# Alice Cooper's Nightmare Castle Tutorial - Danni Teaches

**Source:** Spooky Pinball  
**Type:** video  
**Published:** 2024-06-24  
**Duration:** 44m 55s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=61pjVWAiTRI

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## Analysis

Spooky Pinball's official Alice Cooper's Nightmare Castle tutorial and gameplay video hosted by SpookyDanny covers comprehensive rules, all eight monster modes, wizard mode mechanics, and strategic tips, followed by extended live gameplay demonstrating mode progression, multiball stacking, and scoring techniques.

### Key Claims

- [HIGH] The game features eight distinct monster modes (Cold Ethel, Igor, Vampire, Alice Cooper, Werewolf, Zombie, Insects, Pit Creature) plus Frankenstein's Monster multiball mode, all leading to Billion Dollar Baby wizard mode — _SpookyDanny detailed tutorial section covering all modes sequentially_
- [HIGH] Weapons mechanic can make modes significantly easier, potentially allowing mode completion in a single shot — _SpookyDanny explanation of weapon targets and their effects during tutorial_
- [HIGH] Completing each mode grants a cumulative +20% point boost for the next mode started — _SpookyDanny stated explicitly: 'for each mode you start, you get a plus 20% boost in points for your next mode'_
- [HIGH] Extra ball lights after entering the third mode — _SpookyDanny tip: 'extra ball will light after you enter your third mode'_
- [HIGH] Frankenstein's Monster is the only mode that must be completed to access wizard mode, and it is always available for replay — _SpookyDanny: 'You must finish Frankenstein's Monster to light the wizard mode' and 'Frank is always available to replay'_
- [HIGH] Billion Dollar Baby wizard mode is timed at 60 seconds and can build to 1 billion points maximum (requiring 19 blue shots) — _SpookyDanny wizard mode explanation: 'only have 60 seconds' and 'tower value can build up to 1 billion points. This would take 19 blue shots'_
- [HIGH] The game's ruleset and mode mechanics are detailed in a comprehensive Kineticist rule article — _SpookyDanny recommends 'the Kineticist's rule article' multiple times for detailed information_
- [HIGH] Alice Cooper's Nightmare Castle is part of Spooky Pinball's competition lineup — _SpookyDanny: 'we have this game in a lot of our competitions'_

### Notable Quotes

> "If you would like more on that, I highly recommend reading the Kineticist's rule article. Really good, really detailed, just super nice for those extra little details."
> — **SpookyDanny**, Early tutorial section
> _Directs community to detailed external rules resource; suggests Kineticist article is authoritative source for Alice Cooper rules_

> "Once you've started and hopefully completed all of these modes, Billion Dollar Baby will light at the scoops."
> — **SpookyDanny**, Wizard mode section
> _Confirms wizard mode access requires completing all eight standard modes plus Frankenstein's Monster_

> "In terms of strategy, I like to save Pit Creature, Alice Cooper and Vampire for the end side of the game, just because they tend to be worth quite a bit and I like to boost the points as much as possible."
> — **SpookyDanny**, Strategy tips section
> _Demonstrates advanced strategic approach to mode sequencing for score optimization_

> "The Spooky team went overtime with their writing budget."
> — **SpookyDanny**, Gameplay commentary during Alice Cooper mode
> _Positive commentary on game's writing quality and pun density_

> "It's always so annoying when it does that, but that's okay."
> — **SpookyDanny**, Late gameplay section
> _Demonstrates tolerant attitude toward game quirks and RNG frustrations during play_

### Entities

| Name | Type | Context |
|------|------|---------|
| SpookyDanny | person | Host of official Spooky Pinball tutorials and gameplay videos; appears to be Spooky Pinball content creator/ambassador based on hosting official tutorial |
| Alice Cooper's Nightmare Castle | game | Rock-themed pinball machine by Spooky Pinball; subject of this official tutorial video; featured in Spooky Pinball's competition lineup |
| Spooky Pinball | company | Manufacturer of Alice Cooper's Nightmare Castle; produces official tutorial content; maintains game in competitive tournament rotation |
| Kineticist | person | Author of comprehensive Alice Cooper's Nightmare Castle rule article; appears to be recognized community rules expert |
| Billion Dollar Baby | game | Wizard mode in Alice Cooper's Nightmare Castle; requires completion of all standard modes plus Frankenstein's Monster to access |
| Cold Ethel | game | First monster mode in Alice Cooper's Nightmare Castle; involves ball locks and multiball mechanics via Crypt |
| Igor | game | Monster mode in Alice Cooper's Nightmare Castle; requires finding Igor three times across lit green shots |
| Vampire | game | Monster mode in Alice Cooper's Nightmare Castle; requires hitting upper playfield target three times; popular in competitions |
| Werewolf | game | Monster mode in Alice Cooper's Nightmare Castle; skill-based mode requiring green shots while avoiding red shots |
| Zombie | game | Monster mode in Alice Cooper's Nightmare Castle; roaming shot hurry-up mode with left-to-right ramp progression |
| Frankenstein's Monster | game | Multiball mode in Alice Cooper's Nightmare Castle; only mandatory mode for wizard mode access; always replayable; requires three ramp shots |

### Topics

- **Primary:** Game Rules & Mechanics, Mode Design & Progression, Strategic Gameplay Tips, Wizard Mode Access & Execution
- **Secondary:** Official Tutorial Format, Competitive Tournament Play

### Sentiment

**Positive** (0.82) — SpookyDanny demonstrates enthusiasm for the game, its mechanics, and theming throughout. Positive commentary on rule design, writing quality, and competitive viability. Self-deprecating humor about own gameplay mistakes maintains light tone. No criticism of game design itself; frustrations are performance-based rather than design-based.

### Signals

- **[community_signal]** Spooky Pinball producing official tutorial content with detailed rules instruction and extended gameplay demonstration (confidence: high) — Full-length official tutorial video with comprehensive rules coverage, strategic tips, and extended gameplay segment
- **[community_signal]** Recognition of Kineticist rule article as authoritative community resource indicates active third-party rules documentation and community engagement (confidence: medium) — SpookyDanny repeatedly directs viewers to external Kineticist article for deeper rule information, suggesting community collaboration on documentation
- **[competitive_signal]** Alice Cooper's Nightmare Castle is actively maintained in Spooky Pinball's competition lineup, suggesting longevity and competitive viability (confidence: high) — SpookyDanny: 'we have this game in a lot of our competitions. Everyone always sings along, has a bit of a boogie, it's always a good time'
- **[design_philosophy]** Alice Cooper's Nightmare Castle designed with accessible mode progression (skill shot options, mystery collect for mode skipping, alternative secret passage route) balanced against depth (mode stacking strategy, bonus multipliers, weapon mechanics) (confidence: high) — Tutorial explains multiple pathways to mode entry, strategic mode sequencing, and layered scoring systems
- **[product_concern]** Game demonstrates polished rule implementation with careful attention to mode balance, frenzy variety, and player feedback loops (confidence: medium) — Tutorial discusses specialized frenzy mechanics (Zombie waves, Alice Cooper guillotine replays), weapon balance adjustments, and mode-specific strategic depth

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## Transcript

 Hi there, my name is SpookyDanny. Welcome to the official Alice Cooper's Nightmare Castle pinball tutorial and gameplay video. Yeah, we're just going to jump straight into some rules and if you want to skip to the gameplay, see the timestamp that I'm going to put somewhere around here. And thanks for joining us. Hopefully we can teach you something new or, you know, solidify the knowledge that you already do know. So let's get into it. To start, let's discuss the shots of the game. Right in the middle of the game there are three stand-up change mode targets. We then have three scoops, Mystery Collect, Light Mystery, and the Crypt. The Crypt also acts as a Dinesi-style lock, but we'll get to that later. There are two outer orbits and one inner orbit, with the inner orbit being called the secret passage. There is also a hurry up stand up and a bonus X stand up. Two ramps lead to the upper playfield. And on the upper playfield we've got two light bonus X lanes, an extra ball collect stand up, the weapons stand up, a drop target, and the gear team ramp. There is also a switch right here in this path under the mini flipper, known as the cold aethel shot. Now let's talk gameplay. For the skill shot, without hitting another switch, shoot an orbit, ramp or crypt shot. If you shoot an orbit, you'll get an extended ball save, whereas if you shoot one of the ramps or the crypt, you will get an extended ball save and light the secret passage for a quick mode start. The points are also super great. If you don't achieve a ramp or crypt skill shot, you must hit the orbits to go through rooms to reach and battle the monster. The first mode only takes two orbits, but as you progress through the game, it will take more orbits to begin a mode, as you must go through more rooms to reach the monster, which means hitting more orbits. Alternatively, if the orbits are too hard, you can shoot one orbit, then several change mode targets to light the secret passage. This is arguably the easier alternative to start a mode. The modes are displayed here on the playfield and represent different monsters that you must defeat to reach the Billion Dollar Baby Wizard mode. As soon as you hit an orbit, you've locked in which mode you will start. If you want to change which mode is lit, you can hit the change mode stand-ups before hitting your first orbit. Sometimes, when you've shot in orbit to light your mode, you'll see the vampire target insert flashing white, and this means that you can collect a weapon. What this does is make your next mode a lot easier to finish. This can mean finishing the mode in one shot. I won't go into how weapons affect modes here, if you would like more on that, I highly recommend reading this Kineticist's Rule article. Really good, really detailed, just super nice for those extra little details. Extra morsels. Let's discuss modes. The fun bit of the game, and sort of the cool bit of the game as well. I will give a light overview as you'll see most of the stuff in the gameplay. Cold Ethel. Shoot the upper playfield and drop the ball down the Cold Ethel shop. This will lock a ball in the crypt. Then, drop the ball down Cold Ethel again to release the ball and start a multiball. You can also start the multiball here by shooting the crypt drop target. Then keep shooting the crypt shot for jackpots until you get the super jackpot. The mode doesn't end until you drain out a multiball, so after you finish the mode by getting the super jackpot, all major shots will remain lit for jackpot frenzy. Igor. Shoot one of the lit green shots to find Igor. You must find him three times to finish the mode. Vampire. Hit the target in the middle of the upper playfield three times to defeat. Alice Cooper. Shoot the guillotine ramp three times to complete. Werewolf. Shoot a green arrow followed by a shot to the change mode targets to decrease the werewolf's health. Avoid the red shots, which are the shots you've already made in the mode, as this will drain your health. Zombie. Shoot the roaming green shot for a hurry up value. The shots move from left to right, ramp to ramp. At the very start of the mode, you can shoot the left orbit to begin, but otherwise it's just ramp to ramp, back and forth, until complete. Insects. Shoot one of the lit green arrows to squash insects and score a hurry up value. Pit Creature. Find the pit creature in one of the three scoops. Then you must shoot all bits and scoops to hide the ball from the pit creature for 15 seconds. Scoops automatically deduct 2 seconds from the timer, so I recommend going for scoops just for consistency and ease. At the end of the modes, you also get a timed points frenzy, where ball save is on and you can go ham and collect a bunch of lit shots for jackpots. And usually hitting the shots that you did in the mode will give you more points, for example the guillotine and Alice Cooper mode. However, some have special frenzy modes. One of these is zombie, where frenzy jackpots represent waves of zombies you can take down. For more detail on this, I highly recommend checking out the Kineticist article again, Otherwise just go for the lit shots when Frenzy happens, and you will be fine. Once the timer for the Frenzy mode is over, or you drain your second ball in Cold Ethyl, a big hurry up will light at the hurry up stand, so make sure to keep an eye on the timer. You may have noticed we missed out Frankenstein's monster here. That's because it's a bit different. It's actually a multiball based mode. To get it, shoot your left ramp at any time that another multi-baller mode is not running to lock your first ball. Then, get your ball to the upper playfield, drop this drop target, and shoot the ball back up the left ramp to get your second lock. Then, multiball will start. Three ramps lights super jackpot at the guillotine and marks the mode as complete. You can increase the jackpot value by hitting the change mode targets too, if you so wish. All you need is 3 ramps to finish. But you must finish Frankenstein's Monster to light the wizard mode, so make sure you nail those ramps. However, unlike the other modes, Frank is always available to replay, so if you don't get 3 ramps, you can just try again. Another pro tip. Did you know that for each mode you start, you get a plus 20% boost in points for your next mode? In terms of strategy, I like to save Pit Creature, Alice Cooper and Vampire for the end side of the game, just because they tend to be worth quite a bit and I like to boost the points as much as possible. But honestly, all the modes are worth quite a lot, so take whatever mode you can get and you'll be sweet. Another top tip is that extra ball will light after you enter your third mode. So if you can just get to at least your third mode, you will be in on a winner. Another pro tip! Crypt multiball is a useful tool to take into some modes. To start crypt, make the crypt shot or the cold ethel shot to lock the ball. Then hit either shot again, so the crypt target or the cold ethel shot, to release the ball and start multiball. Jackpots are lit at all three scoops. For me, I like to stack crypt with anything in the bottom row of modes, as well as for Igor, but I usually like to remain in single ball play for Alice Cooper and Vampire as you need to focus in on the upper playfield shots. But how you strategize stacking crypt with modes is up to you, and if you like to stay in multiball the whole time, then just do that. Now that we've covered all the main bits of the game, let's get into some nitty gritty. Bonus X. If you light these two rollovers and then shoot the blue X stand up, you will increase your bonus x. Current bonus x will be displayed here on the playfield. If you've had a good ball, having a good bonus x can really elevate your score in a meaningful way. Another feature is mystery. Shoot the light mystery scoop, then hit the mystery scoop here to collect. Near the start of the game, your first mystery award will be straight to monster, meaning you can get straight into a mode. This is really helpful to strategize, especially if the orbits you haven't warmed up with the orbit sheet, so keep that in the back of your mind that the mystery will be lit to go straight to a mode at the start of the game. It may also spot you rooms towards the monster, so it's a good tactic to keep in the back of your head if you get into orbit fatigue. By hitting specific orbits, depending on the room layout shown on the display, you can light a little timed bonus on the change mode targets. You will know it's happening as you'll see them flash green and see Alice Cooper as a fly on the display. You can't miss it! The value starts at 1 million and builds by a million for each of these hurry ups you complete. The guillotine shot will give you awards for enough shots, so don't be afraid to go for the shot outside of mode. You may even get an extra ball for it. The shot may also flash white if you've orbited your way into the dungeon on the map. Each guillotine shot whilst you're in this room scores you 1 million points. Pro tip. See save on the inlanes and outlanes? all save letters to light the temporary outline save. If your ball drains through a pink lit outline, your ball will be flung by the magnet in between the flippers back into play. Now, here's some spoilers, let's talk about the wizard mode. Once you've started and hopefully completed all of these modes, Billion Dollar Baby will light at the scoops. Shoot the scoop to start. Once you're in the mode, shoot blue shots to run away from Alice Cooper. Red shots will deplete your health, so beware. The mystery scoots will then become green, and if you shoot one of these shots, you can cash out the award you sit on. However, you can also choose to continue, shoot more blue shots, and try and escape. Now if you're crazy good, the tower value can build up to 1 billion points. This would take 19 blue shots to achieve. But this mode is timed. You only have 60 seconds to build and collect your escape value so make sure to balance the risk of getting a few more million with losing it at timeout Once you choose to collect award you time out or you lose all of your health in Billion Dollar Babies the game over If you have any balls remaining, it will collect the bonus for those balls one by one. But the game's done. If you've magically gotten this far, I'm pretty sure you'll get your names up on the leaderboard, so get your fingers ready to put in your initials. Now it's time for, and I'm very excited to bring you, my Alice Cooper gameplay. All right, into a game we go. Let's go for a skill shot. Ah nice. What? Didn't mean to jump it there. Wow. I'm actually gonna... ooh what am I doing? So well we've lit the secret passage, why not take it? Easy way out, I'll take it. Sorry, I skipped the animation there. That was very rude of me. We're straight into our werewolf mode. Let's get the green shots. Avoid the red shots. Or just avoid the green shots as well. I'm doing this at half past midnight. I'm like, I don't know what I'm doing anymore. But that's okay. Let's keep going. Rude. Rude as. Throw it up, mate. Boom. Nice. Pretty nice magnet save there. Let's keep on the ball and keep going for the screen shots. Woo! Nice! There we go! Uh oh! Danger! But I got my lock equipped multiball so I'm happy. Can I fluke that straight away to get multiball going is the question. Nope, not quite. That's alright. Get it under control again. Only one shot to go for this mode, but what I'm going to try and do, because I'm feeling the pinch, is I'm going to take the damage to myself there, and then drop it into the multiball. Could I have, like, post-passed and gone for the left ramp to do that, or backhanded it? Yeah. Oops. But that's okay. We're under control now. one more shot to go that I've been struggling with today I don't know what's up with that ramp and me we are having absolutely as long as I don't have too many more red shots I'm actually fine so I'm just gonna be patient Such a good song too. Alright come on Leaf Ramp I believe. Ugh come on. Finally got it. Boom. Nice. Okay so we're into the frenzy phase of this mode. We've got Ball Save going and we can replay through the mode shot by shot. Boom! Got some little jackpots there as well. White shots, all the green shots are the main mode shots, so try and get those if possible. We've got 12 seconds to go, I'm not going to refinish this. Take the points when you can get them honestly, in frenzy. Feel free to just go for it. Whoa, what's happening? It's about to be hurry up time. Oh yeah, I called it, so let's get it. try and pull that up there, and boom! 5 million, hurry up, that's our base value, I'm happy with that. What are we going to do now? Let's go for some more orbit, shall we? Bang. Juggle the balls to try and do it. I didn't quite get the orbit there, that's alright. So I can't stage the flippers on this, so we're about to just go, boom, and hope that the ball goes somewhere nice. Perfect. Can I get a, yeah, there we go, there's an orbit, it warm and I cheekily snuck it back up the left orbit and then not quite enough to trigger it. Okay again can't, oh I was going to try and be smart with that one but it didn't happen. So straight into the left orbit I go to start our next mode which is zombie. This one is a sharpshooter hurry up time mode. Oh where's that ball going? So you need to be uh sort of have your wits about you in terms of what's lit to shoot because it's not very forgiving in terms of if you shoot it once the light has gone out. So to some extent I actually think it's better to just hold the ball and not take the higher points value because you're better to keep your ball safe and drain and I'd rather yeah not drain and take progress towards the wizard than get huge points but if you can do both good on ya. Nice, alright so we're going back towards a bigger nice flute net. I love a good on the fly flute. Woah, alright making some progress here. Is I'm just going to go to the secret passage. Woo! Ah, I didn't nail it. I thought I was going to nail that. Didn't nail it. That's alright. At least I saved it. I've actually only got one shot to go, so it would be great if I could finish it. Nice. I have no idea how I backhanded that. It's very hard to do. It's not something I normally go for, but it's alright. So now that we're in frenzy mode here, let's go for all the white shots that we can. Try and get through some board waves. Ah, I can't shoot the shots. Pardon my voice breaking. I'm filming quite late at night tonight, so you're going to hear some squeakiness in the dehydration. Let's keep going for as many white shots as we can. 13 seconds to keep going. Nice! And we've finished another wave. Come on, I believe! We just want to shoot those stand-ups in the middle to keep going. Boom! Got it. Very nice. Oh, and we've got wave 3. Yeah, it's extended by time back out. Amazing! Let's keep going. I wonder if I can finish more waves than I've done before. Oh nice, this actually may be the most I've done. Boom, there we go. Nice. Oh yeah, we're doing heaps, mate. It's going real good. Alright, let's just keep going and see how many we can do. As soon as it goes down in trains, it's like, you're wasting your seconds. and it's like, can we get back in here? I don't know if I'm going to be able to finish all the waves here, but let's keep trying. Oh, no. Definitely not. We've got seven seconds. It's going to plunge it back out, and I need to wait for the hurry up. So let's try and keep it under control. Here we go. Here we go. Hurry up. Nice. 30 million. Hurry up. Oh, my gosh. Thank you for having Ball Save. I was so immersed in the fact that I just got a huge hurry up. But I forgot to take control of my ball. But it's okay. We got there. Can I get the lab lock? Nope. I keep... Left ramp. Ah! Come on. There we go. Seriously. It's in the vein of my existence. But it's okay. Let's get an orbit. Ah, I really wanted that orbit. Again, I could play better and get it, but... So we've got the mystery lit to skip to the mode. So that's probably a good time to take it. Why not now, you know? So here we go. It's going to go through all the options, but it's going to give me advance to monster, which is very kind of it. Thank you, game. And I've got extra ball lit, which is very nice. So let's try to get stuff going here. I would love to bring a multiball into this because I find it very nice to do so. But if I don't, I don't. You know. Whatever happens, happens. Playing well would be great right now. Whoa! It's fine, it's fine. I can do it. Whoa, whoa, whoa! Play better and you'll do better, but... Whoa! Whoa! I know that when we watch things on video it looks way slower than it is, but actually actively playing it, it's like, wow! What's going on here? Alright. Oh, hitting the wrong shots again. Classic. That's me with this game. Push me too far. I can't, There we go, thanks slingshots. The slingshots always help me here. I actually don't mind. It's sort of dangerous to shoot those stand-ups in the middle, but I take them because they're a good way to quickly get the shots done. Alright, come on, let's get going. Boom. What do I want to do here? Let's go for an orbit to be safe. And now, I want to try and get one of those scoops to really finish the mode. Ah! Tried to be cheeky, it didn't work. I tried to be cheeky again, it didn't work. Come on. There we go, got it. And we are done. 2.3. And now, we are in frenzy mode. And for this frenzy mode, it's a bit different. You want to try to get the super jackpot by getting the lit green shot, which is target, then scoop, then orbit, then grab. So you sort of get to get one of each thing in the game. Again, you can put it up on the upper playfield in this mode, but I very rarely do it just because I don't think about it. I sort of just play lower playfield and then I'm like, oh, I could have put it up the top. Okay, I have not got enough time to finish it, so what I'm going to do is I'm just going to strap up and go for the hurry up instead, which is not the most fun thing in the world, but I will take it. 15 million, hurry up, there's nothing to be sad about. So I'm happy with that. Okay, next one's Pit Creature, and good thing we've got Crypt Multiple ready for that, because that's a really good mode to take a multiple into, and I'll show you why. Straight back into Mystery it should give spot me some runes Sweet one more orbit and I will be in the next mode Alright Alright Ah! Crack up! Alright, here we go. Boom! Got it. Sort of slid it gently into there. Let's try and get... So you can shoot the different different characters. You can shoot the different scoops to try and find him, but my first quarter call is to start the multiball. Get straight in there. And have we found him? Not yet. Alright, so we need to shoot the other scoops to try and find him. Whoa! If we can keep the balls under control, that would be lovely as well. Ball control should be first and foremost, but alas, I... Whoa! Come on. Damn it. There he is, we've found him, he's in the middle scoop. So what we can do now is shoot a combination of orbits and scoops to... Rude! That's why I get multiball on this. Scoops do the countdown, they put it down by two seconds. So I like to go for scoops because it's just consistent, whereas orbits you're like, you have to sort of pay more attention to how long the ball's staying behind. Two seconds is good enough for me. me so let's keep shooting. Ah! I hate when that rejects me. It's alright, I'll take the orbit as well. Anything is good in this game. Come on. Slingshot's not being a big help here. I can't. I've lost focus. I've lost focus. It's alright, we'll get back there. We're not too far away now, we'll just scoop it an orbit away so let's try for that. I'm annoyed because the drop target's gone back up in that scoop so I'm going to have to post pass score. I can just, oh no, I tried to be a smarty bum, didn't work out for me. That's the lesson we've learnt today kids, don't be a smarty bum, it doesn't work out for you. Oh, that was very kind. Thank you. Perfect. So now we just gotta get those and we got a 32 million. Oh my goodness. This, um, pet creature is crazy for the points so that's why you really need to try and finish it. Um, and if you can keep getting the scoops in Frenzy they're worth usually between, I found like 3 and 7, 8 million. Like, they are worth a lot. You can see there, I think I've just got 4. Um, worth heaps. Nice that I got my crypt again so I can just bang that, ah I was going to try and bang it out, for hopefully extra points but the way I'm playing tonight, not necessarily, definitely not tonight, period. Alright, can I get it? Last minute? No, no last minute pointers for me, just that last little X shot there, here we go, hurry up. How much did we get? 20 million, hurry Very nice. So what are we going to do now? I've made some good progress here. Let's keep going for the orb. Oh, not quite enough juice there. That was my fault. I would love to get Frank's monster going, but also like if I don't get it, I don't get it. Nice, got those bullets going strong here. And I just got a weapon to take into the next mode! And we got Frankenstein's monster multiball going! Let's do this lad, eh? So to finish this mode you need to get three shots to the ramps. And weapons do not change at all. And we got Crypt going at the same time. I actually always find the three balls too much in this so I'm kinda stressed out now but it's okay. Uggggghhh. I just need to track this and like pay attention to what I'm doing. Oh and we did it! Oh no it didn't register. We did it but it didn't register! Hungry man but I don't want... Ah, gave it to me. Amazing. So that's Frankenstein done. Because if you don't do it, then you can't get to the wizard mode and it is the most irritating thing in the world. Trust me, I've been there multiple times. Beep-a-frankenstein. Trust me, every time I play this game, I'm singing along like a crazy lady. You can get super jackpot by getting those shots up on the upper playfield that I just drained so I can't show that off I'm so excited I'm so excited I'm very excited that I just got that so now that we've done that we can totally lean into our modes uh what do I want to do here I can post pass but I'm actually going to try for mystery the mystery is just nice to help us get through to the next part oh rude I said that and then it was like no actually you're not allowed I can just go for the secret passage here. Or just in time. Thank you, game. Where's it going? Where's it sitting? I don't know. I said, woohoo! Silly. That was dumb, but it's alright. Not a bad start. And we got a nice bonus there. Bonus on this game is really good. But the more monsters you complete and then the more multiply value you bring into it, definitely worth a lot. Alright, where are we going from here? Let's get the skill shot, shall we? Go for it. Yeah. You're getting real inside into my diluvu brain. So, settle things down. Readjust. Time to get into the next ball. Oh, saved it. The sword hasn't hit a switch so we're okay. Oh, please! Very nice. That's a maniacal laugh right there, because that's like crazy. Boom! Into Igor we go. Pretty nice. And can I... Oh, I was going to try and knock it out. Oh, and because we've got the weapon, I've only got one round of shots to try and find Igor usually after those three so this is quite nice I always find that if I get the weapon though it takes me like 10 shots to find him still whereas on the other ones it's like two shots and I get him so annoying that's alright sometimes he's on the street not today I wanted to try and get my multiball going there but I keep hitting the post the post for that multiball is just like right in the way for me today Perfect! Is he in the scoop? No. No. Okay. So he's definitely on that orbit, eh? Yep, definitely on the orbit. Aargh! Please hit the flipper. Yay. Ah! Crazy. Can I get that straw, please? No. Not allowed. There we go, thank goodness, I was like, it's never gonna end! Alright, we're good. Oh no, come on. My real mom and dad. Man, Alice Cooper's songs just speak to my soul. It's such a banger, such a banger. Alright, 18 seconds so we can still keep playing through the mode again. As with a lot of the frenzies on this game, this one is replaying through the mode. If you can keep going and replaying through modes, it's worth the heat and really builds up your carry-up value. Not today, though. Not for me. Here we go, two seconds to go. At least I've got another four milli there. And... Oh, I've been rid of the balls coming in the way of each other. No. Oh, I'm shitting myself so much. Oh! Do I get anything? No. Choked. Choked. It's fine. Alright, and I lost my ball, but hopefully it'll come back out! There we go, thank you, thanks game for saving it, cause I was like, not looking forward to that! Woah! It's alright. Oh, and I gotta hurry up and then- oh, did it save the ball? No, it didn't save the ball. I thought the ball saved his life. Dammit! But I got extra points, so it's alright. Nice! A bit of a cheeky- oh, cheeky nudge there. So, oh! You could have used your save! It's alright. Oh look at that! The monster fire doth be very valuable here. So, let's keep going. Alright, sink back into the game. Focus. I haven't hit a switch yet, right? Ah, spoke too soon. Spoke too soon. Spoke too soon. On all fronts. That's it. I've got a, I can go up and get a weapon, the ramps are green, but I'm like, ehh, cannot be bothered, not really. This is the part of the game where shooting those central targets is really lucrative because it takes so many orbits to get to the modes, you're like, oh, I just want to give up, which is me every time. All right, whoa, under control. Oops. Nice. Let's do it. Vampire mode's super fun. Love this. Whenever this comes on in competitions, which we have this game in a lot of our competitions. Everyone always sings along, has a bit of a boogie, it's always a good time. So, here we go, three shots to that target up top. Ah, normally you can just combo them, but alas, I'm struggling to get my stuff together today. No! That's two, boom that's three, nice! And we've got crap going for extra prosperity. So we can keep shooting the, whoop, whoa did you see that? We can keep shooting the shot at the top per the mode That actually probably would have bounced off if I had a bit more juice but that fine We got wall save going It doesn matter It doesn matter We in friendly mode We can just cause chaos and it fine We are safe to cause chaos I should say Can I get any last minute... I'm just ignoring the ball now because I'm like, I've got wall save. But now, hurry up until it starts. I need to really get my stuff together because here it comes. Oh, I hit it too early and it was 35 million. Oh my gosh. One more millisecond and I would have been fine. There we go. I still got some. 29. I'm happy with that. I recovered. So now we've got two left. Alice Cooper and Cold Ethyl. Cold Ethyl is a difficult one because if you get Cold Ethyl or Cold Ethyl is the one that's lit and you've got Crypt Multiball going, it won't start because that's the whole premise of Cold Ethyl is that it's basically getting crypt multiball from start to finish. I'm like, oh my goodness. But we'll figure it out. Okay. Can I get that? Ay, nice. Got the weapon. So that should take some shots off of my Alice Oh, and it didn't give it back to me because I'm in multiball. Weeeerrrr! That is very sad, but that's alright. I could have used my save lane there, but I didn't think about it. Um, alright, how far away am I? I'm about two orbits away, so I need to hit the left orbit and then the left orbit again, I think. How many am I away in terms of... Two. So let's, let's, why not use the secret passage? That's what I say. That's part of the game. Whoa! Calm down. Boom. Just like that. We are good to go. Nice. So now that we've got the weapon it should only take one shot to the guillotine. Normally it would be three. But we'll see how we go. So many good puns in this game. The spooky team went overtime with their writing budget. This? Oh! That was my fault. fault, that was my fault, that was my fault for messing that up. Gah! It's fine. There we go, 13 million. It's usually about 13 million for that last shot, it's worth plenty, so. As with other frenzies, you can keep going for those mode shots, and then These ones in particular are very juicy so I highly recommend going for the guillotine if you can. Let's go. Why does it keep going into the multiplier shop? I mean it's fine to have Oslo but I'm like I actually didn't have Oslo. I'm going to be smart and try and just prepare for the hurry up so I can feel like I should be good. Oh! 40 million! 40 million and I'm missing it! 40 million and I'm missing it! Oh this is bull man. I can't believe this. I can't believe it. Missing a 20 million minimum hurry up. What a disappointment right? All right to our last mode we go. Got the hurry up and it's quite a few orbits to get to this mode so So I will take the top out wherever I can. Is it going to move me forward a couple? I would love for it to just randomly take me straight to the monster. Can you imagine? Iconic. That's alright. That's alright. Still got time. Look at this bonus. Did I not have any multiplier? Damn it. I would have had a really good bonus if I had some multiplier. But alas. Alas, I did not. That's okay. Let's keep going. Alright, Cold Ethel's our last one, so we can do this, I believe, I believe. It's always so annoying when it does that, but that's okay. While the Ballslave's still going, light our Secret Passage and take it. There we go. Took it! Here we go. so we need to go to the upper playfield and drop it into that shot YAAAHH! Child! Not quite enough Man, I'm just like mad at this point of the game I'm like, give it to me! Give it back! Thank you. Sorry, I shouldn't whinge at the game, but I am We're at that point of my day. Alright, amazing, sweet, we did it. If you want good points, shoot it up the top and drop it down. If you're lazy like me, try and backhand that drop target if you can. Aww, it got... Boom, got it. You get less points, but at least it's done. Oh, and it won't give it back. Oh no, it gave it back. I cannot believe it actually ball-saved that. It very rarely ball saves that when I'm in a multiball. I'm like, I want to go through with all monsters completed! That would be really nice wouldn't it? So all you need to complete this mode is actually basically three hits to quality fill in one way or another. Okay there's one and there should be a red arrow there now and there's a super. Perfect so I have finished all of my monsters. shoot and basically what this frenzy is is just everything's a jackpot until you drain and then hurry up happens so let's hope let's hope that it happens um okay i'm gonna try play this one that's safe sorry i'm youtube copyright has just pinged me for doing a terrible cover um that's all right Okay, that's fine. Screaming crying. 45 mil! My favourite thing is to mess a hurry up. Goodness. There we go, I got something. I got 22, which is almost minimum, but that's okay. And now, shoot one of these to start our Billion Dollar Babies Wizard Mode. Oop! It's fine. It's fine. It's fine. We recovered. It's fine. We recovered. We did it. We did it! We did it! I've been filming for two days and we did it! Oh my god! Okay, so what are we actually doing here? Gotta run. So let's try... What are we doing? Okay, so I can flip to continue climb. We gotta continue the climb, don't we? So let's... So you want to avoid the red arrows, unlike what I just did because I was so overwhelmed with joy that I got there. Try and get your green shots as well, of course, when they happen. Oh, well, up to you. You can cash out, but I will love to continue to climb. Why not continue to climb, eh? As Miley Cyrus says, it's all about the climb. So you can see there we've got the player's life on screen. Woo! And you don't want to run out of your life and you don't want to time out because Alice Cooper's coming to get you mate he's going to take you to his dungeon or whatever he's going to take you to his nightmare castle is that the one and you can see it's getting harder as we go more red shots are going to come on the play field bit by bit so it's a risk reward situation obviously more points the more shots you go for but obviously the more red shots there are the more risky it is that you one of them That's all right, we're still in a place where we're running very nicely or good thing the bullsable is on So you can choose at any point to cash out I want to try and finish it mate So here we go I can either cash out my value is 70 million at the moment. I'm just gonna keep going why not Why not? Because you can do stuff like that! I really want to try and finish it for y'all, so let's keep going. Oh, I keep hitting the targets! I don't mean to! Yes, I do hum along to the music. Ah! It's fine. Alright, let's keep running shall we? Oh man, listening to this song is reminding me of when I saw him in concert. Oh no! We're dying, we're dying, we're dying! It's getting pretty intense now, we've got 16 seconds left to escape, so we can either cash out the 100 million or try and shoot another shot within the 16 seconds, maybe a few more shots. I'm gonna cash out. I'm gonna do it. I'm taking it. I'm not going for it. I am so excited That is amazing The game is over. So once you finish that mode you're done Z's and You're gonna cash out the bonus for the rest of your balls. So we're just gonna sit through that for a little bit I didn't really have any good multipliers. That's okay. I don't think there's anything more satisfying then when the game is done and you get to sit through this. It is just like the greatest achievement ever. We did set it to five balls with extra balls so I'm actually gonna get five pitaponas here counting up because I and especially because I finished all the monsters it's worth basically as much as it can be so amazing. That's crazy. You are not worthy. That's crazy. This may be be the best thing that ever happens in my entire life? Winning Woman's World. That was like one level. Defeating Alice Cooper. Finishing all the modes on camera. This is next level. Uh, no joke. Look at that. Just everything. Oh wow. Crazy. Crazy. Took a lot of work, but it was worth it in the end. And I hope that this was just a great showing of the game, even though I, you know, I could have risked it, I could have risked the, uh, the wizard mode more than I did, but, um, I'm, I'm quite happy, I'm, I'm very risk averse, I'm happy to cash out at 100 million and call it a day, so, um, very pleased with that, well, thank you so much for joining us, and, yeah, see you all in the next one, bye!

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: ad13645b-499e-4288-851c-c6e88194eb93*
