# Halloween/Ultraman 1.07 Tutorial (Boogeyman/Zetton Wizard Mode)

**Source:** Spooky Pinball  
**Type:** video  
**Published:** 2022-05-16  
**Duration:** 51m 34s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=r2i2HnXs-V4

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## Analysis

Bug from Spooky Pinball presents the 1.07 code update for Halloween and Ultraman, focusing on new Wizard Mode features (Boogeyman and Zeton). The update adds a menu-accessible Wizard Play option allowing all players to experience endgame content regardless of skill level, introduces repeatable multiballs, redesigns mode-ending mechanics with hurry-up shots, and implements bug fixes including the Michael creep issue. Both games feature 7-ball multiball wizard modes with improved accessibility and gameplay flow.

### Key Claims

- [HIGH] Wizard Play menu feature allows players to skip to wizard modes without progressing normally, ensuring accessibility for all skill levels — _Bug explicitly demonstrates this feature in both Halloween and Ultraman sections, showing Standard Settings > Wizard Play menu navigation_
- [HIGH] House multiball and Robert T. 'Bob' Smith's Grove multiball are now repeatable in Halloween (previously one-time only) — _Bug states: 'the House multiball and the Robert T. Bob Smith's Grove multiball are both now repeatable... you couldn't get back to them again... So we made those repeatable as long as you don't get the super jackpot in the multiball'_
- [HIGH] Jack-o'-lantern modes redesigned: completing shots now counts as mode completion instead of shooting the scoop, with hurry-up moved to Michael targets — _Bug explains: 'when you've completed that mode's shots, that's considered beating it rather than the scoop. And also we took the hurry up and we moved it over to these Michaels over here'_
- [HIGH] Michael creep issue fixed by resetting position via left ramp switch and targets to prevent forward creep over time — _Bug states: 'when I shoot the left ramp, the mic will spin out really quick and reset. That's one of our fixes that we've made to take care of the Michael creep issue'_
- [HIGH] Boogeyman Wizard mode features 7-ball multiball (first since Rob's Comedy) with controlled chaos design allowing ball placement in scoops — _Bug describes: 'it's going to be the mode that has the 7-ball multiball... This is chaos, but it's actually a controlled chaos because there's so many places in the scoop that you can hide the ball'_
- [HIGH] Ultraman Pigmon modes redesigned similarly to Halloween: beating highlighted shots ends mode with hurry-up at random Baltan target simulating color timer mechanic — _Bug explains the parallel change: 'when you shoot these four shots here, that is considered beating the mode... we light a hurry-up shot at one of the Baltan's randomly... Ultraman's obviously got his color timer, so we basically simulate his color timer running out'_
- [HIGH] Zeton wizard mode in Ultraman features three lock phases: Baltans, scoops, then top crossover shot — _Bug describes: 'Zetan Wizard Mode, you have three phases, essentially... First one starts... at the ball tans... The second phase will go to the scoops, and the third phase goes to that top crossover shot'_
- [HIGH] Spooky attended Midwest Gaming Classic and Pinfest back-to-back, hopes to reach Golden State next year due to travel distance being difficult — _Bug mentions: 'We have Midwest Gaming Classic and Pinfest, both back-to-back weekends... it's over a half day of driving, so we have to ship stuff out. We're hoping to get there next year'_

### Notable Quotes

> "Everybody will be able to get to Wizard mode and enjoy it. So, yeah, that's just a feature I wanted to show everybody."
> — **Bug (Spooky Pinball)**, ~0:45
> _Explains the philosophy behind the Wizard Play menu feature — democratizing endgame content access_

> "This is chaos, but it's actually a controlled chaos because there's so many places in the scoop that you can hide the ball, that you can actually, for the most part, keep track and control of all seven balls, which is just something that's never been done before."
> — **Bug (Spooky Pinball)**, ~13:30
> _Describes the novel design philosophy for the 7-ball multiball in Boogeyman mode, distinguishing it from typical uncontrollable multiball chaos_

> "I'm so happy that we got it. The quote of the stream, stream, the recording, is, it's okay. Just me trying to give myself confidence back after failing."
> — **Bug (Spooky Pinball)**, ~23:00
> _Self-aware meta-commentary on the difficulty and emotional nature of reaching wizard modes even for designers_

> "It's like, yes, it's so much easier to just keep working your way through modes and beating them... It's really good stuff."
> — **Bug (Spooky Pinball)**, ~19:30
> _Reflects on how the mode-ending redesign improves gameplay flow and reduces frustration for players_

> "I love doing shows. I think they're really fun. I think it's great talking with people about the game, sharing your ideas for what they'd like to see of what they want to have next."
> — **Bug (Spooky Pinball)**, ~48:00
> _Indicates Spooky's community engagement strategy and value placed on direct player feedback at shows_

### Entities

| Name | Type | Context |
|------|------|---------|
| Bug | person | Spooky Pinball staff member presenting the 1.07 code update tutorial; demonstrates both Halloween and Ultraman wizard modes |
| Spooky Pinball | company | Pinball manufacturer releasing 1.07 code update for Halloween and Ultraman games; attended Midwest Gaming Classic and Pinfest |
| Halloween | game | Spooky Pinball game receiving 1.07 update with Boogeyman wizard mode, redesigned Jack-o'-lantern modes, repeatable multiballs, and Michael creep fix |
| Ultraman | game | Spooky Pinball game receiving 1.07 update with Zeton wizard mode, redesigned Pigmon modes with color timer hurry-up mechanic, 7-ball multiball endgame |
| Boogeyman | product | Wizard mode in Halloween; features 7-ball multiball, based on film climax with Loomis shooting Michael, six lock phases to unlock seven-ball |
| Zeton | product | Wizard mode in Ultraman; final monster opponent in original series, seven-ball multiball with three lock phases (Baltans, scoops, crossover) |
| Midwest Gaming Classic | event | Show attended by Spooky Pinball; described as 'super great time' in back-to-back weekend with Pinfest |
| Pinfest | event | Pinball show in Allentown; attended by Spooky back-to-back with Midwest Gaming Classic; described as 'super great time' |
| Golden State | event | Pinball show on west coast; Spooky hasn't attended due to travel distance (over half day of driving) but hopes to reach next year |
| Chris (Jedi Turtle) | person | Community member mentioned by Bug as someone who dislikes timer mechanics in pinball modes |

### Topics

- **Primary:** Wizard Mode Accessibility, Code Update Features and Improvements, Game Design Philosophy (7-Ball Multiball Control), Mode Redesign and Hurry-Up Mechanics
- **Secondary:** Bug Fixes (Michael Creep Issue), Show Attendance and Community Engagement, Skill-Based Gameplay vs. Accessibility

### Sentiment

**Positive** (0.82) — Bug demonstrates genuine enthusiasm for the 1.07 update features, celebrates successful wizard mode completions, expresses pride in design decisions (controlled 7-ball chaos), and values community engagement through shows. Frustration is expressed during difficult gameplay attempts but framed self-deprecatingly. Overall tone is upbeat, educational, and community-focused.

### Signals

- **[community_signal]** Spooky actively attending shows (Midwest Gaming Classic, Pinfest) and gathering player feedback on desired features and improvements (confidence: high) — Bug mentions: 'I love doing shows... sharing your ideas for what they'd like to see of what they want to have next' and references attending shows back-to-back
- **[design_philosophy]** Thematic integration of game mechanics: Ultraman color timer mechanic simulated through hurry-up shot design, creating narrative coherence with mechanical function (confidence: high) — Bug explains: 'Ultraman's obviously got his color timer, so we basically simulate his color timer running out, and that's what the hurry up shot is. It's you shooting to save his color timer'
- **[design_philosophy]** Spooky intentionally redesigned mode-ending mechanics across both games to reduce frustration and improve flow: shots now end modes instead of requiring scoop hits, with hurry-ups repositioned for thematic and gameplay reasons (confidence: high) — Bug explains parallel changes in Jack-o'-lantern and Pigmon modes; notes improvement: 'it's so much easier to just keep working your way through modes and beating them'
- **[product_strategy]** 1.07 code update adds menu-accessible Wizard Play feature allowing all players to reach endgame content regardless of skill level, removing skill gatekeeping (confidence: high) — Bug explicitly demonstrates Wizard Play menu feature in both games, stating 'Everybody will be able to get to Wizard mode and enjoy it'
- **[product_concern]** Michael creep mechanical issue in Halloween required fix via left ramp switch and target resets to prevent forward migration of Michael toy position over time (confidence: high) — Bug demonstrates and explains: 'when I shoot the left ramp, the mic will spin out really quick and reset... to take care of the Michael creep issue where they were starting to creep out slowly over time'
- **[technology_signal]** Implementation of controlled chaos design in 7-ball multiball (Boogeyman/Zeton) leveraging playfield scoop placement to maintain player control during simultaneous ball action (confidence: high) — Bug states: 'This is chaos, but it's actually a controlled chaos because there's so many places in the scoop that you can hide the ball... which is just something that's never been done before'

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## Transcript

 How's it going everybody? It's Bug from Spooky Pinball here, and today we will be going over the 1.07 code update for both Halloween and Ultraman. This is the Wizard Mode update. So with that being said, we understand not everybody gets to Wizard Modes. They're usually pretty tough to get to. So an important feature that we've added is you can go into your menu, you can go to Standard Settings, and you can go down to Wizard Play. You select that, you select Boogeyman, and then you can start your wizard mode right from the get-go. The next ball you start starts right at the wizard mode, so that way everybody can enjoy the full extent of the code. You don't have to worry like, oh, I'm not a good enough player, I can't get to wizard mode. Everybody will be able to get to wizard mode and enjoy it. So, yeah, that's just a feature I wanted to show everybody. We're going to make it hard on ourselves and try and get there without using it and get there the real way. So, yeah, without further ado, let's get started. Alright, let's get right into this. We're gonna go straight to Judith. Oh, we had it. Don't go all the way around? Okay, good. Just another chance. There it is. Okay, so the way you get to the wizard mode is you have to get the super jackpot at each of your main modes going up the center here. So that would be the hedge multiball, Smith's Grove, and house attack. Get the super jackpot in each of those modes, and you can get to the wizard mode itself. I find the hardest one to be hedge, so that's where I'm going to try and go to first. There it is. Okay, so yeah, we're going to collect one, two, three, get to hedge multiball, and get that super jackpot. I'm going to try my best to talk while I do it, but it's just so much focus. We've been crazy busy with shows lately. We have Midwest Gaming Classic and Pinfest, both back-to-back weekends. And I would have loved to have gone to Golden State this weekend, but it's a tough show for us to make because, well, it's over a day of driving, so we have to ship stuff out. We're hoping to get there next year. I'd really, really like to make that one. Let's get back to it. I wouldn't be too upset if I let loose that extra ball over there once my ball save runs out. That's one. That's okay. Ah, I was hoping to grab that target on the way in. Didn't quite shake out that way. It's allergy season. You can feel that in Wisconsin right now. Having an itchy nose does not help with pinball. All right. We've got just one left. And then we're going to have to super jackpot the lid. Down to two balls. wouldn't be a poor idea to open up that extra ball, just for a little bit of extra safety, especially with how much we're flailing around right now. I'm going to try and grab this, though. Okay. So where are we at? Where are we at? Okay, reveal it. That was an easy shot, too. There it is. That was... That was really scary. It's just the one. You've just got to get the one. There it is. Okay, so the super jackpot is out. Just have to shoot it back in the middle A certain amount of time There it is, super jackpot! Yes! Okay, I can breathe again I'm going to be completely honest This is my not-first take Trying to get the hedge super jackpot So I'm feeling really good about that right now Okay So we're good there. We'll start kind of letting these go. We'll get one under control and then we'll let the other drain. Alright. One super jackpot down. We're going to keep working our way up. Another shot to open the house. So another new feature on this update is the house multiball and the Smith's Grove multiball are both now repeatable. So it used to be before, if you got those multiballs, you couldn't get back to them again. That's obviously not very conducive to getting the lizard mode. So we made those repeatable as long as you don't get the super jackpot in the multiball. It's okay, we have our cute affectionate ball here. So yeah, as long as you don't get the super jackpot in those multiballs, you can restart both House and Smith's Grove. Alright, let's kill Michael quickly. Okay, there is a timer on this mode, so we do have to try and get up there again pretty quick. There's also a really cool new feature on the Jack-o'-lantern modes that I want to show you guys. It used to be that when a Jack-o'-lantern mode ended, or when you finished all your shots of that Jack-o'-lantern mode, you would shoot the right scoop and it would stay solid. Oh boy. We have the crossover lit. Let's hope we don't time out. We're going to get back up there pretty quick. Okay. No! We can get back up there. Otherwise we can just go for Smith's Grow here. Anyway, what was I saying? So at the end of a Jack O' Lantern mode previously... So like right here. This mode I've collected most of my purple shots, I have one left. When you would collect that, the scoop would be lit, you shoot that, that ends the mode, right? And there was no timer on it, so it would just be there until you hit it. We put a timer on it, and we also essentially made it a hurry-up so that you can collect it. But now, when I shoot this right orbit, that's considered beating the mode. Previously, if you shot the scoop, that was considered beating the mode. So instead, now when you've completed that mode's shots, that's considered beating it rather than the scoop. And also we took the hurry up and we moved it over to these Michaels over here. So any of those three can be the hurry up. And you shoot that. It's like 10 or 12 seconds long, I believe. But yeah, that's the new hurry up feature that I'm hoping to show you. If I can catch this in the right orbit real quick. It's pretty fun. It's pretty exciting. Builds a lot of suspense. Here we go. Okay, so it's at the top, Michael. I might be able to get to it. I might. Come on. I might have blown it. There it is! Nope. Okay, so we didn't get the hurry up. But that's what the end of a mode looks like now. So I'm out of death in the driver's seat. I didn't have to get to the scoop and end it at any point. That's what the end of the mode looks like now. It's pretty cool. It's pretty cool. I wouldn't mind collecting some blood. Because I would like an extra ball. I can also just beat two hoes. Okay. So you'll notice I got the super jackpot for hedge multiball, so I can't restart hedge multiball now. I'm getting a lot of topper action today because of how much I've been shooting the hedges. Alright, let's knock Smith's Grove out of the way and get this super jackpot. So you'll notice right here, what I was doing is I knew I couldn't hit my red shot on the left just by how far down the flipper was on the ball, so a lot of times I'll try and throw it off the rubber on the side of that plastic. Usually it gets you a pretty safe safe return back to a cradle for something helpful like that. Bounce. Oh, nope. Not if you flip, stupid. Right. So the Boogeyman Wizard mode itself is essentially the ending of the film. It's the big climax of Loomis shooting Michael off the balcony in your saving glory. And it's also, it's going to be the mode that has the 7-ball multiball, something we haven't done since Rob's comedy. And this game is incredibly fun with the 7-ball multiball because of all the places you can put the ball. It's the only time, to me, a lot of times, 7-ball multiball, it almost gets too much. It's a little out of hand, like you can't actually control it, it's just chaos. This is chaos, but it's actually a controlled chaos. because there's so many places in the scoop that you can hide the ball, that you can actually, for the most part, keep track and control of all seven balls, which is just something that's never been done before. So, really proud of that and happy that it's working. Ball safe, please. All right, we got it. One left. Eight. Okay. Super Jackpot, isn't it? No! You cut the straw, Gary. I mean, I deserved it. Ah, that's such a bummer. We had Super Jackpot lit. Okay. Alright. Alright, that's fair. We deserve that. I'm going to need a water after that one. One second. Alright, I'm back. We have got this. Nope. Dang it. Okay. I really wanted to get a ball locked over there. Didn't quite happen. We're going to go straight back to our Super Jackpots, with ease I'm sure. There's been some pretty important code code fixes in this update as well. I'm sure you've noticed by now that when I shoot the left ramp, the mic will span out really quick and reset. That's one of our fixes that we've made to take care of the Michael creep issue. The Michael creep issue is where they were starting to creep out slowly over time. So by the left ramp switch and the targets in front of the Michaels, it helps reset them so that they don't creep out too far. Oh, yeah. There we go. Hurry up! Collected! So that's what the end of a mode looks like now when you collect your hurry up. We really want that extra ball. Damn. The nice thing about that is it felt like so many times I would get to the end of a Jack-o-Lantern mode. And okay we got Judith lit for lock which is great It felt like so many times at the end of a Jack mode I would be like okay I beat the mode but then I fail and I would shoot to the right scoop I would always drain somehow and I was just like ah Like, I wish that would have counted as beaten because I could have qualified extra ball. Now that it's just completing the shots in the mode, and then the hurry-up's just a bonus, And the hurry up is just a bonus. It's like, yes, it's so much easier to just keep working your way through modes and beating them. So it's really good stuff. Ooh, I need 12, don't I? Yep, okay, so we're close to getting two extra balls actually, which I might need them. I might need them. I really would like to put the ball over into Judith here. So that during a Smith's Grove multiball, which I'm hoping to get in the second here, I can hopefully unlock a third one, which will make it a little bit easier to clear all those targets out. Recording and playing, it's a whole different beast. It's worse than tournaments, I swear. Alright, here we go. It's one. Two. There we go. Perfect. Alright, so we're going to get back to the Smith's Grove multiball here. So nice that we can go back to that now. I'm very happy with having that in. Alright, back to this row. This is why we're going to need that third ball. Oh, second drop targets. No. Another one. I'm going to try and keep that...okay, never mind. We're going to roll with it. Two left. Two left. One left. Real close, real close. Calm down. Okay, let's pass this. Alright, this is a good setup. I hope I can backhand that up the ramp. I'm not sure if I'll be able to do it without losing the bottom one. Are we losing the control? Nope. Ah, no! Okay, well, you get the idea. You get the idea. Let's get the house super guy cut. I may have to cheat if we don't get back to it, which I feel like we've earned it at this point. All right. Let's get this house. I'm not going back. I am. You don't keep driving back. Get to the finish. All right. But pretzel city. Confound it, man! Get away from him! Okay, he'll lorry up a little bit here. I really don't want to go into the store. Because I need to collect more blood first to afford an extra ball. Dang it! Okay. Or did I not have the store lit? I'm not sure. Do lorry slashers back? The store has been now lit. I'm fairly confident in getting the house super jackpot. It's the easiest one to get just because it's immediately lit. You just have to start the mode. I'm sure Chris, aka Jedi Turtle, is laughing his butt off that the timer is what's beating me right now. He hates the timer. Okay, we're going to get right back up there I'm sure. If not, it's only a couple ramp shots to get it back open anyway. So, alright, it's going to time out. But that's okay. We're going to be able to get right back to it. Just a few ramp shots. Bounce. Wouldn't be a bad idea to beat this Jack-o'-lantern mode real quick. Because we need the blood really bad so that we can buy extra balls. That was a nice hurry up. There we go. Okay, so we got a bunch of blood lit by friends. Two of them. I can buy extra ball. I'll leave it. Collect three for good measure, huh? Let's open the house back up. Left the ramp to set it up. Open the house. Kill Michael! Yes. Well, you can't kill him. You get it. That's good. All right. Reheal Lori. Quick buy an extra ball here. Oh, yeah, that's funny. All right. We've got it from here. We've got a whole... We've definitely got it. Right? Bounce. All right. Through. Up. It's OK. We'll take every little bit off of Michael's health that we can. Yes, okay. No, not okay. Come on. It's okay. When you're shooting the spinners up there and making progress on the... Oh, I did not want to reset those. When you're making progress on the spinners and on Michael, it does pause the timer briefly, which is very, very helpful. All right, here we go. I swear, here we go. Here it is. Come on. And no! It's okay. We're going to select... Okay, this one. Let's get that. We're going to get right back up there. Just in time for it to close. I wish you could read. All right, here it is. You're not supposed to go up there. I am. We're going to crush it on this one. Yes. See? We're already doing so much better. There it is. It's okay. We'll let that go down. Quick collect a ramp shot. It also progresses our counting bodies mode. And right over the top we go. Just like that. Okay, so this is a great setup to get the super jackpot because it drops it right to the left flipper, which is perfect to put it back up and shoot right over the crossover. You just got to top it right. Like that. Like that. Super jackpot. Only one to go. Only one to go. All right. Oh. Yeah. I think we also have Jack-o'-lanterns and multiball probably lit now, too. All right. We're going to let that go. We got safe. For now. Oops. All right. We've got two super jackpots. This is the best we've done today so far. To restart the sanitarium mode, if you fail, it does take a few more drop target hits to restart. I'm just having a poor time getting them all under control today out there. Alright. Alright, well, let's jam out first to some Don't Fear the Reaper again. Alright. We did turn up the volume on the song for this as well, too. I do have my game logging down pretty low right now, though. It's such a great song. Oh, we had the atom all there. Alright. Let's get back to our wizard mode. We had our fun. We've had our fun. Alright. Let's get back to our wizard mode. Here we go. This time we got it. Easy. One shot into the scoop. We got this. Again, sorry for the lack of dialogue at times. I'm just really focused. I really want to get this. Alright, here it is. We're going to quick run through and collect all the dollar jackpots. We're going to run through and quick get our jackpots, get up there for the super. There we go. Sorry, any time I aim for the targets, I hit the ranch and ordots. Any time I'm aiming for the ranch and ordots, I hit the targets. So is the way of pinball. All right. Out of the way, Jackpot. Super Jackpot's lit. Out of the way, Jackpot. It OK So we got them both coming to the right I hoping you just pop it quick up there Nope didn Now we control Hahaha. Alright. Up there. Nope. Back down there. Every time I've failed so far, it's been my fault. It's just the right ramp. Okay. Here it is. The moment we've been waiting for. That. Okay. So, when I bring this multiball out, we have wizard mode ready. Wowzies. Okay, we're gonna let it go. Good one. So... Wizard mode... time. Here it is. Boogeyman mode. Lock six balls in order to kill Michael. All right. So the way this mode works is you have to get six entire ball locks done. This is going to be tough to explain. So I have one, two, three locks lit right now. I'm going to collect those. My locks will be lit elsewhere. So I collect a lock here and here, and then I end my last lock at that crossover, and that starts the seven ball multiball. If you don't get all seven locks, it will still start the multiball. It won't be seven ball You're granted two drains however, so I can drain right now and it would give me that ball back with that lock Give me the ball back from the lock I just made But yeah, let's just focus on getting this done All right We've got one lock so far. I really want to get seven There we go. Two out of six Oh boy, don't go where I think you are. Okay, that's okay. So I'm over. Alright, that's the first three. Now we've got the scoops. The right scoop, the jack-o'-lantern scoop, and the upper playfield scoop will be lit. So that's another one. Now we've just got the right scoop here. So it kind of goes in phases. You start with three, it goes down to two, and then it goes down to one. We're going to let that fall down. So now we will have our sixth block lit at the top here. I just got to get it over. All right. Straight up. Into the target. All right. Like I said, I drain. It gives me my most recent locked ball back. And I get two drains actually. That's okay. Okay. Okay. That's on me. I don't know how I can be playing so good but so bad at the same time today. Like, I've played my way all the way to this wizard mode, but man, did I make it harder myself. Wow. It's okay. The quote of the stream, stream, the recording, is, it's okay. Just me trying to give myself confidence back after failing. Alright, I really want to get to that top crossover so I can show you guys the coolest part of the game, which is that final shot. It's okay, we can get back up there. Just the crossover shot, we got this. One ramp, lower targets. Okay, here it is. No words. No words. There it is. That knock was really loud in this room. Look at him hit. That's a matter of fact. That was. Seven ball multiball. OK. Super jackpots are all the lock shots that you completed during the locking phase. Everything else is just a standard jackpot. I have to collect two of each of the super jackpots, and that lights a hurry-up super duper jackpot at the crossover at the top, which is considered beating the entire laser mode. Water relief. We got there. Man. On camera, that is pretty tough. It's kind of tough on camera, too. If you can get to this wizard mode, you have a good game. Oh, my. All right, what do we have left here? We've got this middle head. Okay, down to the two-way thing. Yep. So, let's really try to go for this super hurry-up. We've got middle hedge here, middle scoop, and top. No, never mind. All right. We did pretty good there, though. We did well. All right, we didn't even have to use that extra ball, fortunately. So, it was a bit of an uphill battle there, but we got to it. So, that's how you get to the winter mode. super jackpot at each of those. I recommend doing it on the first try, unlike me, who went ahead and did it, you know, on the 11th try. So yeah, let's move over to some Ultraman, huh? Alrighty, on to part two here. For those who didn't stick around for the Halloween side, we did get to the wizard mode. I made it very hard on myself trying to get there because I would just keep draining and screwing up last second. I pretty much gracefully fell down the stairs for like 30 minutes straight there, but I did eventually get us there, and we beat the wizard mode. It was really, really fun. I'm so happy that we got it. I'm going to try and do the same thing here in Ultraman. If I don't get it in a couple goes, I'll probably just select it in the menu and show you guys the wizard mode there, but yeah. I'm probably going to cover a lot of the same ground here. That was all skill. I'm probably going to cover a lot of the same ground here as I did on Halloween, because I assume not everybody is going to watch both sides of the video. Well, it's a good thing we did that, huh? Good thing we got that skill shot. So, for Ultraman, wizard mode is Z-Time. He is the very last monster that Ultraman faces in the series. It's the very last episode of the original series. To get to Z-Time, you have to play a heck of a lot better than we are right now. That is for sure. To get to Z-Time, you have to get the super jackpot at each of... Ow, that was fast. super jackpot at each of the main modes going up the center here. So it's basically the main multiballs. So Baltan, Femular, and Juras. You get the super jackpot at each of those, and that gets you the Zeton mode. Zeton is the seven ball multiball mode. Super fun. I'm hoping I can get to it normally so I can show you guys it. We're going to start with Baltan. Baltan is the hardest one for me to get the super jackpot on, so I usually feel pretty confident that I can get there if I get all 10. Aw, man, I shot the top one and it wasn't revealed. That's so sad. All right. Whoa. Okay. Sorry, but I don't talk much here. I'm just going to be pretty focused on trying to get this taken care of because, like I said, the super jackpot on this one is pretty tough for me. There we go. All right. One down. Two down. Let's get a three. Get around there. Get around there. Man, just not landing some good shots on that rim. Let's try and restart this. Did I get it? There we go. Okay. That restarts our Multibot. We can hopefully get back to our Super Jackpot. There he is. Get back, you boring bug. All right. Get up there. I'm crushing those targets, that's for sure. All right. We got this. We got this. We're probably going to pull back in a second here, maybe. Just in time. Nice. Okay. I thought I could just snag that right away, but it didn't work out. So, get them both out, so hopefully I can just grab one of them. I'll take two if I can, but... Alright, so we didn't get it there. That's okay. So, for the pigmon modes here, I do have something really cool to go over with for those. Get in there? Thank you. So, it used to be with the pigmon modes that you would play the mode out, you would shoot like your four ragone shots here, and then the right scoop would be lit. you shoot the right scoop, and that would be considered beating the mode, ending the mode. We've changed that now, so that when you shoot these four shots here, that is considered beating the mode. So shooting the lit shots of, basically the shots that are highlighted in the mode start menu, shooting those is what is considered beating the mode now. And also... Oh no! Also, if you complete the mode there, instead of ending it at the right scoop, we light a hurry-up shot at one of the ball tans randomly, which is way more fun that way. It's worth more points, more exciting, and it also thematically makes a lot of sense. Ultraman's obviously got his color timer. Spread the needle. Ultraman's obviously got his color timer, so we basically simulate his color timer running out, and that's what the hurry up shot is. It's you shooting to save his color timer, basically. And it's really cool looking, it's really fun. It's just a way better way to end the modes than what we were doing before. Hopefully I can show that to you here, if I grab a mode that I can potentially beat pretty quick. Why not combine the Gamora and top mode here? All right. Let's quickly get those out of the way and get back up there. We are on a timer, so... All right. One And two Okay Let quickly get that back down Get to headquarters now I think we're gonna time out at the top on Juras, but we'll still be able to beat Gamora. So that's okay. Let's shoot that crossover for Gamora. Ow! Goofy, goofy. That's okay, we'll get it. Again, if I don't get all the super jackpots in this one, I'm probably going to go to the Wizard Boat through the menu. Sorry for cheating. Alright, so that helps us progress the more along. I am going to open Juras back up and try and beat it. I'm going to set up... For when I'm going up the center ramp, you can make it up off the right flipper. It's not that bad, but it's always just so much easier to set it up to the left ramp and then go up to the center with the left upper. Keep this going. Keep it up there. No! Okay. Let's heal Ultraman a little bit. If I can. Didn't quite get it. Oh, no, I did get one. Okay, I just couldn't see that well when I hit it. All right. So, Juras is pretty much dead. We've probably got, like, two or three health left on him. Oh, my. Okay, left ramp, up the center. It is the way. Come on, you can do it. Here we go. My friend, up the center, it's going to be easy. One and two. That was a target. That was a target. That was not a good shot. There we go. That does that. That does that. That does that. That does that. That does that. That does that. That does that. That does that. And that does that. Whoo! Okay, if we can get it back up the center and straight across, we get our super jackpot nice and quick, hopefully. All right. Let's dump that ball, get it right back up there. Super jackpot. All right. That helps a lot. Okay. Super jackpot, all right. That helps a lot. The grass is the easiest super jackpot degree to get to, because it's lit right away. You don't have to fall down on it. You've got two of them. What we can do is focus on beating our stick a little more in the traps real quick while I say that. We're going to actually, just for the sake of keeping it easy to see and simple, I'm gonna let these couple balls drain here. Show off this. Hurry up. Oh! I forgot there's two more shots. Three more shots. Why'd I do that? That's okay. Shoot. Alright. Back up. Okay. So, center randomly. I think that's the last shot of the mode. So this is the last shot of the sequence of shots, so it'll start to hurry up right here. All right, so our hurry-up's lit. Color timer is going. I've got to get it to that ball-tan shot. Oh, I almost had it. Come on. Just in time. Just at the end there. All right, so that's the hurry-up timer effect. It's pretty cool, pretty fun. I definitely think it's a much better way of ending the modes than what we had before. Collecting Spacium in case I can get something cool to store. In case we go shopping. Let's try and get the Super at Bemular perhaps. See if we're doing good. Nothing I want to buy yet. Not for the purpose of what I'm doing. If I was playing against other people, I'd probably just buy some points there and go for multiball. Alright, man. Goofy. There it is. Alright. We can skip this. We can skip. Yeah. I'll do that. All right. Time to go back to Twitter and Lake Bugamore. So if I don't get the super jackpots and we decide to go wizard mode through the menu, I do still want to make sure I beat the wizard mode correctly, for the most part beat it so you guys can see all of it. But yeah, that's the nice thing about putting the wizard mode at a menu setting is everybody can go see it. There's no discrimination against people who are maybe not going to get there. I am having a code bug with my lunch groups, but they didn't come back better. If that happens, I'm going to work some out. I'm sure we'll figure it out. There we go. Or not. Alright. Alright. That was close. Alright, here it is. Left. And now right. And now left. Alright. Straight back to the scoop. Now we're back. Do better. For the people who did skip the Halloween side, I hope you caught us at MGC or at Pinfest in Allentown. Both shows were a super great time. Like I said over in Halloween earlier, I think, his Golden State is happening right now. That'd be a really fun show to get out to. We haven't really hit a show that far west in a long, long time. So we just started hitting a bunch of shows, well, not a bunch, but some shows out east this year. So it'd be nice to get out further west. There's people on all the shows. I love doing shows. I think they're really fun. I think it's great talking with people about the game, sharing your ideas for what they'd like to see of what they want to have next. Alright, we've got a couple jackpots here. Keep going on them. Well, I've got two jackpots left to collect. That's not so bad. Ball save. Okay, okay. Sorry, every time I get that target, I send one without bail. Just like that. There it is, one target left, but it doesn't matter because we're running. Ah! Damn it! Okay. Well, we couldn't. We're going to let it go. Let's just use the menu and make this a little bit easier on ourselves and let's get to this wizard mode and have some fun next. All right, so we didn't quite get it in the regular gameplay, so what we're going to do is go to the menu, we're going to go to the menu, and we're going to go to the menu. quite get it in the regular gameplay. So what we're going to do is go to the menu, we're going to go to standard settings, go down to wizard play, go over and select Zeton, and now we are set to just start our wizard mode at ball start just like this. Ta-da! Usually I would have my shaker motor plugged in for this, I had it unplugged, and there's There's a cool pulsing effect as that goes on there. Yeah. The dogs are getting angry in the background. They're like, you've been playing pinball all day. So, Zetan Wizard Mode, you have three phases, essentially. You have the first lock phase, second lock phase, and third lock phase. First one starts, as you can see, at the ball tans. Doesn't matter what order you lock them in, you just have to lock each of them. The second phase will go to the scoops, and the third phase goes to that top crossover shot. So in a way, it goes three, two, one, both in the phase number and also in the number of shots to the phase. So let's try and grab these two. Now, in this wizard mode, you are also granted two ball drains. So if I were to drain my ball right now, it would spit out a ball that I previously locked and relight its locked shot. So I can do that twice. I can do that twice before it just says, okay, you're done, and it starts the Z-time multiball. So if that's the case, you won't get the seven-ball multiball. You'll get however many balls you have locked. and also the shots that you would have locked will not be lit for jackpot like they will be now. So when I get to the Z-Ton multiball, every ball I've locked so far will be lit for a super jackpot or every spot that I locked a ball in will be lit for a super jackpot. If I were to start that Z-Ton multiball without those, I wouldn't have that available for super jackpot. Alright, so we just got the one left. Okay. We're going to cross over. We've got a 50 target. Cross over. And then, tragically, Zetong kills Ultraman. So, obviously, you have to avenge Ultraman. We can't let him die. So, all those balls that I locked, I have to shoot those spots, those super gap bots, twice each. If I shoot them twice each, I unlock the super hurry up jackpot and that is how you kill alien Z-Time now because I have seven balls going at the same time here it's going to take a little bit of focus I just let a whole bunch go because I was paying attention up there ah Alright, let's see if we can get them. Since it is in the selected... When you go to the menu and select Zeton, it doesn't end at the multiball ending. You can play out the rest of it, essentially. Typically, though, if we were in standard gameplay and we got to this point and I have one ball left, I would not still be in the wizard mode. It would end when the multiball ends. So, like, right there, now it's over. So, yeah, that's the Zeton wizard mode. And, yeah, that covers the wizard modes for each game. Yeah, hopefully you can all download this really shortly here and get it into your games and start enjoying it. I know that these wizard modes are a lot of fun. They took a lot of work to get done. And yeah, stay tuned. There's still plenty more to come. My dogs are starting to go really crazy in the background. So I will see you guys in the next one.

_(Acquisition: youtube_groq_whisper, Enrichment: v3)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: c512a1d0-e090-4f54-95b5-1dd42021d64c*
