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Halloween Pinball Rules Flowchart - Spooky Pinball

Spooky Pinball·video·41m 35s·analyzed·Nov 14, 2021
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claude-haiku-4-5-20251001 · $0.029

TL;DR

Bug walks through Halloween Pinball's complete rules structure, modes, and scoring system.

Summary

Bug from Spooky Pinball presents a comprehensive rules flowchart walkthrough for Halloween Pinball, detailing three main modes (Hedge Multiball, Bob Smith's Grove, House Attack), six Jack-o'-lantern modes organized by difficulty (easy/medium/hard), their scoring mechanics, and how they integrate with the film's narrative. The presentation covers mode start conditions, completion stages, super jackpot conditions, and planned future code implementations.

Key Claims

  • Halloween has three main modes: Hedge Multiball, Bob Smith's Grove, and House Attack

    high confidence · Bug, Spooky Pinball official content

  • Jack-o'-lantern modes provide scoring multipliers (2x/3x/5x jackpot or +20%/+30%/+50% scoring) when completed during or before main modes, and these bonuses can stack

    high confidence · Bug explaining game mechanics in official rules presentation

  • The scoring increase system for Jack-o'-lantern modes is not yet implemented but will be tested and added soon

    high confidence · Bug: 'This is not yet implemented into the game. We're definitely going to be implementing it soon, testing it like crazy, making sure it works properly.'

  • The Pretzel loop shot on the house playfield throws the ball back for an additional shot if the flipper is held up, and may deal extra damage to Michael

    high confidence · Bug describing House Attack mechanics

  • The 'dirty pool shot' (shooting between two raised drop targets over a knocked-down center target up the center ramp) automatically opens the house playfield

    high confidence · Bug: 'the dirty pool shot that automatically opens the house. It's really cool.'

  • In Bob Smith's Grove mode, the Asylum playfield has a right ramp accessed via a quick 180-degree turn that most people don't notice

    high confidence · Bug describing hidden ramp mechanics

  • The scoop on the Asylum playfield is planned to fully restore Lori's health in House Attack mode, though it's not yet implemented

    medium confidence · Bug: 'i don't believe that's implemented yet it's definitely going to be because i mean why not'

  • Eric (from Jersey Jack Pinball) successfully hit the dirty pool shot at Midwest Gaming Classic

    high confidence · Bug: 'I saw Eric from BJP do it at Midwest Gaming Classic'

  • The Collector's Edition of Halloween includes patient decals on Bob Smith's Grove targets, uncertain if Blood Sucker Edition has them

Notable Quotes

  • “This has definitely been asked for a lot online. I'm really excited to show it with everybody.”

    Bug@ 0:08 — Establishes community demand for rules documentation

  • “It's basically whack-a-mole, but it's really good fun.”

    Bug@ 3:32 — Summarizes core mechanic design philosophy for Hedge mode

  • “Any modes without Lori Strode, you're playing as Michael Myers. You're doing the killing, you're slashing, escaping Asylum, you're playing as Michael Myers much. Any modes with Lori, you're helping Lori Strode, because she's the ultimate final girl, and why wouldn't you want to help Lori Strode?”

    Bug@ 9:47 — Explains thematic design integration between modes and character roles

  • “I love watching people try it, especially when you knock down that target, It starts blinking a bunch of lights up the center showing you that the dirty pool shot is lit. I love watching people try to go for it.”

    Bug@ 8:27 — Demonstrates designer's appreciation for skill-shot design and player engagement

  • “if I play that during Bob Smith's Grove and I beat it during Bob Smith's Grove, I get two times jackpot value for that main mode when completed during that main mode.”

    Bug@ 14:51 — Clarifies complex scoring multiplier mechanic

  • “There's no way to fail this mode. Excuse me. There's no way to fail this mode. There's no timer. There's no bad shots that kick you out. The only way you can fail is if you drain your ball.”

    Bug@ 18:47 — Establishes difficulty tier design philosophy for easy modes

Entities

BugpersonHalloweengameSpooky PinballcompanyEricpersonMichael MyerspersonLori StrodepersonBob Smith's Grove SanitariumproductHedge MultiballproductHouse Attackproduct

Signals

  • ?

    community_signal: Spooky Pinball publishing detailed rules flowchart content in response to documented community demand

    high · Bug: 'This has definitely been asked for a lot online. I'm really excited to show it with everybody.'

  • ?

    design_philosophy: Lori Slash Back hard mode rules still in active playtesting and adjustment phase regarding shot speed and completion requirements

    high · Bug: 'We're still playing with this mode's rules a little bit...Just how quick the shot is and how many times you have to complete it is subject to change currently.'

  • ?

    design_philosophy: Super Jackpot Michael in Hedge Multiball currently appears in fixed middle position; designer prefers random appearance for increased variety and challenge

    medium · Bug: 'In the future, I'd kind of like it if he came out randomly.'

  • ?

    design_philosophy: Bug identifies desire for dirty pool shot to have additional benefits beyond just opening house playfield, suggesting current implementation feels incomplete

    medium · Bug: 'I'd like to also see the dirty pool shot have more benefits than just opening the house in the future. So maybe there's more to come there still.'

  • ?

    design_philosophy: Dirty pool shot (skill shot) intentionally designed with visual feedback (center ramp blinking) and aspirational difficulty to encourage player learning and engagement

    high · Bug: 'I love watching people try it, especially when you knock down that target, It starts blinking a bunch of lights...I love watching people try to go for it'

Topics

Game rules and mechanics designprimaryMode progression and completion structuresprimaryScoring systems and multiplier mechanicsprimaryThematic integration with Halloween film narrativeprimaryJack-o'-lantern modes difficulty tiersprimaryPlayfield layout and shot designsecondaryPlanned future code implementationssecondaryHardware features (upper playfields, drop targets, mechs)secondary

Sentiment

positive(0.85)— Bug demonstrates enthusiastic, passionate delivery about game design. Uses positive language ('really good fun', 'really cool', 'everybody's favorite'). Shows genuine excitement about specific mechanical designs and player interactions. No criticism or negative sentiments expressed about the game itself. Some minor uncertainty about unimplemented features, but framed constructively.

Transcript

youtube_groq_whisper · $0.125

How's it going everybody? It's Bug from Spooky Pinball here and today we are going to be looking at the Halloween Rules Flowchart. This has definitely been asked for a lot online. I'm really excited to show it with everybody. Just to overall go over what is in the game currently, what is yet to come, and talk about how it integrates with the theme. And just the things that I think are kind of cool about the scoring in the game and whatnot. So we're going to jump right in. We've got these two main trees here. Now those are the main modes in the Jack-o'-lantern mode. So the main modes are hedge multiball, smith's grove, and house attack. So when you're looking at the Halloween playfield, you have the main inserts, hedge multiball, smith's grove, house attack, and then the completion stages beneath them. So hedge one, two, and three, Smith's Grove, same with house attacks, house one, two, three. So those are your main modes, and the jack-o'-lantern modes are indicated by the jack-o'-lantern in the artwork, and his eyes, nose, and mouth all lit up, and that shows you the modes being completed through there. So we're going to talk about the main modes first, and we're going to start over here with hedge multiball. So the mode start for hedge multiball is to lock a ball behind each hedge. So when you start the game, you launch the ball, those three green arrows are lit, and as you shoot the ball behind there, Michael Myers pops out from behind the hedge and pops back in. It's a pretty neat little effect. So you lock a ball behind each of those, and then that will start hedge multiball. So for hedge multiball, you're shooting hedge stand-up targets to reveal corresponding Michaels. Shoot a revealed Michael for a jackpot. Repeat that three times. So what that means is you have the three hedges. There's a stand-up target in front of each of them. as you shoot them Michael pops out from behind the hedge and you essentially play it like whack-a-mole so when he's out you're trying to shoot in there when he's hiding and you shoot in there nothing will happen so when he's out that's your jackpot you shoot the Michael that is revealed behind the hedge so let's talk about the completion stages as I mentioned in the insert so you have hedge one two and three and then hedge multiball so to beat the entire hedge multiball mode you need to beat all of the completion stages to the mode, which sounds a lot harder than it is in theory. So completion stages, hedge one, shoot the first Michael. So when you've started the mode, when you've started hedge multiball, you reveal that first Michael and then you shoot him. You can also reveal all three at the same time to increase your odds of like while you're playing multiball to hit over there and catch one. So you shoot over there, you knock in the first Michael and that's collecting hedge one. Now you need to repeat that two more times. Hedge two, hedge three are both shoot the second Michael, shoot the third Michael, and that's just revealing Michael and then shooting him behind the hedge like whack-a-mole. You can also use the left ramp to reveal Michael. It's not just the stand-up targets in front. So you've collected each of the three Michaels again in multiball this time after revealing them to get the super jackpot Michael right here to get that hedge multiball insert so that you've completed the entire mode. Super Jackpot Michael is revealed after you've collected all three. He comes out in the middle right now. In the future, I'd kind of like it if he came out randomly. And when he's out, you have a set amount of time to get out there and shoot him. And that is how you collect the Super Jackpot Michael for Hedge multiball. And that is how you beat the entire mode overall. And yeah, it's a pretty simple concept for the mode. Like I said, It's basically whack-a-mole, but it's really good fun. So why don't we hop over to Smith's Grove? And for Smith's Grove, really simple mode starting this one. It is to hit the asylum drop and shoot into the scoop. So let me explain that middle playfield real quick. The middle playfield is the asylum playfield, the Smith's Grove Sanitarium spot playfield. It has the upper left flipper. It's got the fencing around it. So when you're on that playfield, we're going to call that the asylum playfield. So you can get up to that playfield with the right ramp that most people can't see. It's a quick 180 ramp that goes onto that playfield. It comes out really fast. So you shoot that ramp, and you're on the Asylum playfield. You hit the drop target, you shoot into the scoop, and you're starting the Smith's Grove mode. So the completion stages for that mode, Asylum 1, is to start the mode, get onto that playfield, knock the drop target down, get into the scoop, and that is how you start the mode. That's Asylum 1, easy enough. So Asylum 2 is to shoot the Asylum targets to help Michael escape. So basically, after the mode starts, the ball kicks back out, the music goes on, there's a cool light show and whatnot. You're going to be collecting the lit shots on that play field to advance the mode. So shoot the Asylum stand-up targets, the drop target, and then you go back into the scoop. It plays a cool movie clip. Basically, this whole scene is just Michael escaping the Asylum, and it's pretty cool. the um asylum three is to shoot the main playfield targets to collect patients so after you've gone back in that scoop and it kicks out and you shoot onto the base playfield it starts asylum multiball it's just a two ball multiball pretty simple now the stand-up targets on the playfield some of which you're using for hedge earlier too they all have smith groves patient decals on them in the collector's edition i'm not sure if that's on the blood sucker standard but um the collector's edition which is what we're building most of right now all of right now has the patients on it. So you're shooting those targets to collect patients. And I'm hoping in the future we can have more asset wise to kind of signify that you're doing that. As of right now, it's just jackpots. They're still going to be jackpots, but you'll be collecting patients and putting them back into Smith's Grove Sanitarium. So that's Asylum 3. So you've collected all the patients. Now, how do I beat the overall mode Smith's Grove? So you collect the super jackpot at the Asylum scoop. So you've collected all the Patience, you're still in Multiball, have to still be in Multiball, and then you shoot back onto that Asylum playfield, get into the scoop for Super Jackpot, and that is how you beat the entire mode from start to finish, all the completion stages, that is how you beat Asylum. So you can notice there's a theme that once you've collected the Super Jackpot for these main modes, Hedge Multiball and Smith's Grove, that is when you've beaten the entire mode and the same logic actually is going to apply in house attack but there's some more things to talk about with house attack first so house attack this is the mode everybody wants to get to because it's on that super cool house upper play field the house upper play field you can access that through the center ramp it typically diverts it to the left after you've qualified it it opens up you shoot to the you shoot the same center ramp and it diverts over into the house upper playfield. There's a lot of houses in Halloween. There's tons. Michael goes in and out of so many houses. This playfield is to signify kind of all the houses. You're just in a Smith's Grove, or not a Smith's Grove, a Haddonfield house at this point, because multiple modes actually play out on this playfield. But for this one, we're just talking about house attack. So how do you start it? There's multiple ways to start this one. It's got a lot of different ways. So you can shoot the center ramp three times. Now in older code, it was more times than that. It just felt too repetitive. We've swapped it to three now. So you shoot up that center ramp three times. And then on the third time that you've shot it, the house opens up. And the next time you shoot up there, you're onto that play field. The other way that you can visit it is to have, I'm sorry, the other way to start house attack is to have visited hedge and sanitarium. So So the Smith's Grove and Hedge modes, if you've visited these, you don't have to beat them. You just have to visit them, so you don't have to get all the way through to the super jackpot. If you just start those two modes, the next time you shoot the center ramp, the house will open. So that is another way, like once you've already gotten through those two, the house is kind of streamlined. You can just get straight to it. And then the third way, which is my favorite way to open the house, is the dirty pool shot. So there's the center three drop targets on the play field for the jack-o'-lantern. If you hit that center drop target down and the two other targets are still up, you shoot in between those two targets over that knocked down center drop target, and it goes up the center ramp and down through. That's the dirty pool shot that automatically opens the house. It's really cool. I love watching people try it, especially when you knock down that target, It starts blinking a bunch of lights up the center showing you that the dirty pool shot is lit. I love watching people try to go for it. It's really, really fun. I think I saw Eric from BJP do it at Midwest Gaming Classic, so that was neat. That's my favorite way to open the house, but it's pretty tough. I'd like to also see the dirty pool shot have more benefits than just opening the house in the future. So maybe there's more to come there still. So anyway, we've started house attack. What is house attack? So shoot center ramp to enter house. Avoid drop target to keep Lori alive. So in this mode, you'll notice that there are health bars. Lori has a health bar. Lori Strode and Michael Myers has a health bar. What you're doing in this house is you want to be ripping those spinners. You want to rip the loop, the infamous butt pretzel combo loop, to deplete Michael's health. There's a drop target on that upper playfield because we put drop targets everywhere in this game. There's a drop target on that upper playfield in front of the ramp. And if you hit that drop target, that is depleting Lori's health. You don't want to kill Lori. You're trying to keep Lori alive. Because in this game, basically any mode without Lori Strode, you're playing as Michael Myers. You're doing the killing, you're slashing, escaping asylum, you're playing as Michael Myers pretty much. Any modes with Lori, you're helping Lori Strode, because she's the ultimate final girl, and why wouldn't you want to help Lori Strode? So, in this mode, you're helping to keep Lori Strode alive, so don't hit that drop target. You will kill Lori after a certain amount of hits. That number of hits is subject to change based on how easy or hard the mode is, we think. One thing to note, and this is in the hint bubble over here, is that the sanitarium targets, the Asylum Smith's Grove targets, targets partially restore Lori's health and the scoop will fully restore Lori health So when you on that house playfield and you miss the ball drains off of it It doesn go back to the base playfield it goes to the asylum playfield on that asylum playfield if you start hitting the targets that will refill lori health if you taken health away from her it will increase her health and like it says here if you shoot into the scoop it will fully restore it i don't believe that's implemented yet it's definitely going to be because i mean why not so let's get to the completion stages for this mode. House one, you're going to combo the spinners to fight Michael, reduce his health to zero. That's what we talked about earlier. You're ripping those spinners and you're trying to get Michael's health down to zero. Fun thing about that is when you shoot the right spinner, hold your flipper up and we have a loop called the bug pretzel. I don't know why it's just called that. You shoot it and when you hold your flipper up, it generally throws the ball into the next combo for you straight back. So it's a pretty neat shot. They only have to flip once for. So, definitely try to get your pretzel combo. I believe there's something in there that makes it actually take more health away from Michael if you do. So, definitely want to hit your combo shot. So, that's house one. Pretty simple. House two, shoot house drop target to unlock balcony. So after you've depleted Michael's health to zero, you need to knock down that drop target so you can shoot the upper playfield ramp. So you just knock down that drop target. Pretty simple. And that's house two. House three is to shoot the balcony to start multiball. So you've depleted Michael's health. You've knocked down that drop target. You shoot across that third upper playfield ramp, which is cool to say. You shoot across that, and that is the end of the house attack closet struggle, because this whole scene is based around Michael Myers trying to break in through the closet. He's trying to get Laurie. When you shoot across there, that is you stabbing Michael with a knife, and he falls over. The music kicks off. The drop-down mech goes. There's a multiball. Everything's a jackpot. It's a pretty exciting part of the game, definitely one of the highlights that everybody wants to try and get to. So you've gotten house three. You've started house multiball. So, house attack, beating the entire mode all the way through, is during multiball, you collect the super jackpot at the balcony. So, like I said, everything's a jackpot in this mode. The super jackpot is to get back to that uppermost playfield, the house playfield, shoot across that ramp again for super jackpot. And that means that you've beaten the entire house attack mode. So always just try and keep in mind that the super jackpot for Hedge Multiball Smith's Grove House Attack, the main modes, the super jackpot is what shows you that, hey, I've beaten this entire mode. That ties in very importantly to wizard mode later. I think both wizard modes, actually. It ties into both wizard modes later. So the better you do now, the more you blow the game up later. Now, before we get to those wizard modes, which is where this main modes chart leads to, it's going to be really important that we talk about the jack-o'-lantern modes, because these are super important for both the main modes and the wizard modes. Let me just explain it. So, jack-o'-lantern modes. You have the pumpkin on the playfield, his eyes, nose, and mouth light up. There's six total inserts with lights. Those signify the jack-o'-lantern modes. So how do you start a jack-o'-lantern mode? You clear the center three drop targets to light jack-o'-lantern modes at the scoop. So when you launch the ball at the start of the game, those center three drop targets are up. You knock them down each. You shoot the jack-o'-lantern at the scoop. It will be lit. You'll see it flash off. You shoot it, and you can now select a jack-o'-lantern mode. So the jack-o'-lantern modes, we have a lot going on here. We have easy modes, medium modes, and hard modes. Now, they're easy in difficulty, so they don't score as high as the hard modes will. So this is where it gets a little bit more tricky, so I'm going to explain it the best I can. And that is, with an easy mode, you will have a two times jackpot value for main modes when completed during a main mode. So the first easy mode is death in the driver's seat. It's a simple shoot lit shots, combo them together mode. You can't fail out of it. So let's say I'm playing death in the driver's seat where Annie is in the car fighting for her life as Michael is attacking her from the backseat. If I play that during a main mode, if I play that during Smith's Grove and I beat it during Smith's Grove, I get two times jackpot value for that main mode when completed during that main mode. So I get all the jackpots and Smith's Grove, which is collecting all those patients, are now worth two times as much if I beat an easy mode here in that mode. Now let's say I beat one of these modes before that. I get a plus 20% scoring increase in the next main mode when completed before the main mode. So if I beat Death in the Driver's Seat before I go and start Smith's Grove, I will get a plus 20% scoring increase to the entire mode. Every shot in the mode, every jackpot, 20% scoring increase is added to it. So that logic applies for each of these modes. For the medium modes, if I'm playing Counting Bodies, it is three times jackpot if I complete it during a main mode, plus 30% scoring increase if I beat it before. So just to reiterate, if I'm playing Counting Bodies and I beat it during House Attack, I beat it during it, all the jackpots in House Attack, which as I said before was everything on the playfield and then the super jackpot at the balcony, all those jackpots are worth three times as much. If I beat it before I start this mode, the whole entire mode scores 30% higher. Same logic with the hard five times jackpot and plus 50% scoring increase. And the next thing you're probably wondering is what happens if I play an easy mode and a medium mode and I beat both of them before I go into a main mode? Well, then you get the 20% scoring increase and the 30% scoring increase. So 50% scoring increase going into your next mode. So you can stack these any which way. I can do a medium mode and a hard mode. I can do an easy mode and a hard mode. I can do an easy, medium, and hard. And that scoring benefit will be added into whatever next main mode I start. After you start that main mode, it caches in the scoring increase for that main mode. When that main mode is over, the increase is gone, you need to play more easy, medium, and hard modes to add it to your next main mode. This is not yet implemented into the game. We're definitely going to be implementing it soon, testing it like crazy, making sure it works properly. So that is the plan going forward with the scoring for easy, medium, and hard. So let's get back into talking into the fun stuff and not the super deep scoring things about the game. Let's talk about these actual jack-o'-lantern modes and how they tie into the game. So, in the driver's seat, we're going to start in the easy bubble over here. In the driver's seat, this is the mode where Annie is in her car, Michael pops up in the back seat, he starts strangling her. This mode, you're essentially playing as Michael and you're trying to strangle Annie, and it's a simple rule, it's very simple rules for the mode. You're chaining together the four lit purple shots, red arrows indicate a failed combo, green arrows indicate a successful combo and greater scoring. So the mode starts, the UI switches up, and you have your lit shots. Now if I shoot the left ramp, I have a set amount of time to combo that shot off into the next ramp or orbit. So I shoot the left ramp, my arrow will turn green, and if I shoot another shot after that, I shoot the right orbit, that will also turn green. Now if you fail a combo shot, which is basically just after a certain amount of time you have been considered to have failed that combo shot, it will turn red, indicating that you did not successfully chain the shots together. The goal for the mode is to just chain all the shots together, and then that will increase your scoring. It might add some bonuses later. We're working that out currently, but as for now, you're just trying to chain those shots together to play the perfect mode of just one shot after another. There's no way to fail this mode. Excuse me. There's no way to fail this mode. There's no timer. There's no bad shots that kick you out. The only way you can fail is if you drain your ball. So pretty simple mode. Why don't we talk about Bob and Linda's Demise? This is a really fun mode. I think after the most recent update where we added adult mode to the game. It's now probably everybody's favorite mode. Bob and Linda's Demise. Bob interrupts Bob and Linda's special night. So it's the scene where Michael kills Bob in the kitchen and where he gets PJ Souls' character Linda in the bedroom. Very simple rules again. You shoot the purple shots, clear the center drop targets to kill Bob in the kitchen. Simple enough. There's some movie clips there and some animations. And then you're shooting up the center ramp. And this is one of those modes where you actually get to play the house playfield without starting the house attack mode. So you're up on that playfield and you can play through this mode without doing that main mode. So it's definitely something a lot of people like to go to now because you can get up to that main playfield a little bit faster. So you shoot the center ramp and you're on the main playfield and if you shoot the balcony shot, that ramp on the third upper playfield, you visit Linda. You are Michael Myers, you go to Linda's room, and if you enable Dalt Mode, you get to see anything you like. So go see for yourselves on that one. And then the rest of the mode is basically just complete lit purple shots and ramps to finish the mode. Very simple. Again, no way to fail this mode. There's no timer. There's no negative shots. The only way to fail it is to drain. So it's just a shoot lit shots kind of mode. It's an easy mode, hence why the scoring increases are smaller. so let get to the medium modes the medium modes we already went over the scoring it three times and plus 30 scoring So counting bodies This is the part of the movie where Laurie Strode is finding all of her friends and I just thought it'd be kind of fun to have a mode where, like, literally you're collecting shots, and it's her walking around, and, like, the body's falling down, and her finding her friends in the bed, and then Michael eventually comes out to get her. It's just, it's one of those parts in every slasher movie where the final girl is walking around, and they start just finding all of their dead friends. So we wanted a finding all your dead friends mode, called it counting bodies. So you're playing as Lori and you're finding all her friends. So rules here are a group of three shots will be lit randomly on the play field. As you collect the green shots, they turn red. Avoid hitting the targets after they turn red. It shouldn't say targets. Avoid hitting red shots in general. Hitting five red targets will fail the mode. Complete three groups of green to complete the mode. So you start the mode, there's a group of three green shots. Let's say it's stand-up target, ramp, stand-up target. You want to collect all three of those green shots. Now as you collect them, as I collect that center ramp, it now turns red and it becomes a negative shot. You don't want to hit the negative shot. If you hit five negative shots, you will get kicked out of the mode. So after you hit the ramp, you have to have some accuracy and you have to hit the green targets next to it. You don't want to go back up the ramp. Same applies for if you got a target first, but the idea is that you collect all three of those green targets, and that's how you collect one group. You collect three groups of that, and that's Lori finding her dead friends, and then Michael popping out to come get her, which brings us into the next mode. Because these modes here, from this point forward, kind of just all play exactly in order of the movie. So that's another fun thing, is that if you want to, with these jack-o'-lantern modes, whoop, I went in without it. With these jack-o'-lantern modes, you can play the movie kind of in order. You can kill Annie, you can kill Bob and Linda, and then you go into Laurie finding all her friends, and then Michael starts to chase her into this mode. And then it literally plays out through the rest of the movie. So you'll see how that plays out in the wizard mode later as well. So escape the kitchen, straight off of Counting Bodies. Michael has found Lori and she's trapped in the kitchen. Help her escape before Michael breaks in. So lots more cool movie clips at this part of the game too, because it's a lot of just really iconic shots of Michael as he pops out and he's coming to get Lori. So basically you're in the kitchen and this is the scene where Lori is trying to get out. Michael's breaking in. You're helping Lori break out. So you collect each lit stand-up target before the time runs out. Upon collecting two targets, more shots will be lit to increase mode timer and scoring. So, Michael's breaking in. You're shooting these targets to try and help Lori break through the glass to get out of that room. There is a timer, so you have to hit all of these stand-up targets before the timer is depleted. Now, as you're collecting stand-up targets, more shots like your ramps and your orbits will be lit to help increase the timer and also scoring on the next targets. But most importantly, the timer. Once I've collected a couple of these and if I'm not doing so hot and I'm running out of time, I can shoot that left ramp and I can increase my timer and buy myself more time to hit these other stand-up targets to help Lori break out of the kitchen and get away from Michael. So the only way you feel that mode is if the timer runs out or if you drain the ball. There's no negative shots per se in this mode. So those are the two medium modes. Now we get to the hard modes, which let me in right here is my personal favorite mode in the entire game. It's just very fun to watch people play. It's really fun to explain to people how they're playing it, and it's really fun to play myself. I love this mode. so let me in is Lori is trying to get into Tommy's house but Michael is close behind her so after you've broken out of the kitchen this is where she's running outside and she's trying to get into anybody's house so she's just trying to get anybody's help nobody's answering and she gets to Tommy's house and of course the kids are asleep upstairs she's banging on the door trying to get them to let her in and let me in haha and Michael is coming from the distance so the rules for this mode is that the center drop target bank will have two red and one green target lit. Sounds kind of familiar, doesn't it? So you must only hit the green target to advance. So when the drop target bank comes up, there's two red targets and one green. You have to hit the solo green drop target. You can't hit it with a red drop target next to it. And if you hit a red target by itself, that actually counts against you. And if you do that too many times, that will kick you out of the mode. So you have to hit the solo green target. Once you've knocked the target down, you shoot the orbits to reset the drop targets. Hitting the red targets three times will fail the mode. So if I hit a red target solo by itself with either another red target and not the green, if I just hit the red targets, that counts against me. If I hit the green target by itself, that advances the mode. If I hit a green and red together, it's kind of a stalemate, nothing happens. It's not counted against you, but you don't advance forward with it. So as you shoot the orbits, the green target switches positions. And my favorite to watch is when the green target gets to the middle drop target and people have to hit just the middle drop target between those two outside targets. I saw Eric at JJP do it on his first try. It was pretty rad. And it's very, very fun to watch and it's a really good challenge. And that's why it gets you a lot more scoring increase than the other modes because these modes are the harder modes so yeah let me in is definitely my favorite mode in the game uh give that one a try it's it's very good fun so lori slashes back you've gotten into the house you you broke tommy let you in but michael has also made it in so this is the scene where lori gets in the house and michael pops up from behind the couch you're trying to stab him in the neck yeah the neck with a giant needle. So the rules for this one is to shoot the roaming pink shot before it reaches the solid red arrow. If the roaming shot reaches the red, Michael will get Laurie, and you will fail the mode. So instead of just a timer over the mode overall, the shots are the timer in this mode where you have set amount of time where that shot is moving across the playfield. You have to hit it before it gets to the red solid target or shot because that's Michael getting to Laurie. You don't want Michael get to Lori. You're trying to help Lori get out of the situation. So you have to hit that roaming pink shot to stop Michael from getting her. There's multiple phases to it. They switch around as you complete it. You don't want it to hit her too many times. We're still playing with this mode's rules a little bit. The concept is going to be the same. Just how quick the shot is and how many times you have to complete it is subject to change currently. But that is Lori Slash back. So those are jack-o'-lantern modes all together. We got through the more boring scoring part of it, and then we got to talk about the fun aspects of it being involved with the movie. The noon whistle is going off in Benton, Wisconsin here, because that's a thing. So one thing to talk about then is after you've beaten one of these jack-o'-lantern modes, you shoot the left or right orbit to reset jack-o'-lantern drop targets. So if you finish the mode, you shoot the orbit, the drop targets come back up so you can knock them down and start another jack-o'-lantern mode. The number of orbits required to reset targets may increase after each mode. Again, that might get changed if it's not fun to do, but as of right now, like if you've beaten three modes, I think you should shoot three orbits to get your drop targets back up, just to increase difficulty a little bit. So, wow, that's a lot. We've gotten through the main modes, we've gotten through the jack-o'-lantern modes. So now that we've talked about those, we can talk about how they really tie in together. We have already talked about how the scoring from jack-o'-lantern modes ties in very closely to the main modes, and that's a big reason why you want to always be trying to do your best on these modes to set yourself up later. So now this is where it all ties into the two wizard modes for the game, the boogeyman wizard mode and the knight he came home. So let's talk about the Boogeyman Wizard mode first. So the mode start, completing all stages in all main modes qualifies the Boogeyman Wizard mode. Shoot, write, scoop, start. So what that means is all these, hedge one, hedge two, hedge three, hedge multiball, you have to beat the main modes to their fullest completion to get Boogeyman Wizard mode. So you have to collect the super jackpot in House Attack, Smith's Growth, Hedge Multiball to get to the Boogeyman Wizard mode. So that's why I was saying earlier it's very important that you try and get through these modes all the way through. House 1, House 2, House 3. It's going to help you later because it's what gets you to the Boogeyman Wizard mode. So you've started the Boogeyman Wizard mode. Sequentially lock six balls at lit shots. Lock last ball by shooting across balcony to start multiball. So when this mode starts, it's essentially the climax of the movie. It's when Michael is strangling Lori at the stairs and Dr. Loomis shows up and he starts to shoot him off the balcony. So to get that moment of victory of shooting Michael off of the house or off the balcony, whatever you want to say, you have to lock these balls all sequentially. This also sets up a really wicked seven ball multiball. So when you start this mode, you're locking the balls in each spot that can hold the ball in the game, essentially, in order. It will make you do it in order. So you start with the bottom hedge, the middle hedge, the top hedge. It can go over to the jack-o'-lantern scoop. It'll go to the asylum scoop. It'll go to the Judith Myers tombstone, potentially. I don't have it memorized the exact order in my head right now, but you essentially lock all those up. And once you've locked all these balls you have this awesome moment where you shoot across the balcony and it be Dr Loomis shooting Michael off of the balcony and then obviously music kicks off and it time for a super awesome wicked seven ball multiball for your wizard mode. So lit shots, collect jackpots, scoring multiplier equal to number of locked balls. So what that means is if you don't get to the seven ball multiball, You lock four balls and then you drain. Well, then you'll have a four ball multiball for this instead. So the scoring multiplier will be equal to the number of locked balls. So however many you've locked adds your scoring multiplier. All right, so Knight He Came Home Wizard Mode. So the modes start for this one. Visit each main mode and jack-o'-lantern mode to qualify Knight He Came Home Wizard Mode. So that is simple enough. It just says visit. It does not say beat. so that means if I just play through, or not through per se, if I just play at some point in the game Hedge, Smith's Grove, House Attack, and all six of the Jack-o'-lantern modes, I qualify for this wizard mode, you don't have to beat them, you just have to visit them, so back to it, you do that, and you qualify the night he came home, wizard mode, shoot, write, scoop to start, so here's where I was saying earlier, playing through these modes, trying your best early on, is what will blow up the wizard mode. So finishing a main mode completion stage adds a jackpot for night he came home multiball. So if I'm playing hedge multiball and I get three of these completion stages but not the main one I should get three of these that gives me more jackpots available in the night he came home. Same logic applies for both of these where getting more completion stages lights more jackpots. It qualifies more jackpots. So each completed jack-o'-lantern mode adds a ball towards Knight He Came Home multiball. So every time you beat a jack-o'-lantern mode, you don't fail out of it. You beat the whole mode. That adds another ball to your multiball for the Knight He Came Home wizard mode. So just think about that for a second is when you're playing Smith's Grove, you're not just trying to beat these for the sake of beating them. If I beat all of the completion stages, I'm qualifying things for two different wizard modes. I'm qualifying one wizard mode if I just try and beat these completion stages all the way through, but even if I get half of the completion stages, that's also helping me out for the night he came home wizard mode. So you're giving yourself many benefits at once by trying to actually play through these to their fullest So you always want to be trying to do your best. Lit shots or jackpots. Scoring multiplier equal to number of completed jack-o'-lantern modes. So not only does the jack-o'-lantern modes being completed add a ball to it, but for each of those added balls, it also increases the scoring multiplier. So that is kind of the night he came home wizard mode. It's a bit of a victory lap for the game where you visited everything. You deserve a reward. Let's give you a cool multiball. So these are being worked on in the next code updates as well. Definitely lots to come with them. I hope everybody likes them. Having two wizard modes, I believe, is a first for spooky pinball. So I'm really excited about that, and I like how things tie into them as of now. So that's kind of the two main threes of this chart here. Why don't we go real quick just over the smaller portions here. Let's start with blood because it's funny. Blood. I love the callouts of Luma saying to collect more blood and whatnot. It's kind of an ongoing inside joke meme in the shop at this point. So with the blood, how do you collect blood? You knock down three drop target banks or complete a jack-o'-lantern mode to light blood drops on the play field. So if you knock down three drop target banks, it lights three blood drops. If you complete a jack-o'-lantern mode, based on the difficulty, it lights blood drops as well. Easy modes light two, medium four, hard six. So what's funny is that there's actually no blood in the, I shouldn't say no, there's almost no blood in the original Halloween movie, but we all remember it being this like violent, gory movie, but there's technically no blood. So it's kind of a fun part of kind of nodding to that, where you're collecting all this blood in the game, but there really wasn't too much blood in the movie. We just remembered that there was blood. So since we remembered that there was blood, we add blood into the game. So you're collecting blood. Why are you collecting blood, though? Because you can spend it at the blood store. Once you have three blood drops, you can open the store at the jack-o'-lantern scoop. Now, you can spend your blood drops on rewards at the scoop. So you can pay for tilt warnings. You can add a ball save timer. You can get more points. We're going to be implementing the mystery awards. This here is all in the game currently. The store is still just being fleshed out. There's being more added to it. We want to get the mystery awards in there. Right now there are a lot of these features in here, however. It's just not quite finished to where I would like to see it. So that's the blood, and that's why you want to collect it, because having those extra tilt warnings, having extra ball save, getting your mysteries, that all helps you a ton in beating your friends or just trying to pursue your wizard mode. So why don't we go up to jack-o'-lantern multiball yet? This is not implemented in the game yet. basically the plan for this is we want to give you another reward for playing the jack-o'-lantern modes so if you because like you might not always get to wizard mode every game obviously so it'd be nice to have a reward for if you beat three jack-o'-lantern modes you should have a pretty cool multiball and like maybe a six seven ball multiball is like a quick tear it up fun reward so complete three jack-o'-lantern modes to qualify shoot jack-o'-lantern to start multiball and then for the scoring of this mode it'll be the the center drop targets will be jackpots and the other orbits are also jackpots and ramps they also reset the center drop targets which will be worth more like i said this one's not implemented yet it will be coming in the future definitely have a lot to work on with it but i think it would be a very good reward to give people for like hey we know you're not going to get to wizard mode every game so here's another kind of small, what would be the word, checkpoint, bonfire, if you're a Dark Souls fan, for how you're doing. So that's what Jack-o'-lantern multiball will be looking like in the future. Now, something that is in the game is the Judith Tombstone. So if you shoot the Judith Tombstone, which is off way to the right, it's kind of a trickier shot, you'll see the gigantic tombstone in the game, though, it's hard to miss. You shoot that target five times to lock a ball. You can do this once per ball. So after you've done it, you can't do it again that ball. So the multiball for this is to hit the drop target to release the captive ball. It's a two-ball multiball. It's technically, I would say, an added ball, maybe, but it gives you two-time scoring. So you lock it up there, you release it. Now whatever mode you're in, it doesn't matter what mode you're in, they're all two-time scoring while you have that extra ball in there. So that's the multiball feature for this, but this has more than one function. It also is the extra ball. So Captive Ball is released upon ball drain. So if I've got my Judith Tombstone ball locked up there and I drain my ball, the Captive Ball will be released to me as a second chance, which is a pretty good idea if you're trying to really play all the way through Wizard Mode, just leaving that there in case you drain because it's a long road. In multiplayer games, this part is yet to be implemented. In multiplayer games, I would like to see it if that when you drain the ball, the captive ball isn't released and it's stealable by your friends, which I know tournament guys usually don't like that, but for the home environment, for just playing with your buddies, it's really, really fun when you can steal their multiball, especially when you have to qualify it. So the skill shot is slightly in relation to the Judith's Tombstone, but we'll get that in a second. First, with the skill shot, we'll talk about you just use the flippers is to change the skill shot target so you can spread it across all the targets and drop targets on the play field. The targets are worth different values. You hit the selected target first after ball launch to collect the skill shot value. But what's really cool about this is that the Judith Myers Tombstone is a super skill shot which immediately locks a ball. So while I'm in skill shot, if I launch the ball and I shoot it up into the Judith Myers Tombstone, it will immediately lock a ball for me. This isn't lit. It's kind of a super secret skill shot. Not anymore that I've told all of you, but it's a super secret skill shot where if you just get it up there, it'll lock the ball immediately. And it's a nice little trick for if you're planning, you know, how to start your game. So definitely recommend doing that. I keep zooming in. So looking back out here, that looks like it's about flowchart there, folks. So yeah, that's the Halloween pinball rules flowchart. Definitely a lot to take in at first. You can go to our webpage. I think I already mentioned this, spookypinball.com. Go to the game support on our webpage. This flowchart is there. I will also be posting a link to this flowchart on Pinside once this video is up. If you want to see it there, it'll be in the Halloween owners thread. And also just leave me comments on this video. Send me messages on Pinside if you want to. Let me know what you guys think of this. what you'd like to see added, taken out, what we don't like. Just going over quick, a lot of this is already in the game. All these main modes are in the game. All the Jack-o'-lantern modes are in the game. The blood is all there. It just needs to have more in the store. Jack-o'-lantern multiball is missing currently. Judith's tombstone is there. Skillshare is there. And the wizard modes are coming very, very soon. But there should be plenty of you to try and get through all of until then. We'll be working on it very hard and testing it very hard. uh just doing our best to make sure we can get out these updates without too many code bugs because code bugs are annoying so uh thank you all for your patience on this i hope you guys enjoy it and yes let me know what you think and uh everybody have a good day and thank you

high confidence · Bug: 'some of which you're using for Hedge earlier too they all have Bob Smith's Grove patient decals on them in the Collector's Edition I'm not sure if that's on the Blood Sucker Edition'

  • The Hard mode 'Let Me In' is Bug's personal favorite mode in the entire game

    high confidence · Bug: 'right here is my personal favorite mode in the entire game. It's just very fun'

  • “you can play the movie kind of in order. You can kill Annie, you can kill Bob and Linda, and then you go into Lori finding all her friends, and then Michael starts to chase her”

    Bug@ 22:39 — Highlights narrative-driven gameplay progression

  • “I saw Eric at Jersey Jack Pinball do it on his first try. It was Papa Duke rad.”

    Bug@ 26:16 — References specific player achievement and cross-manufacturer acknowledgment

  • Midwest Gaming Classic
    event
    Jersey Jack Pinballcompany
    Collector's Editionproduct
    Blood Sucker Editionproduct
    Death in the Driver's Seatproduct
    Bob and Linda's Demiseproduct
    Counting Bodiesproduct
    Escape the Kitchenproduct
    Let Me Inproduct
    Lori Slashes Backproduct
    Annieperson
  • ?

    design_philosophy: Thematic role-playing integrated into modes: Michael Myers modes position player as killer, Lori Strode modes position player as protector/helper, reinforcing narrative character dynamics

    high · Bug: 'Any modes without Lori Strode, you're playing as Michael Myers...Any modes with Lori, you're helping Lori Strode, because she's the ultimate final girl'

  • ?

    design_philosophy: Designer Bug identifies 'Let Me In' hard mode (center drop target selection challenge) as personal favorite, indicating intentional design emphasis on skill-shot difficulty and spectator appeal

    high · Bug: 'right here is my personal favorite mode in the entire game. It's just very fun to watch people play. It's really fun to explain to people...really fun to play myself.'

  • ?

    design_philosophy: Easy modes designed as no-fail gameplay (no timer, no negative shots except drain) to provide accessibility and narrative momentum for story-focused players

    high · Bug's repeated clarification that easy modes 'have no way to fail' except draining ball

  • ?

    design_philosophy: Difficulty tiers (easy/medium/hard Jack-o'-lantern modes) use graduated scoring mechanics (2x/3x/5x jackpot, +20%/+30%/+50% scoring) to incentivize attempting harder challenges

    high · Bug's detailed explanation of scoring multipliers correlating to difficulty levels and stacking mechanics

  • ?

    design_philosophy: Jack-o'-lantern modes deliberately structured to follow Halloween film narrative chronologically, allowing players to experience story progression through gameplay

    high · Bug: 'you can play the movie kind of in order. You can kill Annie, you can kill Bob and Linda, and then you go into Lori finding all her friends...it literally plays out through the rest of the movie'

  • ?

    product_strategy: Asylum scoop full Lori health restore feature planned but not yet implemented in House Attack mode

    medium · Bug: 'i don't believe that's implemented yet it's definitely going to be because i mean why not'

  • ?

    product_strategy: Jack-o'-lantern mode scoring multiplier system not yet implemented; planned testing and integration in upcoming code update

    high · Bug: 'This is not yet implemented into the game. We're definitely going to be implementing it soon, testing it like crazy, making sure it works properly.'