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Ultraman 1.10 Code Gameplay

Spooky Pinball·video·23m 48s·analyzed·Feb 19, 2023
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Analysis

claude-haiku-4-5-20251001 · $0.022

TL;DR

Ultraman 1.10 update overhauls Bemular Battle, Science Patrol, and multiple modes with timer mechanics and new features.

Summary

Bug from Spooky Pinball presents the Ultraman 1.10 code update, detailing substantial gameplay improvements across multiple modes. Key changes include a three-difficulty Bemular Battle with timer mechanics and upper playfield access, reworked Gamora mode with simultaneous lit shots, enhanced Science Patrol target integration with new assist mechanics and upcoming Naranga expert mode, and improved multiball features. The update addresses community feedback about mode progression and playfield utilization.

Key Claims

  • Bemular Battle now has three difficulty levels (easy, medium, hard) with easy mode featuring a 30-second timer and upper playfield access

    high confidence · Bug, Spooky Pinball official gameplay video

  • Games update to easy difficulty automatically; hard difficulty retains original settings with no timer

    high confidence · Bug demonstrating difficulty settings in video

  • Gamora mode redesigned with fewer total shots and more simultaneous lit shots to reduce completion time

    high confidence · Bug showing Gamora gameplay and explaining rework

  • Science Patrol target now lights orange assist shots across playfield after being hit

    high confidence · Bug demonstrating Science Patrol mechanics

  • Naranga expert mode coming in next update; requires collecting Science Patrol Assists to qualify

    high confidence · Bug mentioning future update and progress by Matt Kemp

  • Bemular Battle multiball can now be 3-ball instead of 2-ball by shooting super exit shot

    high confidence · Bug explaining new multiball mechanic

  • Matt Kemp developed this update while dealing with a literal cyclone

    high confidence · Bug praising Matt Kemp's effort during severe weather

  • Science Patrol multiball can now be carried into other modes like Bemular Battle for 4-ball multiball scenarios

    high confidence · Bug demonstrating multiball carryover mechanics

Notable Quotes

  • “There's a pre-multiball phase, and then, of course, multiball. There's a lot, a lot of complaints, rightfully so, of being stuck in Bemular Battle.”

    Bug@ 1:14 — Identifies core community pain point that update addresses

  • “When your game updates, you're going to have it set to the easy difficulty automatically.”

    Bug@ 4:22 — Important clarification on default settings post-update

  • “Matt Kemp working through a cyclone to get this update done for everybody.”

    Bug@ 10:16 — Contextualizes developer effort and personal circumstances

  • “I love to show you guys that I'm going to try and just hit the super skill shot. Oh didn't hit anything.”

    Bug@ 13:51 — Self-aware humor about gameplay demonstration difficulty

  • “I 10 out of 10 recommend just leaving it on easy difficulty. It adds so many new elements to the mode about racing against the timer.”

    Bug@ 16:59 — Direct recommendation showing confidence in update quality

  • “The first expert mode, the Naranga expert mode. Really excited for showcasing all of that for everybody.”

    Bug@ 23:09 — Indicates upcoming content roadmap and developer enthusiasm

  • “Scooby-Doos are getting out in the wild now. We actually just went to the IO Pinball Bar in Madison to play the first ever location Scooby-Doo.”

Entities

BugpersonMatt KemppersonMatt MontgomerypersonUltramangameSpooky PinballcompanyScooby-DoogameBemular BattleproductScience PatrolproductNarangaproductIO Pinball Barorganization

Signals

  • ?

    community_signal: Spooky Pinball using long-form gameplay video walkthrough format to transparently demonstrate update features and address community concerns

    high · Entire video structure demonstrates features point-by-point with gameplay, addressing specific player feedback about Bemular Battle lock-in

  • ~

    sentiment_shift: Internal development team shows confidence in 1.10 update quality and community reception; positive framing of addressing player pain points

    high · Bug states 'I 10 out of 10 recommend just leaving it on easy difficulty' and 'we're very proud of Matt Kemp doing everything he can'

  • ?

    design_philosophy: Spooky Pinball prioritizing mode accessibility and difficulty customization; default settings favor casual/location play (easy mode automatic)

    high · Bug emphasizes auto-set to easy difficulty and demonstrates how timer/upper playfield access reduce mode friction compared to hard difficulty

  • $

    market_signal: Scooby-Doo production capacity sufficient for location placements; first location confirmed at IO Pinball Bar in Madison

    high · Bug: 'Scooby-Doos are getting out in the wild now. We actually just went to the IO Pinball Bar in Madison to play the first ever location Scooby-Doo'

  • ?

    personnel_signal: Matt Kemp demonstrated significant programming capability to execute major multi-mode update under adverse weather conditions

    medium · Bug repeatedly credits Matt Kemp and emphasizes cyclone conditions: 'Matt Kemp working through a cyclone to get this update done'

Topics

Code update quality and featuresprimaryMode design and difficulty tuningprimaryCommunity feedback integrationprimaryUltraman game production statusprimaryScooby-Doo production and rolloutsecondaryDeveloper effort and circumstancessecondaryFuture content roadmap (Naranga expert mode)secondaryGameplay demonstration and streamingmentioned

Sentiment

positive(0.85)— Strong positive sentiment throughout. Bug expresses enthusiasm for update quality, appreciation for developer effort under difficult circumstances, and confidence in community reception. Self-deprecating humor about gameplay execution adds levity without undermining confidence in the update itself. Emphasis on addressing 'rightful' community complaints demonstrates collaborative approach.

Transcript

youtube_groq_whisper · $0.071

How's it going everybody? It's Bug here from Spooky Pinball and today we are going over the long awaited Ultraman code update. We're going to go over all the latest greatest things that we've added to this, things we've changed, new things that we've put in. We've got tons and tons to cover. This is the 1.10 update, or is it just 1.1? I don't know because programmers do really weird things with their lingo, like count from zero. This is the 1.10 update for Ultraman. We're gonna jump right into it. Hello, Fuji. We're gonna jump right into it and start going over all the new things we've added. So, our hero will protect us all. Yes, he will. All right, let's see if I still have the live catching ability to me. Nope. I'm slightly out of practice on Halloween and Ultraman because the production line has been nothing but Scooby-Doo. Scooby-Doo and TNA for a long time now, it feels like. It's probably only been like a week. My time concept is just gone anymore. So, let's go ahead and start with something really, really awesome that we've added to this update. We've made a ton of changes to the Bemular Battle. So, when I shoot into that scoop, we all know that we start Bemular Battle. There's a pre-multiball phase, and then, of course, multiball. There's a lot, a lot of complaints, rightfully so, of being stuck in Bemular Battle. Because once you shoot that scoop, you're locked into the mode. until you complete those shots and start multiball, you are in the mode. There was no timer to boot you out. There was no fail shots. There's nothing like that. You were just in that mode until you took care of it. So the easy fix is obviously we added a timer. But what we actually did is we have three difficulties for the mode now. So there is easy, medium, and hard. Your code when you update your game is going to be automatically set to easy. So what we did was we added a 30 second timer to the pre-phase of Bemular Battle. So if I'm having a hard time getting to that middle playfield and shooting those red shots, it'll just boot me out of the mode after 30 seconds. What we also did to make the mode easier is we opened up the topmost playfield as well as lit some shots on there. But we opened up the topmost playfield so you had another route to get to this middle playfield. And on top of that, so the mode's on a timer now, 30 seconds, not a ton of time to get things done. So what else we did was, since we opened up that topmost playfield, we added some lit shots to it that will actually increase the time. I'm actually gonna, I'm gonna let it fall because I want to show you guys this. Okay, let me clear these drop targets. So you'll see that we're counting down from 30 up in the screen there. So upper playfield is open. If I shoot the spinners, I add time, as well as the crossover shot. Crossover shot adds time too, but the big thing now is that right ramp was kind of always the hardest ramp in the game of the three, so now you can shoot the setter ramp and just let it drain down from your upper play field to shoot into your scoop. Something else that's new to this mode for Ultraman is Bemular Battle's always been... dang it. Bemular Battle has always been a two ball multiball. With that super exit shot after you shoot the scoop being open. I'm sorry, so you, let me start over. The super exit shot is the red shot that's blinking after you shoot into the scoop to start multiball. Now, if you shoot that super exit, you will actually, that's not what I meant to do. Now, if you shoot that super exit shot, you'll actually add a ball to your multiball. So, it'll be a three ball multiball instead of two. Dang it. We're going to come back to that mode because there's still more I wanted to show you from it. But you heard me say easy difficulty. There is three difficulties to the mode, easy, medium, hard. And easy difficulty is the timer is going and you have access to the upper play field in the pre-multiball phase. The medium difficulty as the timer is going, but you do not have access to the upper playfield at all. So you're still fighting the timer. It'll boot you out if you don't hit those red shots quick enough. And then the hard difficulty is just the original settings that we had. There's no timer. You just have those shots. You have to work your way through the mode, just like the old way. So like I said, when your game updates, you're going to have it set to the easy difficulty automatically. I hope I'm actually, yeah, I'm in frame. Just not my noggin. That's okay. Let's go ahead and start up something else I want to talk about here. So, obviously in the menu here we've always had things labeled easy, medium, hard, expert. So, Gamora's always been labeled easy. I'm sorry, there he is. Gamora's always been labeled easy. Kind of a hard mode because of how many shots are in it. So we've reworked the Gamora mode to where there's less shots in the mode and more of them are lit at once. So it still starts the same way with our three drop targets in the center. So let's take care of those quick. And then what Gamora used to be was three drop targets in the center. Then you have one shot lit. Ball safe. Ball safe. Next time. All right. Skill shot. Double scoring. Yes. So if you shoot between the drop targets, you get double scoring as well, of course, as automatically opening up that topmost playfield. There we go. Let's beat the heck out of Jirass quick. Come on, Dr. Dan. Okay, yeah, so if you shoot the... I always called it the threading the needle shot between the drop targets there, you get double scoring I going to go back to Gamora so I can show you guys what I was talking about Um also I should mention future mode Naranga I gonna explain some more things about this later in relation to the Science Patrol target, uh, which we've also added a whole bunch of things to, but your next code update is gonna come with the Naranga expert mode. But for now, let's go back to Gamora. So like I said earlier... Did I select... Okay, yeah. Uh... As I said earlier, you clear these center three drop targets, and then more shots are lit. It used to be you go up to the upper playfield and just that center crossover shot was lit. That is no more. So we lit all of the shots at once after you clear... Don't get stuck in the orbit. There you go. After you clear the center drops. Okay, so you'll notice now we got the three standing targets in the center lit. What it used to be was two standing targets ramp. Two standing targets ramp. So it was kind of in a specific order. less things were lit at a time, and it took longer to get through, because like I said, the amount of shots was just a lot. So now we've got all the standing targets lit at once, and as you clear them, it will light up more shots. So just like that, I cleared two of my standing targets, and now I got the left ramp lit to collect. There we go. Okay, so I collect my right standing target, now I've got the center ramp lit, and that's all it will take now to kill Gamora. You still have your hurry-up shot at the end, as all the modes do. Ooh, Ultraman's almost dead. I should really shoot the crossover. Ah! No! Okay. Good timing there. Alrighty. So yeah, that's the changes we've made to Gamora to make him a little bit easier. Let's do this. Let's blow up this mode for a bit. So, we got something cool and new and exciting to talk about in this mode here. You'll notice my scoop shot in the middle there was just flashing white, and I put a ball in there, and now it's holding on to it. So right now, all my jackpots are doubled. When you shoot that center scoop, you shoot the ball into there, everything is doubled. Super jackpot if I shoot that, like, I'm sorry, double super jackpot if you shoot that because of putting the ball into the center scoop. So it's a good way to really help blow up the mode, because now all your jackpots are double. But also, if you're shooting a three-ball multiball, you probably want to get one of the balls under control, regardless of which. This is a physical way for us to hold it. So, like, I got three balls going. Well, I don't have three balls going anymore. But, like, if I have three balls going, I can put one into that scoop. It kind of takes care of that. I can focus on just collecting jackpots that are now also worth more. It's a good way to blow up your mode. There's a very similar feature to this in the Bemular Battle Multiball. There's a very similar feature that hopefully we will get back to. No! Okay. Bounce. Let's see, what's next? What's next? We can go for the next big thing I want to show everybody. All right, well. So, there's also a lot of requests for there to be more to do with the Science Patrol target. So, Science Patrol target before, we didn't utilize it nearly enough. We had it for the super secret skill shot. You shoot it in there, it locks the ball, you get a super skill shot, and also it's the physical extra ball, which is still huge. But now, whenever you shoot the Science Patrol target, it's going to be lighting orange shots on your play field for you to go and collect. These are called Science Patrol Assists. So the idea is that you shoot the Science Patrol target to call for your team members, and then when you shoot the orange shot, it's your team member helping you out, giving you some extra points. It goes beyond that though. So it's more than just, oh, if you shoot that, it lights a shot. You can hit that to collect points. It's a bit more than that. The expert mode that is coming, to qualify that mode, you have to collect the Science Patrol Assists. So I hit my target, collect orange shots. After a certain amount of orange shots, my expert mode is lit for Naranga. So, like I said, Naranga's coming in the next update. There's already been some really good progress made on that. Matt Kemp working through a cyclone to get this update done for everybody. All right, there we go. So I got those orange shots lit now. So I collected a member. These orange shots are on a timer. So there, there's your science patrol assist. Let's see if I can collect that other one up there. These orange shots, like I said, they are on a timer. They will disappear after a certain amount of time. Really, it's still difficult. I mean, the science patrol target is a difficult shot to hit for the most part. So to qualify that second extra, I'm sorry, expert mode, we wanted it to show you have to qualify it. You have to really earn it. So you shoot the science patrol target, collect your Scorn shots. And there you go. We also have added some more things to the Science Patrol target. I just have to hit it enough. I just have to hit it enough to show you. So basically, before, if you locked your ball in the Science Patrol target by hitting it enough times, I probably should have put my initials in. Oh, well. Before, if you hit the Science Patrol target enough times, it'll lock the ball physically for you, or if you hit it on the secret skill shot. Now, if you release that ball by hitting it and you get that add a ball feature in, we lit orange jackpots all over the play field for you to collect in a Science Patrol multiball So I love to show you guys that I gonna try and just hit the super skill shot Oh don hit anything Oh shoot Oh if I would have hit that back over down to my shooter lane, I could have plunged it back to go for it again, but I blew it. All right. Let's do this the hard way. So you'll see the playfield's filling up with orange shots from me hitting that target. Go ahead and collect some of those. Science patrol assist. Science Patrol Assist. Oh boy. Alright, let's shoot it again. We've already hit it twice. Don't do that. That's it. The thing with the Science Patrol Target, Like I said, it's a tough shot in the game, really tough shot. So it's going to be worth it. You're going to get a really B.A. expert mode out of it, as well as some good points. And the physical extra ball feature is still there as well, I should mention. If you lock your ball in there and drain, you'll still get your physical extra ball as you did before. Ball one. Sure. So for those who don't know, if you drain... Alright, here we go. Now we got it lit and ready. Let's get it back to that flipper. This is the hard thing about doing gameplay videos, is you're like, okay, I'm going to focus on just this one shot, and then it's just tough. Alright, here we go. Alright, let's pass this over. Oh, that's so soft. There we go. Don't do it. There we go. Okay, so I'm going to try and physically release that without draining. I don't want to release it from draining because then obviously I don't get my multiball. Here we go. All right, so we have some Science Patrol shots lit all over the playfield. All these orange shots are jackpots. Another neat thing is, like before, we always treated this more as an add-a-ball than a multiball. so you could take it into other modes. So I could take this, essentially it's a multiball, into something like Bemular Battle. I guess I didn't do too much there. But I could take that into something like Bemular Battle and play a four-ball multiball in Bemular Battle, which before was just never a possibility. So it really adds a whole lot to the game, changes up a whole bunch of things for you. All right, let's go back to Bemular Battle so I can show that off. Show off some more of what we've added there. Oh boy. Give that back. Thank you. There's no more clones. It's okay. Let's go to the lobby. Oh, what do we have? Three? Okay, well there's not too much we can do with three. I don't really want that. Oh, I'll take that. All right, bemular. Do it. Here we go. All right. So before I was trying to show, like, more of the upper playfield stuff, I'm just going to try and get through the mode now as normal. So if you're... Okay, so here we go. So I've got my scoop ready. I'm probably going to go to my upper playfield just to add some time, just because it's a good idea. And also because it's now the easiest way to get to that playfield. Huzzah! Huzzah! So yeah, upper playfield is now obviously the easiest way to get back down to there. There we go. Add our time back up to 30 seconds, get it in. Alright, please hit the super exit. I did not hit the super exit, I did the opposite of it Okay, so earlier I was talking in the Jurassic mode About there being a similar feature to the whole holding the ball And adding the double jackpots being in Bemular And that's exactly what I'm going to show you now Is we've got a flashing white shot in the upper playfield here of which, when I shoot it, it now holds onto the ball. While it's holding onto it, everything jackpot-wise is doubled. So, best case scenario... Well, I suppose best case scenario, you would bring your Science Patrol multiball into this. But otherwise, best case scenario, you get the three-ball multiball going here, and then you would lock a ball up there, get your double jackpots. So... So that is all the changes that we've made to the Bemular mode there. I 10 out of 10 recommend just leaving it on easy difficulty. It adds so many new elements to the mode about racing against the timer and getting an easier way to get to that playfield. It adds so much that it needed. So I'm going to go ahead and select a new mode here. So that covers the Science Patrol target. That covers the Bemular changes, the Jirass changes. Like I said, we have the Naranga expert mode coming in the future here. It should be in the next update. Already got good progress going on it. Let's do one we can beat quickly, because I want to play Dada. Let's just do Rigona. Let's hit it all in a row. We going to do all we going to chain because you know if you don chain these together they turn red We going to chain every single one of these We going to chain every single one of these together All right green. Here we go. Up the center. All right, the dangerous one. Actually, no, we're going to go left orbit. Oh, shoot. Quick, quick, quick, quick, quick. There's only a certain amount of time you have. Please. Ah, we didn't chain it. I got to stop saying I'm going to do things like that. Alright, bounce back over. Oh, something else that is new. Well, I guess I should just start the mode to show you. Here. If I can start Baltan. There's a new feature in that for Ultraman as well that I would love to show everybody. At least I believe it's new. Alright, so if we get this last lock here, I should be able to show it. Ooh. I'm still never ever have gotten sick of a single one of Matt “Count D” Montgomery's music that he has created for us on any of our titles, especially Scooby-Doo. All right, so obviously Bemular Battle, we know that if we hit the targets in front of Bemulars, they reveal themselves. If you hit the ramp, it reveals one at random. What's new is if we go to the Asylum playfield, I'm sorry, the Bemular playfield, that middle playfield, and we shoot into that scoop there, shoot into that scoop there, it will reveal all three Bemulars at once for you. So it's another way to utilize that playfield in a way that it wasn't getting utilized before. We've already got two revealed, so we don't really need to go over there. But if you find yourself on that playfield in this mode, don't just think, oh, the ball's out of the way or trapped up or whatever, and I can focus down here. You can also think, oh, I can reveal any remaining Baltans that aren't out right now, which is crazy helpful. One. Two. Oh, boy. The hardest one. Where'd they go? They both disappeared so fast. Alright. Let's see what we have here. Give it back. Oh, shoot. Keep fighting. Don't bother the owl. There we go. We got super jackpot lit. Oh boy, at the same time? No thank you. No thank you. Come on. I have to be one of the best people on stream at setting everything up and then choking at the last possible second. I think I might be the best of all time at doing exactly that. As far as pinball streaming goes. Or pre-recorded gameplay, I suppose. on a live streaming. Shoot. Alright, we gotta hurry up from where we're going lit right now. Ah! Let it fall? Time? Close enough? Yes! Last second there. Alright. I wanna... I feel like playing the Dada mode right now. Let's go for that. Collect ourselves an orbit to relight our center drops, to relight our mode. We've got spacium everywhere. I should probably consider collecting those. It's a little important. Saves your skin. Like that. Thank you, spacium store. Oh. Oh. Fun fact, you can backhand this orbit. if you shoot it correctly, unlike me. Ball one is locked. He's needed. Here we go. Well, no doubt out of date. Okay, so that covers most all the changes I could get to on those modes there. I'm going to actually put my initials in this time, like I'm supposed to. Yeah, so that covers all the many, many changes that we made to the Bemular mode, the Science Patrol target, the Juras mode, Gamora mode. We made dozens of changes and like I said, we're very proud of Matt Kemp doing everything he can on these games, especially when he was going through a literal cyclone trying to get it done. So I really appreciate everybody's time and joining us for another Ultraman video. I'm very excited for the next update for both Halloween and Ultraman as we will have the expert modes in. The first kill expert mode, the Naranga expert mode. Really excited for showcasing all of that for everybody. Scooby-Doos are getting out in the wild now. We actually just went to the IO Pinball Bar in Madison to play the first ever, yeah, first ever location Scooby-Doo, so that's a whole crazy feeling and emotion. We'll get back to recording some gameplay on those in the near future here. But yeah, seriously, thank you everybody so much for your patience on getting this update. This is a really solid one, really proud of it. I I cannot wait to get the expert mode into everybody's hands again. So thank you all so much for your time, and I will see you in the next one.

Bug@ 23:13 — Indicates Scooby-Doo production status and market availability

  • ?

    product_strategy: Science Patrol target expanded beyond extra ball function to drive mode qualification through assist shot collection mechanic

    high · Bug shows orange assist shots lighting on playfield after Science Patrol hits, leading to Naranga expert mode qualification

  • ?

    product_strategy: Bemular Battle redesigned with three difficulty tiers (easy/medium/hard), timer mechanics, and upper playfield integration to address community complaints about mode lock-in

    high · Bug demonstrates all three difficulty settings and explains timer introduction: 'There was no timer to kick you out. There was no fail shots. There's nothing like that... So the easy fix is obviously we added a timer.'

  • ?

    product_strategy: Naranga expert mode confirmed for next Ultraman update with development underway; Science Patrol assists serve as qualification mechanic

    high · Bug: 'Naranga's coming in the next update. There's already been some really good progress made on that. Matt Kemp working through a cyclone to get this update done for everybody.'