x play field going and got some combat multipliers going to so see they're led everywhere with the center shot so I'm gonna hit everything but the center shot so if we can't get some stuff going here so as long as you're hitting the red shots the red flashing air is stuffs gonna stay nice now I really want to hit the center shot to lock a ball and freeze my timers remember well the playfields not validated and I lost them I still got 2x that's about to go out so I want to trap up Oh hey heaven you just came you came just in time to see the end of it so uh ever make sure you tune in for the other ones perfect use another experts opinion on certain aspects of this game that I might not be completely clear on once we get into the deeper more complicated stuff I'll need need your guys's help on that okay so thanks for watching everybody yeah ever now let me see your Greyjoy score is here yeah that's lame dude I'll beat that tonight maybe after the stream but uh okay yeah thanks everybody for watching that was tons of fun I think it went well shout out to Chad Hobbs mr. MS rayon here or a spin ball sorry he made this awesome overlay thanks for Greg helping me get the bits set up so I will keep that going but awesome hopefully everybody liked it will we'll see you next week and we'll talk about all the house battles in detail for every house how to beat them all that good stuff so thanks for watching everybody peace

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 81d3a16c-7ad8-46a0-9a63-e561b2df3c31*
