History Main / WizardMode

21st May '18 7:29:55 AM tigerstar
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* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monster Multiball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.

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* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monster Multiball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin crate shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
15th Feb '18 4:47:09 AM tigerstar
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* As mentioned above, the TropeMaker is Creator/SteveRitchie's ''Pinball/BlackKnight2000'', with a Wizard Mode called "The King's Ransom". When the player reaches it, all targets are activated and all balls are in play for 20 seconds.
--> EVERYTHING IS LIT!
* Some players consider the multiball in Creator/SternElectronics' ''Pinball/{{Flight 2000}}'' to be an UrExample, given how hard it is to reach it.
* ''Pinball/TheTwilightZone'' has "Lost In The Zone", which is reached after collecting all of the door panels. In this mode, all six balls are launched onto the playfield (and all of the goals of the game are lit), and the player has 45 seconds to make as many shots as possible.
* ''Pinball/JackBot'' (''Pinball/PinBot'' with a casino theme) has the "Casino Run", where the player spins a slot machine and decide on wether to risk your bank of earnings (Points/Extra Ball lightings/Specials) or to keep them, because if the player decides to risk, (s)he risks losing everything in the bank by not shooting a lit hole to spin the reels or having a bomb appear in one of the three reels unless a bucket of water appears giving the player a safety net and/or having a clock appear giving the player more time.
* ''[[Pinball/RedAndTedsRoadShow Red & Ted's Road Show]]'' has Carlene Carter (Red's voice) perform her song, "Every Little Thing" during the "Super Payday" Wizard Mode. Lock two balls, then Ted slams the bulldozer and [[EarthShatteringKaboom destroys the Earth,]] starting a multiball frenzy with everything lit for maximum points.
* ''Pinball/TheSimpsonsPinballParty'' has its infamously hard-to-reach "Super Duper Mega Extreme Wizard Mode". Simply reaching it requires completing six separate and difficult goals; players who have reached it have taken an unspoken oath not to tell others what happens... [[http://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' documentation of it, however.
* After completing all seven missions on ''Pinball/StarTrekTheNextGeneration'', the "Final Frontier" mission is available. Upon starting it, the game first tallies the number of artifacts the player has collected; the Final Frontier then begins, a six-ball multiball mode, where each target's value is determined by the number of artifacts; the game has been [[GameBreakingBug known to]] [[KillScreen crash]] at this point.
* ''Pinball/TheatreOfMagic'' has The Grand Finale, which is only available after performing all eight illusions, starting Hurry-Up by spelling THEATRE, starting Midnight Madness, and performing Magic Multiball at least once. The Finale itself gives you one ball and 90 seconds to hit all the major loops and ramps to [[SpellingBonus spell M-A-G-I-C-T-H-E-A-T-R-E]].

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* As mentioned above, the TropeMaker After completing all six trials in ''[[VideoGame/ThreeDUltraPinballThrillRide 3-D Ultra Pinball: Thrill Ride]]'', "Lights Out" is Creator/SteveRitchie's ''Pinball/BlackKnight2000'', with a Wizard Mode called "The King's Ransom". When available, where the player reaches it, must hit all targets are activated and all balls are in play for 20 seconds.
--> EVERYTHING IS LIT!
* Some players consider
the light bulbs on the playfield to put them out. Successfully doing so starts "Nighttime Fantasy", a multiball in Creator/SternElectronics' ''Pinball/{{Flight 2000}}'' to be an UrExample, given how hard it is to reach it.
scoring frenzy accompanied by a gorgeous fireworks display.
* ''Pinball/TheTwilightZone'' ''Pinball/TheAddamsFamily'' has "Lost In "Tour The Zone", Mansion", which awards 50 million points, lights the extra ball and outlane specials, maximizes the jet bumpers, then starts each of the six timed modes one after the other back to back while the ball's in play.
* ''Pinball/AmericasMostHaunted'' has "Battle the Demon," available only after completing all six Ghost Boss investigations, beating a requisite number of Minions, becoming a Photo Ace, and completing Multiball at least once. After locking three balls, the fourth ball is launched for a four-ball multiball. Hit the Moving Shot six times to weaken the Demon and drop the targets, then repeatedly hit the Ghost Minion loop for Jackpots. When you're down to your last ball, make a final hit to the Demon and win the game.
* ''Pinball/{{Apollo 13}}'' has two of these:
** "Master Alarm",
which is reached available after collecting completing all of missions. This is a 40-second frenzy, where every target scores one million points and adds an additional million to the door panels. In this mode, all six Jackpot at the Blastoff ramp.
** "Blastoff Multiball", a '''''thirteen-ball''''' multiball which is started after spelling "B-L-A-S-T-O-F-F". A post between the flippers rises up, four more
balls are launched onto the playfield, and then eight more balls in the playfield (and holder are released all of the goals of the game are lit), and the player has 45 seconds to make as many shots as possible.
* ''Pinball/JackBot'' (''Pinball/PinBot'' with a casino theme) has the "Casino Run", where the player spins a slot machine and decide on wether to risk your bank of earnings (Points/Extra Ball lightings/Specials) or to keep them, because if the player decides to risk, (s)he risks losing everything in the bank
at once.
-->"Houston, we're surrounded
by not shooting a lit hole to spin the reels or having a bomb appear in one of the three reels unless a bucket of water appears giving the player a safety net and/or having a clock appear giving the player more time.
* ''[[Pinball/RedAndTedsRoadShow Red & Ted's Road Show]]'' has Carlene Carter (Red's voice) perform her song, "Every Little Thing" during the "Super Payday" Wizard Mode. Lock two balls, then Ted slams the bulldozer and [[EarthShatteringKaboom destroys the Earth,]] starting a multiball frenzy with everything lit for maximum points.
* ''Pinball/TheSimpsonsPinballParty'' has its infamously hard-to-reach "Super Duper Mega Extreme Wizard Mode". Simply reaching it requires completing six separate and difficult goals; players who have reached it have taken an unspoken oath not to tell others what happens... [[http://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' documentation of it, however.
* After completing all seven missions on ''Pinball/StarTrekTheNextGeneration'', the "Final Frontier" mission is available. Upon starting it, the game first tallies the number of artifacts the player has collected; the Final Frontier then begins, a six-ball multiball mode, where each target's value is determined by the number of artifacts; the game has been [[GameBreakingBug known to]] [[KillScreen crash]] at this point.
* ''Pinball/TheatreOfMagic'' has The Grand Finale, which is only available after performing all eight illusions, starting Hurry-Up by spelling THEATRE, starting Midnight Madness, and performing Magic Multiball at least once. The Finale itself gives you one ball and 90 seconds to hit all the major loops and ramps to [[SpellingBonus spell M-A-G-I-C-T-H-E-A-T-R-E]].
pinballs!"



* ''Pinball/JohnnyMnemonic'' has the "Power Down", which typically awards several billion points.
* The "Space Cadet" table of ''VideoGame/FullTiltPinball'' has the Maelstrom, which can only be activated after getting a rank of Admiral or better, then completing a series of requirements. Getting it rewards five million points and lights every target on the board.
* ''Pinball/MedievalMadness'' has "Battle for the Kingdom".
* ''Pinball/TheLordOfTheRings'' has "Valinor Multiball", which is as difficult to reach as ''The Simpsons Pinball Party'''s "Super Duper Mega Extreme Wizard Mode". Creator/KeithJohnson, who co-designed and programmed ''Pinball/TheSimpsonsPinballParty'', programmed ''The Lord of the Rings''.
** Prior to that are the sub-Wizard Modes, "Destroy the Ring" and "There and Back Again".
* ''Pinball/TheGetawayHighSpeed2'' has Redline Mania, a multiball mode with all major targets lit for maximum points.
* ''Pinball/TronLegacy'' requires the player to complete seven goals, then reach The Portal to start Portal Multiball. Make two ramp shots and two outer loops, then hit the Disc Battle, and all major shots are worth 1 million points.
* ''[[Pinball/IndianaJonesThePinballAdventure Indiana Jones: The Pinball Adventure]]'' has "Eternal Life Multiball", a six-ball multiball where the goal is hit all the targets (including the Path of Adventure) for one billion points.
** The above wizard mode was reused in 1994's ''Pinball/TheShadow'', called "Final Battle", with the only difference is that it's a five-ball multiball. Creator/BrianEddy programmed both ''Indiana Jones'' and ''The Shadow''.
* ''Pinball/TheAddamsFamily'' has "Tour The Mansion", which awards 50 million points, lights the extra ball and outlane specials, maximizes the jet bumpers, then starts each of the six timed modes one after the other back to back while the ball's in play.

to:

* ''Pinball/JohnnyMnemonic'' ''Pinball/AustinPowers'' has the "Power Down", a sub-Wizard Mode, "Virtucon Multiball," which typically awards several billion points.
*
is enabled by starting all six of the game modes. The "Space Cadet" table of ''VideoGame/FullTiltPinball'' has the Maelstrom, which can only be activated after getting a rank of Admiral or better, then completing a series of requirements. Getting it rewards five million points and lights every target on the board.
* ''Pinball/MedievalMadness'' has "Battle for the Kingdom".
* ''Pinball/TheLordOfTheRings'' has "Valinor
final Wizard Mode is "Moonbase Multiball", and is only available after completing all of the modes.
* ''Pinball/{{Avatar}}'' has "Final Battle,"
which is as difficult to reach as ''The Simpsons Pinball Party'''s "Super Duper Mega Extreme Wizard Mode". Creator/KeithJohnson, who co-designed and programmed ''Pinball/TheSimpsonsPinballParty'', programmed ''The Lord of available after completing the Rings''.
** Prior to that are the sub-Wizard Modes, "Destroy the Ring" and "There and Back Again".
* ''Pinball/TheGetawayHighSpeed2'' has Redline Mania,
game's six main features. This is a four-ball multiball mode with all major targets lit for maximum points.
* ''Pinball/TronLegacy'' requires the player to complete seven goals, then reach The Portal to start Portal Multiball. Make two ramp shots and two outer loops, then hit the Disc Battle, and all major shots are worth 1 million points.
* ''[[Pinball/IndianaJonesThePinballAdventure Indiana Jones: The Pinball Adventure]]'' has "Eternal Life Multiball", a six-ball multiball
mode, where the goal is to hit all the enough targets (including and switches on the Path of Adventure) playfield, then shoot the Unobtanium target for one billion points.
** The above wizard mode was reused
the Jackpot.
* Originally averted
in 1994's ''Pinball/TheShadow'', called [[Creator/SternPinball Stern's]] ''[[Pinball/BatmanStern Batman]]'' game; in the original release, collecting all eight characters in the cast lit the Bat Signal for "Final Battle", but shooting the saucer to start it simply rewards 100 million points. A 2010 software update added the "Gotham City Challenge" Wizard Mode, which starts off with a 50 million saucer shot, followed by a four-ball multiball mode. Drained balls can be restored by making major shots, and completing a certain number of shots enables the Super Jackpot bonus.
** Played straight
with the only difference is that it's sub-Wizard Mode, "Bat Signal Challenge". Enable the Scarecrow, the Joker, and the Batmobile, then shoot the saucer for a five-ball four-ball multiball. Creator/BrianEddy programmed both ''Indiana Jones'' and ''The Shadow''.
* ''Pinball/TheAddamsFamily'' has "Tour The Mansion", which awards 50 million points, lights
Make the extra ball and outlane specials, maximizes three shots again to raise the jet bumpers, jackpot, then starts each of shoot the six timed modes one after saucer to collect the other back to back while the ball's in play.Super Jackpot.



* ''Pinball/Batman66'' currently has one: "Villain Escape", which is lit at the upper saucer upon beating all four arch villains (Catwoman, Joker, Penguin and Riddler) at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.
* Creator/{{Sega}}'s ''Pinball/BatmanForever'' has "Forever", a multiball scoring frenzy where the goal is to collect jackpots by shooting pinballs into the Batwing. Unfortunately, the Batwing is constantly pivoting during "Forever", which means a mistimed shot will not get loaded or scored.
* ''Pinball/{{Baywatch}}'' features two sub-Wizard Modes and one final Wizard Mode.
** The first sub-Wizard Mode is "Lifesaver Millions", available after spelling GUARD. A jackpot counts down from 50 million, and shooting any of the five main shots scores the current value.
** The second sub-Wizard Mode is "Tourist Season", and is available after hitting all five major shots twice to light the five lifeguards (Mitch, Matt, C.J., Caroline, and Stephanie). This is a two-ball multiball with a 25 million jackpot at the right ramp.
** The one true Wizard Mode is "Earthquake", available after performing CPR, Helicopter Rescue, Trapped Diver, Shark Cove, and Tidal Wave. This is a six-ball multiball mode with a 60-second timer. An earthquake has hit and a car is about to fall over a precipice; shoot the Guard Tower to rescue it and score a 10 million bonus. When the earthquake ends, the game pauses to drain the balls and then resume play.
* ''Pinball/BigBangBar'' has the "Big Bang", which is available only after completing all of the game's modes and features. This is a timed four-ball multiball mode, where you need to score as much points possible while constantly plunging drained balls back into play.
* The multiball mode in ''Pinball/BlackHole'' is a semi-example - it's generally held as an real achievement, since [[NintendoHard it's quite difficult to reach]], and it enables three balls on two separate playfields.
* As mentioned above, the TropeMaker is Creator/SteveRitchie's ''Pinball/BlackKnight2000'', with a Wizard Mode called "The King's Ransom". When the player reaches it, all targets are activated and all balls are in play for 20 seconds.
--> EVERYTHING IS LIT!
* Cutthroat Countdown from ''Pinball/{{Breakshot}}''.
* ''Pinball/CactusCanyon'' has "High Noon at the OK Corral", available after getting all three Bart Brothers, getting the Mother Lode Jackpot, making at least ten Combos, and starting both Stampede Multiball and Showdown Multiball. Upon shooting the Gold Mine, the player gets 30 seconds plus one second for every Bad Guy defeated previously. All of the balls are automatically ejected onto the field; hitting 20 Bad Guys before time runs out results in a 20 million point bonus.
-->"Oh no... it's ''High Noon!''"
* ''Pinball/TheChampionPub'' has "Ultimate Challenge", obtained after defeating five opponents and getting the Pub Champion belt. Here, you must fight the other five fighters on one life bar. Notably, if you win or lose the Challenge, you can't play it again (at least on earlier revisions).



* Creator/{{Sega}}'s ''Pinball/StarWarsTrilogy'' has "The Redemption of Darth Vader", which is only available after completing the game's six primary goals. Starting it invokes a two-ball multiball mode for 50 seconds, where the player must load one pinball into the X-Wing, use the second pinball to hit the dropdown targets in front of Vader, then launch the first ball through the resulting hole.
* ''Pinball/StarWarsDataEast'' doesn't have a Wizard Mode, but a December 2012 software update elevated the Double Jackpot to this status, with a ''minimum'' value of 50 million points.
--> ''"Double Jackpot should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it! ''[[NoIndoorVoice You are blowing up the Death Star!!!]]''"''
--->-- Developer notes for the software upgrade
* ''Pinball/Terminator3RiseOfTheMachines'' has "Final Battle", a multiball mode where you must repeatedly hit the taunting T-X to weaken her. After that, shoot the ramps and loops, then finally Finish Her by hitting the T-X until she's destroyed, after which it starts all over again, but with "Payback Time", "RED", and "RPG" modes, and "Multiball" activated alongside it for "Blitz".
* ''[[VideoGame/ProPinballTheWeb Pro Pinball: The Web]]'' has the "Ultimate Showdown", a six-ball multiball mode with a 30-second ball saver. Hit the spinner until the villainess is cornered, then defeat her for a ''one billion'' point bonus.
* ''[[VideoGame/ProPinballTimeshock Pro Pinball: Timeshock!]]'' has two:
** "Timeshock Frenzy" is the sub-Wizard Mode, a five-ball multiball that lasts two minutes. You must lock four crystal fragments (balls) into the playfield's center crystal, then shoot the middle scoop to score 1 billion points.
** The Wizard Mode is "Wizard Frenzy", which is only available if you complete "Timeshock Frenzy" and have all eight pieces of [[AppliedPhlebotinum Tachyonium]]. Here, you go to The End of Time and start a six-ball-multiball mode that lasts for one minute.
* ''[[VideoGame/ProPinballBigRaceUSA Pro Pinball: Big Race USA]]'' has one sub-Wizard Mode and ''two'' Wizard Modes:
** "The Big Race" is the sub-Wizard Mode, an auto race represented by a 100-second, five-ball multiball mode. Winning requires the player to stay ahead of the other cars by making key shots.
** The first Wizard Mode is "The Really Big Race", and is only available by completing six separate tasks and paying $100,000. This is a six-ball multiball that lasts for 100 seconds; the goal is to shoot each car three times, shoot the Police Car twice, then shoot into the Taxi for 500 million points.
** The second Wizard Mode is "Million Dollar Madness", and has to be ''bought'' by earning $1,000,000 (''not'' points). This is [[spoiler:a '''ten-ball''' multiball. Everything on the playfield is lit for 1 million points, and complete all eighty-four lights scores an extra one ''billion'' points.]]
* ''Pinball/SouthPark'' had two five-ball multiball modes, depending on whether or not you finished the five characters' modes.
* ''Pinball/JurassicPark'' has "System Failure", a six-ball multiball where each target is worth one million points.
** [[Pinball/TheLostWorldJurassicPark Its sequel]] has "San Diego", based on the climax of [[Film/TheLostWorldJurassicPark the source material]] where the T-Rex rampages through the town, where any major shot scores an increasing value and any target increases the value.
* ''Pinball/TalesOfTheArabianNights'' has "Genie Battle", a two-stage mode which is only available after getting all seven jewels. The player must first fight through the genie's skeletal soldiers by shooting the Golden Symbols on the playfield. After defeating them, a four-ball multiball starts, and the video display shows the trapped princess between the genie and the player. Shoot the Symbols ''quickly'' to rescue the princess, defeat the genie, and collect a 20 million point bonus.
* Creator/{{Capcom}}'s ''Pinball/PinballMagic'' makes this the final challenge of the magic trials, a showdown against Matra Magna. As you make all of the main shots, her illusion of youth is removed, revealing [[ReallySevenHundredYearsOld her true age]]. Complete the challenge to shoot her with a pistol and turn her into a skeleton for 500 million points.
* ''VideoGame/PlantsVsZombiesPinball'' has a showdown with Dr. Zomboss, where waves of zombies will march forward while he attacks with balls of ice or fire. Destroy four of his attacks [[ElementalRockPaperScissors with the opposite element]], then shoot Zomboss to defeat him.
* ''[[Pinball/SpiderManStern Spider Man (Stern)]]'':
** The sub-Wizard Mode is the "Battle Royale", which is available after beating each villain twice. This is a multiball mode where the player must complete hits on each foe to light the Royale bonus, then collect it at the right ramp.
** The main Wizard Mode is "Super Hero", available after beating each villain three times and completing the five non-villain modes. Hit all the red arrows, then hit all four villains and the white arrows, hit Sandman over forty times, then shoot the Spider-Sense shot for 250 million points.
* ''Pinball/WorldCupSoccer'', appropriately enough, has the 5-ball World Cup Finals, obtained by getting the final city (Los Angeles). There, you must defeat Germany in order to become champion.

to:

* Creator/{{Sega}}'s ''Pinball/StarWarsTrilogy'' ''Pinball/{{Congo}}'' has "The Redemption of Darth Vader", Super Multiball, which is only activated after [[LawOfOneHundred collecting 100 diamonds.]] All four balls are ejected to the playfield, and the lower gorilla playfield becomes active. Shoot the ramps and saucers for 10 million points, and spell CONGO on the lower playfield for 50 million.
* While ''Pinball/DoctorWho'' technically doesn't have one of these, the Davros Multiball is very similar to one - it's the endgame mode, you get several balls, and it awards a large number of points.
* ''Pinball/DemolitionMan'' has two:
** Demoltion Time, which is reached after getting all Cryo-Claw awards. It's a five-ball multiball where all shots are worth 15 million points, and the Explode targets increase the value by 5 million points. Hitting all the Explode targets adds another ball into play.
** Demolition Jackpot, which is the total score for all multiballs played. It's
available after completing the game's six primary goals. Starting it invokes a two-ball multiball mode for 50 seconds, where the player must load one pinball into the X-Wing, use the second pinball to hit the dropdown targets in front of Vader, then launch the first ball through the resulting hole.
* ''Pinball/StarWarsDataEast'' doesn't have a Wizard Mode, but a December 2012 software update elevated the Double Jackpot to this status, with a ''minimum'' value of 50 million points.
--> ''"Double Jackpot should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it! ''[[NoIndoorVoice You are blowing up the Death Star!!!]]''"''
--->-- Developer notes for the software upgrade
* ''Pinball/Terminator3RiseOfTheMachines'' has "Final Battle", a multiball mode where you must repeatedly hit the taunting T-X to weaken her. After that, shoot the ramps and loops, then finally Finish Her by hitting the T-X until she's destroyed, after which it starts
all over again, but with "Payback Time", "RED", and "RPG" modes, and "Multiball" activated alongside it for "Blitz".
* ''[[VideoGame/ProPinballTheWeb Pro Pinball: The Web]]'' has the "Ultimate Showdown", a six-ball multiball mode with a 30-second ball saver. Hit the spinner until the villainess is cornered, then defeat her for a ''one billion'' point bonus.
* ''[[VideoGame/ProPinballTimeshock Pro Pinball: Timeshock!]]'' has two:
** "Timeshock Frenzy" is the sub-Wizard Mode, a five-ball multiball that lasts two minutes. You must lock four crystal fragments (balls) into the playfield's center crystal, then shoot the middle scoop to score 1 billion points.
** The Wizard Mode is "Wizard Frenzy", which is only available if you complete "Timeshock Frenzy" and have all eight pieces of [[AppliedPhlebotinum Tachyonium]]. Here, you go to The End of Time and start a six-ball-multiball mode that lasts for one minute.
* ''[[VideoGame/ProPinballBigRaceUSA Pro Pinball: Big Race USA]]'' has one sub-Wizard Mode and ''two'' Wizard Modes:
** "The Big Race" is the sub-Wizard Mode, an auto race represented by a 100-second, five-ball multiball mode. Winning requires the player to stay ahead of the other cars by making key shots.
** The first Wizard Mode is "The Really Big Race", and is only available by completing six separate tasks and paying $100,000. This is a six-ball multiball that lasts for 100 seconds; the goal is to shoot each car three times, shoot the Police Car twice, then shoot into the Taxi for 500 million points.
** The second Wizard Mode is "Million Dollar Madness", and has to be ''bought'' by earning $1,000,000 (''not'' points). This is [[spoiler:a '''ten-ball''' multiball. Everything on the playfield is lit for 1 million points, and complete all eighty-four lights scores an extra one ''billion'' points.]]
* ''Pinball/SouthPark'' had two five-ball
multiball modes, depending on whether or not you finished the five characters' modes.
* ''Pinball/JurassicPark'' has "System Failure", a six-ball multiball where each target is worth one million points.
** [[Pinball/TheLostWorldJurassicPark Its sequel]] has "San Diego", based on the climax of [[Film/TheLostWorldJurassicPark the source material]] where the T-Rex rampages through the town, where any major shot scores an increasing value
and any target increases the value.
* ''Pinball/TalesOfTheArabianNights'' has "Genie Battle", a two-stage mode which
is only available after getting all seven jewels. The player must first fight through the genie's skeletal soldiers collected by shooting the Golden Symbols on the playfield. After defeating them, a four-ball multiball starts, and the video display shows the trapped princess between the genie and the player. Shoot the Symbols ''quickly'' to rescue the princess, defeat the genie, and collect a 20 million point bonus.
* Creator/{{Capcom}}'s ''Pinball/PinballMagic'' makes this the final challenge of the magic trials, a showdown against Matra Magna. As you make all of the main shots, her illusion of youth is removed, revealing [[ReallySevenHundredYearsOld her true age]]. Complete the challenge to shoot her with a pistol and turn her into a skeleton for 500 million points.
* ''VideoGame/PlantsVsZombiesPinball'' has a showdown with Dr. Zomboss, where waves of zombies will march forward while he attacks with balls of ice or fire. Destroy four of his attacks [[ElementalRockPaperScissors with the opposite element]], then shoot Zomboss to defeat him.
* ''[[Pinball/SpiderManStern Spider Man (Stern)]]'':
** The sub-Wizard Mode is the "Battle Royale", which is available after beating each villain twice. This is a multiball mode where the player must complete hits on each foe to light the Royale bonus, then collect it at the
right ramp.
** The main Wizard Mode is "Super Hero", available after beating each villain three times and completing the five non-villain modes. Hit all the red arrows, then hit all four villains and the white arrows, hit Sandman over forty times, then shoot the Spider-Sense shot for 250 million points.
* ''Pinball/WorldCupSoccer'', appropriately enough, has the 5-ball World Cup Finals, obtained by getting the final city (Los Angeles). There, you must defeat Germany in order to become champion.
ramp.



** ''Pinball/{{Shrek}}'', which uses the same playfield and ruleset as ''Family Guy'', changed the names to match the film franchise -- the sub-Wizard Modes are now "Swamp Wizard" and "Donkey Multiball", while the main Wizard Mode is "Far Far Away".
* Originally averted in [[Creator/SternPinball Stern's]] ''[[Pinball/BatmanStern Batman]]'' game; in the original release, collecting all eight characters in the cast lit the Bat Signal for "Final Battle", but shooting the saucer to start it simply rewards 100 million points. A 2010 software update added the "Gotham City Challenge" Wizard Mode, which starts off with a 50 million saucer shot, followed by a four-ball multiball mode. Drained balls can be restored by making major shots, and completing a certain number of shots enables the Super Jackpot bonus.
** Played straight with the sub-Wizard Mode, "Bat Signal Challenge". Enable the Scarecrow, the Joker, and the Batmobile, then shoot the saucer for a four-ball multiball. Make the three shots again to raise the jackpot, then shoot the saucer to collect the Super Jackpot.
* While ''Pinball/DoctorWho'' technically doesn't have one of these, the Davros Multiball is very similar to one - it's the endgame mode, you get several balls, and it awards a large number of points.
* ''Pinball/HighRollerCasino'' has three Wizard Modes: "Casino Frenzy" (the primary wizard mode, earned by winning all six casino games), "Break the Bank" (earned by reaching 100 chips) and "Super Surprise" (earned by completing Roll 'N Win four times).

to:

** ''Pinball/{{Shrek}}'', which uses * Some players consider the same playfield and ruleset as ''Family Guy'', changed the names to match the film franchise -- the sub-Wizard Modes are now "Swamp Wizard" and "Donkey Multiball", while the main Wizard Mode is "Far Far Away".
* Originally averted in [[Creator/SternPinball Stern's]] ''[[Pinball/BatmanStern Batman]]'' game; in the original release, collecting all eight characters in the cast lit the Bat Signal for "Final Battle", but shooting the saucer to start it simply rewards 100 million points. A 2010 software update added the "Gotham City Challenge" Wizard Mode, which starts off with a 50 million saucer shot, followed by a four-ball
multiball mode. Drained balls in Creator/SternElectronics' ''Pinball/{{Flight 2000}}'' to be an UrExample, given how hard it is to reach it.
* The "Space Cadet" table of ''VideoGame/FullTiltPinball'' has the Maelstrom, which
can only be restored by making major shots, and activated after getting a rank of Admiral or better, then completing a certain number series of requirements. Getting it rewards five million points and lights every target on the board.
* ''Pinball/GameOfThrones'' has three:
** The "Hand of the King" sub-Wizard Mode is activated after lighting four Houses. You begin by making four specific
shots enables for each House, then hit the Battering Ram for the Super Jackpot. This can be repeated up to three times before lighting an even larger Super Jackpot bonus.
** Played straight with
at the Battering Ram.
** "Winter Has Come" is the second
sub-Wizard Mode, "Bat Signal Challenge". Enable and occurs after collecting four of the Scarecrow, Houses' hurry-up values from "Winter is Coming". First, confront the Joker, Horde by making all seven major shots before the timer runs out. Then fight a Boss by hitting three indicated shots in the time given. Collect four shots during Boss Mode to collect the Winter is Coming Super Jackpot.
** The final Wizard Mode is the "Iron Throne," which is only available after completing all of the House modes. It requires all seven Houses to be lit,
and the Batmobile, then shoot the saucer for begins as a four-ball two-ball multiball. Make the three a shot to begin a siege on that House's castle, then complete all seven shots again to raise in order and hit the jackpot, then shoot Battering Ram to complete the saucer siege and add another ball. Conquer all seven castles to collect take the Super Jackpot.
Iron Throne.
* While ''Pinball/DoctorWho'' technically doesn't have one of these, the Davros Multiball is very similar to one - it's the endgame mode, you get several balls, and it awards ''Pinball/TheGetawayHighSpeed2'' has Redline Mania, a large number of multiball mode with all major targets lit for maximum points.
* ''Pinball/HighRollerCasino'' ''Pinball/GhostBusters'' currently has three Wizard Modes: "Casino Frenzy" (the primary wizard mode, earned by winning all six casino games), "Break two, with a third one coming in the Bank" (earned by reaching 100 chips) and "Super Surprise" (earned future:
** "We Came, We Saw, We Kicked Its Ass" is started
by completing Roll 'N Win four times).any one of the three scene ladders. It is a 2-4 ball multiball (equal to the number of scenes in the completed ladder that lit it) where all shots are persistently lit for a jackpot.
** "We're Ready to Believe You!" is started by completing all nine scenes.
** "Are You a God?" will arrive in a future code update.



* The final round in ''Pinball/SharkeysShootout'' is "The Web," played against RealLife pool expert Jeanette "The Black Widow" Lee. Shoot four key shots to collect the four Jackpots and start Web Hurry-Up, then shoot the Black Widow drop target to collect the current Web value. This repeats until only one ball remains.
* ''Pinball/NoGoodGofers'' has the Hole-In-One Challenge, which starts after every ninth completed hole.
* While ''Pinball/{{Monopoly}}'' doesn't have a Wizard Mode ''per se'', the "Land Grab" mode has enough aspects of one to count. It’s a timed four-ball multiball that can only be obtained after getting all the property groups and railroads.
* Cutthroat Countdown from ''Pinball/{{Breakshot}}''.
* ''Pinball/SafeCracker'' has a sort-of example: after beating the main game, using the Magic Token awarded at the end of it starts "Assault on the Vault", a 4-ball multiball where you have 90 seconds to shoot as many shots as you can.
* Creator/{{Sega}}'s ''Pinball/BatmanForever'' has "Forever", a multiball scoring frenzy where the goal is to collect jackpots by shooting pinballs into the Batwing. Unfortunately, the Batwing is constantly pivoting during "Forever", which means a mistimed shot will not get loaded or scored.
* ''[[Pinball/NoFearDangerousSports No Fear: Dangerous Sports]]'' has "Meet Your Maker", a four-ball multiball with everything lit.
-->'''Skull:''' "It's time to Meet Your Maker! And I'm driving!"



* ''Pinball/{{Apollo 13}}'' has two of these:
** "Master Alarm", which is available after completing all missions. This is a 40-second frenzy, where every target scores one million points and adds an additional million to the Jackpot at the Blastoff ramp.
** "Blastoff Multiball", a '''''thirteen-ball''''' multiball which is started after spelling "B-L-A-S-T-O-F-F". A post between the flippers rises up, four more balls are launched onto the playfield, and then eight more balls in the playfield holder are released all at once.
-->"Houston, we're surrounded by pinballs!"
* Creator/{{Gottlieb}}'s ''Pinball/StreetFighterII'' pinball has the Champion Challenge, available after defeating all twelve Street Fighters. You must defeat all of them using the same ball to be recognized as the new Master.
* The multiball mode in ''Pinball/BlackHole'' is a semi-example - it's generally held as an real achievement, since [[NintendoHard it's quite difficult to reach]], and it enables three balls on two separate playfields.

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* ''Pinball/{{Apollo 13}}'' ''VideoGame/GoldenLogres'' has two of these:
** "Master Alarm",
"Fandango Multiball", which is reached only after all twelve of the Knights' missions have been completed on all three tables. This is a TimedMission multiball, where the player tries to get as many Jackpots as possible. Getting a Jackpot briefly extends the time limit, and the game ends when time expires.
* ''Pinball/GunsNRoses'' has "Riot", a six-ball multiball
available after completing all missions. This is a 40-second frenzy, where every target scores one million of the Guitar Modes. Keep the balls in play as long as possible, trying to hit as many targets and switches to spell RIOT, earning more points for each letter spotted.
* ''Pinball/HighRollerCasino'' has three Wizard Modes: "Casino Frenzy" (the primary wizard mode, earned by winning all six casino games), "Break the Bank" (earned by reaching 100 chips)
and adds an additional million to the Jackpot at the Blastoff ramp.
** "Blastoff
"Super Surprise" (earned by completing Roll 'N Win four times).
* ''[[Pinball/IndianaJonesThePinballAdventure Indiana Jones: The Pinball Adventure]]'' has "Eternal Life
Multiball", a '''''thirteen-ball''''' six-ball multiball which is started after spelling "B-L-A-S-T-O-F-F". A post between where the flippers rises up, four more balls are launched onto goal is hit all the playfield, and then eight more balls in targets (including the playfield holder are released all at once.
-->"Houston, we're surrounded by pinballs!"
* Creator/{{Gottlieb}}'s ''Pinball/StreetFighterII'' pinball has the Champion Challenge, available after defeating all twelve Street Fighters. You must defeat all
Path of them using the same ball to be recognized as the new Master.
*
Adventure) for one billion points.
**
The multiball above wizard mode was reused in ''Pinball/BlackHole'' 1994's ''Pinball/TheShadow'', called "Final Battle", with the only difference is a semi-example - that it's generally held as an real achievement, since [[NintendoHard it's quite difficult to reach]], a five-ball multiball. Creator/BrianEddy programmed both ''Indiana Jones'' and it enables three balls on two separate playfields.''The Shadow''.



* In ''[[Pinball/TheWhosTommy The Who's Tommy]]'', "Pinball Wizard" is a six-ball multiball mode, which is reached after completing all twelve Union Jacks. Every 25 targets or switches hit awards one letter in WIZARD, a progressive bonus, and launches another ball.
** There's also "Tommy Mode": a special hard mode where black plastic "blinders" cover the most important ramps and targets as well as the paddles. You must be able to play by hearing and touch [[Music/{{Tommy}} like Tommy]] to be able to get anywhere! Tommy Mode also activates during the normal game once enough challenges have been met, although it can be turned off again in the regular game by defeating specific challenges.
* ''Pinball/TheChampionPub'' has "Ultimate Challenge", obtained after defeating five opponents and getting the Pub Champion belt. Here, you must fight the other five fighters on one life bar. Notably, if you win or lose the Challenge, you can't play it again (at least on earlier revisions).
* ''Pinball/BigBangBar'' has the "Big Bang", which is available only after completing all of the game's modes and features. This is a timed four-ball multiball mode, where you need to score as much points possible while constantly plunging drained balls back into play.
* ''Pinball/MonsterBash'':
** The sub-Wizard Mode is "Monster Bash," available after starting (but not necessarily finishing) all six monsters' modes. This is a generous four-ball multiball with each monster worth two million points, and the center lane lit for Bash Jackpots.
** The Wizard Mode is "Monsters of Rock," which is enabled after completing all six monsters' modes so they have their instruments. Shoot the Concert Hall to get a bonus for each instrument collected, then start a four-ball multiball with each monster being worth four million points. Make all of the monsters' shots (or shoot the Mosh Pit) to get the Monsters of Rock jackpot.
* ''Pinball/GunsNRoses'' has "Riot", a six-ball multiball available after completing all of the Guitar Modes. Keep the balls in play as long as possible, trying to hit as many targets and switches to spell RIOT, earning more points for each letter spotted.
* ''Pinball/{{Transformers}}'':
** The sub-Wizard Mode is "Sentinel Prime Battle", which is started after completing the Battle Mode for all of the characters in your faction. With one ball, shoot the game's six main shots twice each, then shoot the Allspark Saucer to collect the Super Jackpot.
** The final Wizard Mode is "Battle for Cybertron," and is available after completing the Battle Mode for all ten Transformers characters. This is a six-ball multiball mode, where you must shoot the game's six main shots three times each, then shoot the Allspark Saucer. The Battle continues until only one ball remains.



* After completing all six trials in ''[[VideoGame/ThreeDUltraPinballThrillRide 3-D Ultra Pinball: Thrill Ride]]'', "Lights Out" is available, where the player must hit all the light bulbs on the playfield to put them out. Successfully doing so starts "Nighttime Fantasy", a multiball scoring frenzy accompanied by a gorgeous fireworks display.
* ''[[Pinball/{{Rescue911}} Rescue 911]]'' has "Life Force", a 30-second frenzy. The six major shots are worth one million points each, and getting all of them awards 30 million. There's also "Super Life Force", which plays the same except that completing all six shots awards ''one billion'' points.
* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monster Multball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
* In ''Pinball/TalesFromTheCrypt'', completing all twelve "Creature Features" enables "Crypt Jam", a six-ball multiball mode. All shots are worth 1 million points, and the mode ends when only one ball remains.
* ''Pinball/{{Stargate}}'' has two:
** "Stargate Multiball" is available after completing the seven Segments and reassembling the Stargate. The seven major shots are worth 20 million points each, and making all of them awards the Super Jackpot.
** The "Eye of Ra" is enabled after completing all six game modes. This is a three-stage four-ball multiball — hit the Glidercraft several times, shoot under both levitating Guardians, then shoot the Pyramid three times.
* ''Pinball/{{NASCAR}}'' has two:
** The sub-Wizard Mode is "Super Party", available after completing all of the Garage modes. This is a three-ball multiball; hit the pop bumpers enough time to count down to zero, then knock down the drop targets light for a Super Jackpot.
** The main Wizard Mode is "Champion Challenge", available after spelling CHAMP #1 (which is possible only by completing the game's five main challenges). This is a four-ball multiball with all targets lit for maximum value. The player begins in 6th place; hit the Test Car and enter the Garage to advance, and hit the playfield targets to raise the Super Jackpot. Reach first place to collect the Super Jackpot.
* Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' was designed by Joe Balcer and programmed by Creator/KeithJohnson, who previously worked on ''Pinball/TheSimpsonsPinballParty'' and ''Pinball/TheLordOfTheRings''... and it shows.
** The sub-Wizard Mode is "Battle The Wicked Witch", which is reached by finishing Emerald City multiball, rescuing Dorthy, and getting through both the Wicked Witch Attack and Fireball Frenzy.
** The true Wizard Mode is "Somewhere Over The Rainbow", and can only be reached by finishing the game's '''eight''' main objectives -- advance down the Yellow Brick Road, collect three gifts from the Wizard in Emerald City, finish all of the Munchkin modes, complete Fireball Frenzy, collect the Emeralds from the Wicked Witch, play all Crystal Ball modes, collect all the Haunted Modes, and score a Mega Jackpot in Rescue Multiball.
* The very complex ''World Poker Tour'' game from Stern Pinball had a few of them:
** "Poker Wizard" is started after getting through all 6 Poker Corner modes. This is a multiball in which the jackpots are determined by the number of modes you have completed (represented as "trophies").
** The "WPT World Championships" multiball wizard mode is reached upon beating enough opponents in each of six cities on the
** "Keefer Invitational" (named after World Poker Tour programmer Keith Johnson). To reach it, the player must score 25 million points each of the following: Ace and the Hole and No Limit multiballs, hurryups, the pot value, drop targets, and Poker Corner modes, along with successfully winning the WPT World Championships. ''All in one game.''
* ''Pinball/{{Avatar}}'' has "Final Battle," which is available after completing the game's six main features. This is a four-ball multiball mode, where the goal is to hit enough targets and switches on the playfield, then shoot the Unobtanium target for the Jackpot.

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* After completing all six trials in ''[[VideoGame/ThreeDUltraPinballThrillRide 3-D Ultra Pinball: Thrill Ride]]'', "Lights Out" is available, ''Pinball/JackBot'' (''Pinball/PinBot'' with a casino theme) has the "Casino Run", where the player must hit all the light bulbs on the playfield to put them out. Successfully doing so starts "Nighttime Fantasy", spins a multiball scoring frenzy accompanied by a gorgeous fireworks display.
* ''[[Pinball/{{Rescue911}} Rescue 911]]'' has "Life Force", a 30-second frenzy. The six major shots are worth one million points each,
slot machine and getting all decide on wether to risk your bank of them awards 30 million. There's also "Super Life Force", which plays the same except that completing all six shots awards ''one billion'' points.
* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monster Multball", is relatively easy
earnings (Points/Extra Ball lightings/Specials) or to activate and requires keep them, because if the player decides to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill risk, (s)he risks losing everything in the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires bank by not shooting a lit hole to spin the reels or having a bomb appear in one of the three reels unless a bucket of water appears giving the player to light all 16 spots on a safety net and/or having a clock appear giving the spider wheel on player more time.
* ''Pinball/JohnnyMnemonic'' has
the backglass, a tough feat as the scoop "Power Down", which typically awards several billion points.
* ''Pinball/JurassicPark''
has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
* In ''Pinball/TalesFromTheCrypt'', completing all twelve "Creature Features" enables "Crypt Jam",
"System Failure", a six-ball multiball mode. All shots are where each target is worth 1 one million points, points.
** [[Pinball/TheLostWorldJurassicPark Its sequel]] has "San Diego", based on the climax of [[Film/TheLostWorldJurassicPark the source material]] where the T-Rex rampages through the town, where any major shot scores an increasing value
and any target increases the mode ends when only one ball remains.
value.
* ''Pinball/{{Stargate}}'' Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' has two:
three.
** "Stargate Multiball" The first sub-Wizard Mode is "KISS Army", which is available after completing the seven Segments and reassembling the Stargate. The seven major shots are worth 20 million points each, and making collecting all of them awards the Super Jackpot.
** The "Eye of Ra" is enabled after completing all six game modes.
four band members' inserts. This is a three-stage four-ball multiball mode with most of the shots lit. Make all of the lit shots, then hit the Glidercraft several times, shoot under both levitating Guardians, then shoot the Pyramid three times.
* ''Pinball/{{NASCAR}}'' has two:
Demon for a jackpot.
** The second sub-Wizard Mode is "Super Party", "Heaven's on Fire", which is available after completing all of filling the Garage modes. This is a three-ball multiball; hit the pop bumpers enough time to count down to zero, then knock down the drop targets light for a Super Jackpot.
** The main Wizard Mode is "Champion Challenge", available after spelling CHAMP #1 (which is possible only by completing the game's five main challenges).
center playfield grid twice. This is a four-ball multiball with all targets lit for maximum value. The player begins in 6th place; hit where various shots relight parts of the Test Car and enter grid. Complete the Garage grid to advance, and hit the playfield targets to raise the Super Jackpot. Reach first place to collect the light a Super Jackpot.
* Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' was designed by Joe Balcer and programmed by Creator/KeithJohnson, who previously worked on ''Pinball/TheSimpsonsPinballParty'' and ''Pinball/TheLordOfTheRings''... and it shows.
** The sub-Wizard Mode is "Battle The Wicked Witch", which is reached by finishing Emerald City multiball, rescuing Dorthy, and getting through both the Wicked Witch Attack and Fireball Frenzy.
** The true
final Wizard Mode is "Somewhere Over The Rainbow", "Rock City", and can is only be reached available by finishing the game's '''eight''' main objectives -- advance down the Yellow Brick Road, collect three gifts from the Wizard in Emerald City, finish getting all of the Munchkin modes, inserts solidly lit. All shots are initially lit, and hitting them raises the Super Jackpot value. Make each shot enough times to enable the jackpot for that shot; complete Fireball Frenzy, collect the Emeralds from the Wicked Witch, play all Crystal Ball modes, collect all the Haunted Modes, and score of them to light a Mega Super Jackpot in Rescue Multiball.
* The very complex ''World Poker Tour'' game from Stern Pinball had a few of them:
** "Poker Wizard" is started after getting through all 6 Poker Corner modes. This is a multiball in which
at the jackpots are determined by Demon.
* ''Pinball/LastActionHero'' has
the number of modes you have completed (represented as "trophies").
** The "WPT
World Championships" multiball wizard mode is reached upon beating enough opponents in each of six cities on the
** "Keefer Invitational" (named after World Poker Tour programmer Keith Johnson). To reach it, the player must score 25 million points each of the following: Ace and the Hole and No Limit multiballs, hurryups, the pot value, drop targets, and Poker Corner modes, along with successfully winning the WPT World Championships. ''All in one game.''
* ''Pinball/{{Avatar}}'' has "Final Battle,"
Premiere, which is available after collecting all of the Dynamite Features and completing the game's six main features. This is a four-ball multiball mode, where the goal is to hit enough targets and switches on the playfield, LAST ACTION HERO, then shooting the Movie Scoop. After rewarding a bonus for how many Features were finished, the display shows people entering a movie theater while a "People Seated" value counts upward. During this time, shoot the Unobtanium target for Movie scoop to get one million points per person seated. The mode ends when the Jackpot.Maximum Seating Capacity is reached, which is based on how many Features were completed beforehand.



* Similarly, each table of ''VideoGame/{{Necronomicon}}'' has a sub-Wizard Mode and a main Wizard Mode.
** The sub-Wizard Mode is accessed by spelling a word on the table, such as MADNESS or AWAKETHEMACHINE. This starts a three-ball multiball, and making a key shot turns it into a seven-ball multiball round.
** The Wizard Mode of each table is only available after completing the lesser Rounds of each table. This is a seven-ball multiball with all targets worth 200,000 multiplied by the number of balls in play. When three or fewer balls are left in play, it is possible to restart multiball with all seven balls by making a specific set of shots.



* ''Pinball/TheLordOfTheRings'' has "Valinor Multiball", which is as difficult to reach as ''The Simpsons Pinball Party'''s "Super Duper Mega Extreme Wizard Mode". Creator/KeithJohnson, who co-designed and programmed ''Pinball/TheSimpsonsPinballParty'', programmed ''The Lord of the Rings''.
** Prior to that are the sub-Wizard Modes, "Destroy the Ring" and "There and Back Again".



* ''VideoGame/GoldenLogres'' has "Fandango Multiball", which is reached only after all twelve of the Knights' missions have been completed on all three tables. This is a TimedMission multiball, where the player tries to get as many Jackpots as possible. Getting a Jackpot briefly extends the time limit, and the game ends when time expires.

to:

* ''VideoGame/GoldenLogres'' ''Pinball/MaryShelleysFrankenstein'' has "Fandango Multiball", which is reached only an unnamed Wizard Mode available after finishing all twelve of eight Scenes. The player gets 100 million for each CREATION letter collected, then a one-minute six-ball multiball starts. All targets are worth 1 million points or more, and spelling FRANKENSTEIN nets another 100 million. After the Knights' missions have been completed on minute is up, the game goes dead while all three tables. balls are drained, then the game loads up another ball to continue.
* The All Rivers Poker Championship in ''Pinball/MaverickTheMovie.''
This is a TimedMission multiball, where four-ball multiball mode with a 30-second ball saver. Knock down all of the player tries to get as many Jackpots as possible. Getting a Jackpot briefly extends drop targets, then shoot the time limit, vertical up-kicker to collect the Championship Pot. Scores are multiplied by the number of balls in play, and the game ends captive ball adds 100 million to the pot. It is possible to repeatedly collect the pot; it does not reset when time expires.collected, and can become very large as a result.
* ''Pinball/MedievalMadness'' has "Battle for the Kingdom".



* ''Pinball/DemolitionMan'' has two:
** Demoltion Time, which is reached after getting all Cryo-Claw awards. It's a five-ball multiball where all shots are worth 15 million points, and the Explode targets increase the value by 5 million points. Hitting all the Explode targets adds another ball into play.
** Demoltion Jackpot, which is the total score for all multiballs played. It's available after completing all multiball modes, and is collected by shooting the right ramp.
* Creator/SternPinball's ''[[Pinball/StarTrekStern Star Trek]]'' has three tiers of Modes; completing each tier awards the "Captain's Chair":
** The first Sub-Wizard Mode is the "Kobyashi Maru", which is available after completing all of the Modes once.
** The second Sub-Wizard Mode is "Enterprise Amok", available after finishing all Modes twice. The player must hit each main shot twice, each one worth an escalating value starting from 500,000 points.
** The actual Wizard Mode is “Five Year Mission,” which is activated by finishing all Modes three times. This is a four-ball multiball, and the player must hit all targets to collect the Super Jackpot.
* Stern Pinball’s ''Pinball/TheWalkingDead'' has quite a few:
** ”Blood Bath” could be considered one, albeit the easiest one to reach. This is started after collecting all three “Supplies” awards from the drop target bank, and is a multiball where all switches score points. Completing the drop targets will score jackpots and will add up to three additional balls back in play.
** ”Siege” is reached upon killing twelve walkers during Prison Multiball. This is a one-ball affair in which the player must shoot the prison and various lit arrows to advance through the siege. Shots to the prison itself will also spot shots for the player.
** ”Horde” is lit at the Woodbury shot upon finishing all six MultiKill rounds. This mode sees the player’s LastStand against a relentless horde of walkers. Shots must be made to kill the approaching walkers, whose distance from the player is measured via the column of inserts in front of each main shot. Killing enough of them will advance a “stage” and add another ball into play, along with giving out a bonus. The mode ends when the player drains in single-ball play or a walker reaches the player and bits them.
** ”Escape Terminus” begins after the player has at least started all five Dead Feature modes. The player must make shots to cash in their previous mode totals and help the survivors bust out of Terminus.
** ”Crossbow Frenzy”, given how hard it is to even start, could be considered this. The mode is begun once the player makes all five shots during the “Crossbow” mode (where the player “loads” the crossbow and has one chance to make a lit shot in a short amount of time).
** ”Last Man Standing” -quite possibly the most difficult wizard mode to get to in the game- is started once the player has killed ''one hundred and fifteen'' walkers during normal play. During this mode, players must make lit shots to fend off oncoming walkers while waiting for a helicopter to arrive.

to:

* ''Pinball/DemolitionMan'' While ''Pinball/{{Monopoly}}'' doesn't have a Wizard Mode ''per se'', the "Land Grab" mode has two:
** Demoltion Time, which is reached
enough aspects of one to count. It’s a timed four-ball multiball that can only be obtained after getting all Cryo-Claw awards. It's the property groups and railroads.
* ''Pinball/MonsterBash'':
** The sub-Wizard Mode is "Monster Bash," available after starting (but not necessarily finishing) all six monsters' modes. This is
a five-ball generous four-ball multiball where all shots are with each monster worth 15 two million points, and the Explode targets increase center lane lit for Bash Jackpots.
** The Wizard Mode is "Monsters of Rock," which is enabled after completing all six monsters' modes so they have their instruments. Shoot
the value by 5 Concert Hall to get a bonus for each instrument collected, then start a four-ball multiball with each monster being worth four million points. Hitting Make all of the Explode targets adds another ball into play.
** Demoltion Jackpot, which is
monsters' shots (or shoot the total score for all multiballs played. It's Mosh Pit) to get the Monsters of Rock jackpot.
* ''Pinball/{{NASCAR}}'' has two:
** The sub-Wizard Mode is "Super Party",
available after completing all multiball modes, and is collected by shooting of the right ramp.
* Creator/SternPinball's ''[[Pinball/StarTrekStern Star Trek]]'' has three tiers of Modes;
Garage modes. This is a three-ball multiball; hit the pop bumpers enough time to count down to zero, then knock down the drop targets light for a Super Jackpot.
** The main Wizard Mode is "Champion Challenge", available after spelling CHAMP #1 (which is possible only by
completing each tier awards the "Captain's Chair":
**
game's five main challenges). This is a four-ball multiball with all targets lit for maximum value. The player begins in 6th place; hit the Test Car and enter the Garage to advance, and hit the playfield targets to raise the Super Jackpot. Reach first Sub-Wizard Mode is place to collect the "Kobyashi Maru", Super Jackpot.
* ''Pinball/{{NBA}}'' has "NBA Finals,"
which is available after completing all of six World Championship objectives. Again, this is a timed mode where all four pinballs are launched onto the Modes once.
table and the player has 60 seconds to make as many shots into the basket as possible. Each shot made awards a value, starting at 600,000 points and increasing by 100,000 per basket.
* Each table of ''VideoGame/{{Necronomicon}}'' has a sub-Wizard Mode and a main Wizard Mode.
** The second Sub-Wizard sub-Wizard Mode is "Enterprise Amok", accessed by spelling a word on the table, such as MADNESS or AWAKETHEMACHINE. This starts a three-ball multiball, and making a key shot turns it into a seven-ball multiball round.
** The Wizard Mode of each table is only
available after finishing all Modes twice. The player must hit completing the lesser Rounds of each main shot twice, each one worth an escalating value starting from 500,000 points.
** The actual Wizard Mode is “Five Year Mission,” which is activated by finishing all Modes three times.
table. This is a seven-ball multiball with all targets worth 200,000 multiplied by the number of balls in play. When three or fewer balls are left in play, it is possible to restart multiball with all seven balls by making a specific set of shots.
* ''[[Pinball/NoFearDangerousSports No Fear: Dangerous Sports]]'' has "Meet Your Maker",
a four-ball multiball, multiball with everything lit.
-->'''Skull:''' "It's time to Meet Your Maker! And I'm driving!"
* ''Pinball/NoGoodGofers'' has the Hole-In-One Challenge, which starts after every ninth completed hole.
* "Final Assault" in ''[[Pinball/OperationThunder Operation: Thunder]],'' which is available only after completing all eleven missions prior,
and requires the player to destroy every major enemy target on the playfield. Successfully doing so rewards the player with a bonus of 99 million points, a promotion to Five-Star General (which is worth another 50 million points), and ends the game (if enabled by the operator). Accomplished players are noted in a separate high score table.
* Creator/{{Capcom}}'s ''Pinball/PinballMagic'' makes this the final challenge of the magic trials, a showdown against Matra Magna. As you make all of the main shots, her illusion of youth is removed, revealing [[ReallySevenHundredYearsOld her true age]]. Complete the challenge to shoot her with a pistol and turn her into a skeleton for 500 million points.
* ''Pinball/PiratesOfTheCaribbean'' has Four Winds Multiball, a two-part four-ball multiball challenge. The first goal is to freeze and collect the four Wind Jackpots; do so without draining too many balls begins the Gauntlet of Pirates, where
the player must hit all targets repeatedly shoot the spinning disc at Port Royal to light one of the major shots, then shoot it to collect the Super Jackpot.
* Stern Pinball’s ''Pinball/TheWalkingDead'' has quite
a few:
** ”Blood Bath” could be considered one, albeit the easiest one to reach. This is started after collecting all three “Supplies” awards from the drop target bank, and is a multiball where all switches score points. Completing the drop targets will score jackpots and will add up to three additional balls back in play.
** ”Siege” is reached upon killing twelve walkers during Prison Multiball. This is a one-ball affair in which the player must shoot the prison and various lit arrows to advance through the siege. Shots to the prison itself will also spot shots for the player.
** ”Horde” is lit at the Woodbury shot upon finishing all six MultiKill rounds. This mode sees the player’s LastStand against a relentless horde of walkers. Shots must be made to kill the approaching walkers, whose distance from the player is measured via the column of inserts in front of each main shot. Killing enough of them will advance a “stage” and add another ball into play, along with giving out a bonus. The mode ends when the player drains in single-ball play or a walker reaches the player and bits them.
** ”Escape Terminus” begins after the player has at least started all five Dead Feature modes.
Gauntlet Point. The player must make shots to cash in their previous mode totals and help the survivors bust out of Terminus.
** ”Crossbow Frenzy”, given how hard it is to even start, could be considered this. The mode is begun once the player makes all five shots during the “Crossbow” mode (where the player “loads” the crossbow and has one chance to make a lit shot in a short amount of time).
** ”Last Man Standing” -quite possibly
with the most difficult wizard mode to get to in Gauntlet Points is recognized as the game- is started once the player Pirate King.
* ''VideoGame/PlantsVsZombiesPinball''
has killed ''one hundred and fifteen'' walkers during normal play. During this mode, players must make lit shots to fend off oncoming walkers a showdown with Dr. Zomboss, where waves of zombies will march forward while waiting for a helicopter he attacks with balls of ice or fire. Destroy four of his attacks [[ElementalRockPaperScissors with the opposite element]], then shoot Zomboss to arrive.defeat him.



* ''Pinball/PiratesOfTheCaribbean'' has Four Winds Multiball, a two-part four-ball multiball challenge. The first goal is to freeze and collect the four Wind Jackpots; do so without draining too many balls begins the Gauntlet of Pirates, where the player must repeatedly shoot the spinning disc at Port Royal to light one of the major shots, then shoot it to collect a Gauntlet Point. The player with the most Gauntlet Points is recognized as the Pirate King.
* "Final Assault" in ''[[Pinball/OperationThunder Operation: Thunder]],'' which is available only after completing all eleven missions prior, and requires the player to destroy every major enemy target on the playfield. Successfully doing so rewards the player with a bonus of 99 million points, a promotion to Five-Star General (which is worth another 50 million points), and ends the game (if enabled by the operator). Accomplished players are noted in a separate high score table.
* ''Pinball/CactusCanyon'' has "High Noon at the OK Corral", available after getting all three Bart Brothers, getting the Mother Lode Jackpot, making at least ten Combos, and starting both Stampede Multiball and Showdown Multiball. Upon shooting the Gold Mine, the player gets 30 seconds plus one second for every Bad Guy defeated previously. All of the balls are automatically ejected onto the field; hitting 20 Bad Guys before time runs out results in a 20 million point bonus.
-->"Oh no... it's ''High Noon!''"
* ''Pinball/MaryShelleysFrankenstein'' has an unnamed Wizard Mode available after finishing all eight Scenes. The player gets 100 million for each CREATION letter collected, then a one-minute six-ball multiball starts. All targets are worth 1 million points or more, and spelling FRANKENSTEIN nets another 100 million. After the minute is up, the game goes dead while all balls are drained, then the game loads up another ball to continue.
* ''Pinball/{{Baywatch}}'' features two sub-Wizard Modes and one final Wizard Mode.
** The first sub-Wizard Mode is "Lifesaver Millions", available after spelling GUARD. A jackpot counts down from 50 million, and shooting any of the five main shots scores the current value.
** The second sub-Wizard Mode is "Tourist Season", and is available after hitting all five major shots twice to light the five lifeguards (Mitch, Matt, C.J., Caroline, and Stephanie). This is a two-ball multiball with a 25 million jackpot at the right ramp.
** The one true Wizard Mode is "Earthquake", available after performing CPR, Helicopter Rescue, Trapped Diver, Shark Cove, and Tidal Wave. This is a six-ball multiball mode with a 60-second timer. An earthquake has hit and a car is about to fall over a precipice; shoot the Guard Tower to rescue it and score a 10 million bonus. When the earthquake ends, the game pauses to drain the balls and then resume play.

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* ''Pinball/PiratesOfTheCaribbean'' ''[[VideoGame/ProPinballBigRaceUSA Pro Pinball: Big Race USA]]'' has Four Winds Multiball, one sub-Wizard Mode and ''two'' Wizard Modes:
** "The Big Race" is the sub-Wizard Mode, an auto race represented by
a two-part four-ball 100-second, five-ball multiball challenge. The first goal is to freeze and collect the four Wind Jackpots; do so without draining too many balls begins the Gauntlet of Pirates, where the player must repeatedly shoot the spinning disc at Port Royal to light one of the major shots, then shoot it to collect a Gauntlet Point. The player with the most Gauntlet Points is recognized as the Pirate King.
* "Final Assault" in ''[[Pinball/OperationThunder Operation: Thunder]],'' which is available only after completing all eleven missions prior, and
mode. Winning requires the player to destroy every major enemy target on stay ahead of the playfield. Successfully doing so rewards the player with a bonus of 99 million points, a promotion to Five-Star General (which is worth another 50 million points), and ends the game (if enabled other cars by the operator). Accomplished players are noted in a separate high score table.
* ''Pinball/CactusCanyon'' has "High Noon at the OK Corral", available after getting all three Bart Brothers, getting the Mother Lode Jackpot,
making at least ten Combos, and starting both Stampede Multiball and Showdown Multiball. Upon shooting the Gold Mine, the player gets 30 seconds plus one second for every Bad Guy defeated previously. All of the balls are automatically ejected onto the field; hitting 20 Bad Guys before time runs out results in a 20 million point bonus.
-->"Oh no... it's ''High Noon!''"
* ''Pinball/MaryShelleysFrankenstein'' has an unnamed
key shots.
** The first
Wizard Mode is "The Really Big Race", and is only available after finishing all eight Scenes. The player gets 100 million for each CREATION letter collected, then by completing six separate tasks and paying $100,000. This is a one-minute six-ball multiball starts. All targets are worth 1 that lasts for 100 seconds; the goal is to shoot each car three times, shoot the Police Car twice, then shoot into the Taxi for 500 million points or more, and spelling FRANKENSTEIN nets another 100 million. After the minute is up, the game goes dead while all balls are drained, then the game loads up another ball to continue.
* ''Pinball/{{Baywatch}}'' features two sub-Wizard Modes and one final Wizard Mode.
** The first sub-Wizard Mode is "Lifesaver Millions", available after spelling GUARD. A jackpot counts down from 50 million, and shooting any of the five main shots scores the current value.
points.
** The second sub-Wizard Mode is "Tourist Season", and is available after hitting all five major shots twice to light the five lifeguards (Mitch, Matt, C.J., Caroline, and Stephanie). This is a two-ball multiball with a 25 million jackpot at the right ramp.
** The one true
Wizard Mode is "Earthquake", "Million Dollar Madness", and has to be ''bought'' by earning $1,000,000 (''not'' points). This is [[spoiler:a '''ten-ball''' multiball. Everything on the playfield is lit for 1 million points, and complete all eighty-four lights scores an extra one ''billion'' points.]]
* ''[[VideoGame/ProPinballTimeshock Pro Pinball: Timeshock!]]'' has two:
** "Timeshock Frenzy" is the sub-Wizard Mode, a five-ball multiball that lasts two minutes. You must lock four crystal fragments (balls) into the playfield's center crystal, then shoot the middle scoop to score 1 billion points.
** The Wizard Mode is "Wizard Frenzy", which is only
available after performing CPR, Helicopter Rescue, Trapped Diver, Shark Cove, if you complete "Timeshock Frenzy" and Tidal Wave. This is have all eight pieces of [[AppliedPhlebotinum Tachyonium]]. Here, you go to The End of Time and start a six-ball-multiball mode that lasts for one minute.
* ''[[VideoGame/ProPinballTheWeb Pro Pinball: The Web]]'' has the "Ultimate Showdown",
a six-ball multiball mode with a 60-second timer. An earthquake 30-second ball saver. Hit the spinner until the villainess is cornered, then defeat her for a ''one billion'' point bonus.
* ''[[Pinball/RedAndTedsRoadShow Red & Ted's Road Show]]''
has hit Carlene Carter (Red's voice) perform her song, "Every Little Thing" during the "Super Payday" Wizard Mode. Lock two balls, then Ted slams the bulldozer and [[EarthShatteringKaboom destroys the Earth,]] starting a car multiball frenzy with everything lit for maximum points.
* ''[[Pinball/{{Rescue911}} Rescue 911]]'' has "Life Force", a 30-second frenzy. The six major shots are worth one million points each, and getting all of them awards 30 million. There's also "Super Life Force", which plays the same except that completing all six shots awards ''one billion'' points.
* ''Pinball/SafeCracker'' has a sort-of example: after beating the main game, using the Magic Token awarded at the end of it starts "Assault on the Vault", a 4-ball multiball where you have 90 seconds to shoot as many shots as you can.
* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monster Multiball",
is about relatively easy to fall over activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a precipice; tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
* The final round in ''Pinball/SharkeysShootout'' is "The Web," played against RealLife pool expert Jeanette "The Black Widow" Lee. Shoot four key shots to collect the four Jackpots and start Web Hurry-Up, then
shoot the Guard Tower Black Widow drop target to rescue it collect the current Web value. This repeats until only one ball remains.
* ''Pinball/{{Shrek}}'', which uses the same playfield
and score a 10 million bonus. When ruleset as ''Family Guy'', changed the earthquake ends, names to match the game pauses to drain film franchise -- the balls sub-Wizard Modes are now "Swamp Wizard" and then resume play."Donkey Multiball", while the main Wizard Mode is "Far Far Away".
* ''Pinball/TheSimpsonsPinballParty'' has its infamously hard-to-reach "Super Duper Mega Extreme Wizard Mode". Simply reaching it requires completing six separate and difficult goals; players who have reached it have taken an unspoken oath not to tell others what happens... [[http://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' documentation of it, however.



* Creator/SternPinball's ''[[Pinball/XMenStern X-Men]]'' is supposed to have two sub-Wizard Modes and a final Wizard Mode:
** "Danger Room" is the sub-Wizard Mode available after completing all of the X-Men's modes. This is a four-ball multiball mode, where the goal is to hit every major shot twice, then shoot the Blackbird scoop and collect the Super Jackpot.
** "Dark Phoenix" is the sub-Wizard Mode for completing all of the Villains' modes. Jean goes mad with power and lights up (nearly) every target on the table. With a single ball, hit every lit target twice for a progressively increasing Jackpot, then shoot the Blackbird scoop and collect the Super Jackpot.
** There is also supposed to be a final Wizard Mode, but it it currently DummiedOut with a "Multiball Wizard Mode" placeholder text.
* ''Pinball/AmericasMostHaunted'' has "Battle the Demon," available only after completing all six Ghost Boss investigations, beating a requisite number of Minions, becoming a Photo Ace, and completing Multiball at least once. After locking three balls, the fourth ball is launched for a four-ball multiball. Hit the Moving Shot six times to weaken the Demon and drop the targets, then repeatedly hit the Ghost Minion loop for Jackpots. When you're down to your last ball, make a final hit to the Demon and win the game.
* ''Pinball/{{Congo}}'' has Super Multiball, which is activated after [[LawOfOneHundred collecting 100 diamonds.]] All four balls are ejected to the playfield, and the lower gorilla playfield becomes active. Shoot the ramps and saucers for 10 million points, and spell CONGO on the lower playfield for 50 million.
* Though it doesn't fit the conventional form of a Wizard Mode, ''Pinball/WhiteWater'' has two stages comparable to a sub-Wizard Mode and a final Wizard Mode.
** Advancing the raft to Wet Willie's River Ranch starts "Wet Willie's," a quasi-sub-Wizard Mode. It begins with the player visiting all seven Hazards, whereupon he has 25 seconds to hit a single roving Hazard, which changes every few seconds. The game rewards 100 million for completing Wet Willie's; after the mode ends, the raft is reset to the start of the river.
** The hardest goal in the game is completing the Vacation Planner. This requires the player to raise the River Class to Class VI, start "Wet Willie's" at some point during the game, collect all six Whirlpool Awards from the Boulder Garden, and lock three balls in No Way Out. The pinball machine will go dead, pause, sound a fire alarm, display a {{Blipvert}} barrage of random animation frames, then rewards a free game and the Vacation Jackpot, which ''starts'' at 200 million points. Unlike a Wizard Mode, however, there's nothing that the player needs to do -- simply locking the balls is enough to collect the Vacation Jackpot.
* ''Pinball/WWFRoyalRumble'' has the "Royal Rumble," available after starting all nine main game modes. Hit either Start Mode hole, then make all three wrestler shots to start the Rumble. Hit the pop bumpers 20 times or knock down all of the top drop targets to eliminate a wrestler. After eliminating all nine wrestlers, the three wrestler shots will be lit; making each one rewards an increasing bonus, starting from 30 million up to 90 million. The mode ends when only one ball remains in play.
* The All Rivers Poker Championship in ''Pinball/MaverickTheMovie.'' This is a four-ball multiball mode with a 30-second ball saver. Knock down all of the drop targets, then shoot the vertical up-kicker to collect the Championship Pot. Scores are multiplied by the number of balls in play, and the captive ball adds 100 million to the pot. It is possible to repeatedly collect the pot; it does not reset when collected, and can become very large as a result.
* ''Pinball/LastActionHero'' has the World Premiere, which is available after collecting all of the Dynamite Features and completing LAST ACTION HERO, then shooting the Movie Scoop. After rewarding a bonus for how many Features were finished, the display shows people entering a movie theater while a "People Seated" value counts upward. During this time, shoot the Movie scoop to get one million points per person seated. The mode ends when the Maximum Seating Capacity is reached, which is based on how many Features were completed beforehand.
* ''Pinball/AustinPowers'' has a sub-Wizard Mode, "Virtucon Multiball," which is enabled by starting all six of the game modes. The final Wizard Mode is "Moonbase Multiball", and is only available after completing all of the modes.

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* Creator/SternPinball's ''[[Pinball/XMenStern X-Men]]'' is supposed to have two sub-Wizard Modes and a final Wizard Mode:
''[[Pinball/StarTrekStern Star Trek]]'' has three tiers of Modes; completing each tier awards the "Captain's Chair":
** "Danger Room" The first Sub-Wizard Mode is the sub-Wizard Mode "Kobyashi Maru", which is available after completing all of the X-Men's modes. Modes once.
** The second Sub-Wizard Mode is "Enterprise Amok", available after finishing all Modes twice. The player must hit each main shot twice, each one worth an escalating value starting from 500,000 points.
** The actual Wizard Mode is “Five Year Mission,” which is activated by finishing all Modes three times.
This is a four-ball multiball mode, where multiball, and the goal is to player must hit every major shot twice, then shoot the Blackbird scoop and all targets to collect the Super Jackpot.
** "Dark Phoenix" is the sub-Wizard Mode for * After completing all of seven missions on ''Pinball/StarTrekTheNextGeneration'', the Villains' modes. Jean goes mad with power and lights up (nearly) every target on "Final Frontier" mission is available. Upon starting it, the table. With a single ball, hit every lit target twice for a progressively increasing Jackpot, then shoot game first tallies the Blackbird scoop and collect the Super Jackpot.
** There is also supposed to be a final Wizard Mode, but it it currently DummiedOut with a "Multiball Wizard Mode" placeholder text.
* ''Pinball/AmericasMostHaunted'' has "Battle the Demon," available only after completing all six Ghost Boss investigations, beating a requisite
number of Minions, becoming a Photo Ace, and completing Multiball at least once. After locking three balls, the fourth ball is launched for a four-ball multiball. Hit the Moving Shot six times to weaken the Demon and drop the targets, then repeatedly hit the Ghost Minion loop for Jackpots. When you're down to your last ball, make a final hit to the Demon and win the game.
* ''Pinball/{{Congo}}'' has Super Multiball, which is activated after [[LawOfOneHundred collecting 100 diamonds.]] All four balls are ejected to the playfield, and the lower gorilla playfield becomes active. Shoot the ramps and saucers for 10 million points, and spell CONGO on the lower playfield for 50 million.
* Though it doesn't fit the conventional form of a Wizard Mode, ''Pinball/WhiteWater'' has two stages comparable to a sub-Wizard Mode and a final Wizard Mode.
** Advancing the raft to Wet Willie's River Ranch starts "Wet Willie's," a quasi-sub-Wizard Mode. It begins with
artifacts the player visiting all seven Hazards, whereupon he has 25 seconds to hit a single roving Hazard, which changes every few seconds. The game rewards 100 million for completing Wet Willie's; after collected; the mode ends, the raft is reset to the start of the river.
** The hardest goal in the game is completing the Vacation Planner. This requires the player to raise the River Class to Class VI, start "Wet Willie's" at some point during the game, collect all six Whirlpool Awards from the Boulder Garden, and lock three balls in No Way Out. The pinball machine will go dead, pause, sound a fire alarm, display a {{Blipvert}} barrage of random animation frames,
Final Frontier then rewards begins, a free game and the Vacation Jackpot, which ''starts'' at 200 million points. Unlike a Wizard Mode, however, there's nothing that the player needs to do -- simply locking the balls is enough to collect the Vacation Jackpot.
* ''Pinball/WWFRoyalRumble'' has the "Royal Rumble," available after starting all nine main game modes. Hit either Start Mode hole, then make all three wrestler shots to start the Rumble. Hit the pop bumpers 20 times or knock down all of the top drop targets to eliminate a wrestler. After eliminating all nine wrestlers, the three wrestler shots will be lit; making each one rewards an increasing bonus, starting from 30 million up to 90 million. The mode ends when only one ball remains in play.
* The All Rivers Poker Championship in ''Pinball/MaverickTheMovie.'' This is a four-ball
six-ball multiball mode with a 30-second ball saver. Knock down all of the drop targets, then shoot the vertical up-kicker to collect the Championship Pot. Scores are multiplied mode, where each target's value is determined by the number of balls in play, and the captive ball adds 100 million to the pot. It is possible to repeatedly collect the pot; it does not reset when collected, and can become very large as a result.
* ''Pinball/LastActionHero'' has the World Premiere, which is available after collecting all of the Dynamite Features and completing LAST ACTION HERO, then shooting the Movie Scoop. After rewarding a bonus for how many Features were finished, the display shows people entering a movie theater while a "People Seated" value counts upward. During this time, shoot the Movie scoop to get one million points per person seated. The mode ends when the Maximum Seating Capacity is reached, which is based on how many Features were completed beforehand.
* ''Pinball/AustinPowers'' has a sub-Wizard Mode, "Virtucon Multiball," which is enabled by starting all six of
artifacts; the game modes. The final Wizard Mode is "Moonbase Multiball", and has been [[GameBreakingBug known to]] [[KillScreen crash]] at this point.
* Creator/{{Sega}}'s ''Pinball/StarWarsTrilogy'' has "The Redemption of Darth Vader", which
is only available after completing all of the game's six primary goals. Starting it invokes a two-ball multiball mode for 50 seconds, where the player must load one pinball into the X-Wing, use the second pinball to hit the dropdown targets in front of Vader, then launch the first ball through the resulting hole.
* ''Pinball/StarWarsDataEast'' doesn't have a Wizard Mode, but a December 2012 software update elevated the Double Jackpot to this status, with a ''minimum'' value of 50 million points.
--> ''"Double Jackpot should be the highest award overall. This needs to be the money shot. Nothing in the game should trump it! ''[[NoIndoorVoice You are blowing up the Death Star!!!]]''"''
--->-- Developer notes for the software upgrade
* ''Pinball/SouthPark'' had two five-ball multiball modes, depending on whether or not you finished the five characters'
modes.



* ''Pinball/{{NBA}}'' has "NBA Finals," which is available after completing all six World Championship objectives. Again, this is a timed mode where all four pinballs are launched onto the table and the player has 60 seconds to make as many shots into the basket as possible. Each shot made awards a value, starting at 600,000 points and increasing by 100,000 per basket.

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* ''Pinball/{{NBA}}'' has "NBA Finals," ''[[Pinball/SpiderManStern Spider Man (Stern)]]'':
** The sub-Wizard Mode is the "Battle Royale",
which is available after beating each villain twice. This is a multiball mode where the player must complete hits on each foe to light the Royale bonus, then collect it at the right ramp.
** The main Wizard Mode is "Super Hero", available after beating each villain three times and completing the five non-villain modes. Hit all the red arrows, then hit all four villains and the white arrows, hit Sandman over forty times, then shoot the Spider-Sense shot for 250 million points.
* ''Pinball/{{Stargate}}'' has two:
** "Stargate Multiball" is available after completing the seven Segments and reassembling the Stargate. The seven major shots are worth 20 million points each, and making all of them awards the Super Jackpot.
** The "Eye of Ra" is enabled after completing all six game modes. This is a three-stage four-ball multiball — hit the Glidercraft several times, shoot under both levitating Guardians, then shoot the Pyramid three times.
* Creator/{{Gottlieb}}'s ''Pinball/StreetFighterII'' pinball has the Champion Challenge, available after defeating all twelve Street Fighters. You must defeat all of them using the same ball to be recognized as the new Master.
* In ''Pinball/TalesFromTheCrypt'', completing all twelve "Creature Features" enables "Crypt Jam", a six-ball multiball mode. All shots are worth 1 million points, and the mode ends when only one ball remains.
* ''Pinball/TalesOfTheArabianNights'' has "Genie Battle", a two-stage mode which is only available after getting all seven jewels. The player must first fight through the genie's skeletal soldiers by shooting the Golden Symbols on the playfield. After defeating them, a four-ball multiball starts, and the video display shows the trapped princess between the genie and the player. Shoot the Symbols ''quickly'' to rescue the princess, defeat the genie, and collect a 20 million point bonus.
* ''Pinball/Terminator3RiseOfTheMachines'' has "Final Battle", a multiball mode where you must repeatedly hit the taunting T-X to weaken her. After that, shoot the ramps and loops, then finally Finish Her by hitting the T-X until she's destroyed, after which it starts all over again, but with "Payback Time", "RED", and "RPG" modes, and "Multiball" activated alongside it for "Blitz".
* ''Pinball/TheatreOfMagic'' has The Grand Finale, which is only available after performing all eight illusions, starting Hurry-Up by spelling THEATRE, starting Midnight Madness, and performing Magic Multiball at least once. The Finale itself gives you one ball and 90 seconds to hit all the major loops and ramps to [[SpellingBonus spell M-A-G-I-C-T-H-E-A-T-R-E]].
* In ''[[Pinball/TheWhosTommy The Who's Tommy]]'', "Pinball Wizard" is a six-ball multiball mode, which is reached after completing all twelve Union Jacks. Every 25 targets or switches hit awards one letter in WIZARD, a progressive bonus, and launches another ball.
** There's also "Tommy Mode": a special hard mode where black plastic "blinders" cover the most important ramps and targets as well as the paddles. You must be able to play by hearing and touch [[Music/{{Tommy}} like Tommy]] to be able to get anywhere! Tommy Mode also activates during the normal game once enough challenges have been met, although it can be turned off again in the regular game by defeating specific challenges.
* ''Pinball/{{Transformers}}'':
** The sub-Wizard Mode is "Sentinel Prime Battle", which is started after completing the Battle Mode for all of the characters in your faction. With one ball, shoot the game's six main shots twice each, then shoot the Allspark Saucer to collect the Super Jackpot.
** The final Wizard Mode is "Battle for Cybertron," and is available after completing the Battle Mode for all ten Transformers characters. This is a six-ball multiball mode, where you must shoot the game's six main shots three times each, then shoot the Allspark Saucer. The Battle continues until only one ball remains.
* ''Pinball/TronLegacy'' requires the player to complete seven goals, then reach The Portal to start Portal Multiball. Make two ramp shots and two outer loops, then hit the Disc Battle, and all major shots are worth 1 million points.
* ''Pinball/TheTwilightZone'' has "Lost In The Zone", which is reached after collecting all of the door panels. In this mode, all six balls are launched onto the playfield (and all of the goals of the game are lit), and the player has 45 seconds to make as many shots as possible.
* Stern Pinball’s ''Pinball/TheWalkingDead'' has quite a few:
** ”Blood Bath” could be considered one, albeit the easiest one to reach. This is started after collecting all three “Supplies” awards from the drop target bank, and is a multiball where all switches score points. Completing the drop targets will score jackpots and will add up to three additional balls back in play.
** ”Siege” is reached upon killing twelve walkers during Prison Multiball. This is a one-ball affair in which the player must shoot the prison and various lit arrows to advance through the siege. Shots to the prison itself will also spot shots for the player.
** ”Horde” is lit at the Woodbury shot upon finishing all six MultiKill rounds. This mode sees the player’s LastStand against a relentless horde of walkers. Shots must be made to kill the approaching walkers, whose distance from the player is measured via the column of inserts in front of each main shot. Killing enough of them will advance a “stage” and add another ball into play, along with giving out a bonus. The mode ends when the player drains in single-ball play or a walker reaches the player and bits them.
** ”Escape Terminus” begins after the player has at least started all five Dead Feature modes. The player must make shots to cash in their previous mode totals and help the survivors bust out of Terminus.
** ”Crossbow Frenzy”, given how hard it is to even start, could be considered this. The mode is begun once the player makes all five shots during the “Crossbow” mode (where the player “loads” the crossbow and has one chance to make a lit shot in a short amount of time).
** ”Last Man Standing” -quite possibly the most difficult wizard mode to get to in the game- is started once the player has killed ''one hundred and fifteen'' walkers during normal play. During this mode, players must make lit shots to fend off oncoming walkers while waiting for a helicopter to arrive.
* Though it doesn't fit the conventional form of a Wizard Mode, ''Pinball/WhiteWater'' has two stages comparable to a sub-Wizard Mode and a final Wizard Mode.
** Advancing the raft to Wet Willie's River Ranch starts "Wet Willie's," a quasi-sub-Wizard Mode. It begins with the player visiting all seven Hazards, whereupon he has 25 seconds to hit a single roving Hazard, which changes every few seconds. The game rewards 100 million for completing Wet Willie's; after the mode ends, the raft is reset to the start of the river.
** The hardest goal in the game is completing the Vacation Planner. This requires the player to raise the River Class to Class VI, start "Wet Willie's" at some point during the game, collect all six Whirlpool Awards from the Boulder Garden, and lock three balls in No Way Out. The pinball machine will go dead, pause, sound a fire alarm, display a {{Blipvert}} barrage of random animation frames, then rewards a free game and the Vacation Jackpot, which ''starts'' at 200 million points. Unlike a Wizard Mode, however, there's nothing that the player needs to do -- simply locking the balls is enough to collect the Vacation Jackpot.
* Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' was designed by Joe Balcer and programmed by Creator/KeithJohnson, who previously worked on ''Pinball/TheSimpsonsPinballParty'' and ''Pinball/TheLordOfTheRings''... and it shows.
** The sub-Wizard Mode is "Battle The Wicked Witch", which is reached by finishing Emerald City multiball, rescuing Dorthy, and getting through both the Wicked Witch Attack and Fireball Frenzy.
** The true Wizard Mode is "Somewhere Over The Rainbow", and can only be reached by finishing the game's '''eight''' main objectives -- advance down the Yellow Brick Road, collect three gifts from the Wizard in Emerald City, finish all of the Munchkin modes, complete Fireball Frenzy, collect the Emeralds from the Wicked Witch, play all Crystal Ball modes, collect all the Haunted Modes, and score a Mega Jackpot in Rescue Multiball.
* ''Pinball/WorldCupSoccer'', appropriately enough, has the 5-ball World Cup Finals, obtained by getting the final city (Los Angeles). There, you must defeat Germany in order to become champion.
* The very complex ''World Poker Tour'' game from Stern Pinball had a few of them:
** "Poker Wizard" is started after getting through all 6 Poker Corner modes. This is a multiball in which the jackpots are determined by the number of modes you have completed (represented as "trophies").
** The "WPT World Championships" multiball wizard mode is reached upon beating enough opponents in each of six cities on the
** "Keefer Invitational" (named after World Poker Tour programmer Keith Johnson). To reach it, the player must score 25 million points each of the following: Ace and the Hole and No Limit multiballs, hurryups, the pot value, drop targets, and Poker Corner modes, along with successfully winning the WPT World Championships. ''All in one game.''
* ''Pinball/WWFRoyalRumble'' has the "Royal Rumble," available after starting all nine main game modes. Hit either Start Mode hole, then make all three wrestler shots to start the Rumble. Hit the pop bumpers 20 times or knock down all of the top drop targets to eliminate a wrestler. After eliminating all nine wrestlers, the three wrestler shots will be lit; making each one rewards an increasing bonus, starting from 30 million up to 90 million. The mode ends when only one ball remains in play.
* ''Pinball/TheXFiles'' has "Blood", which can only be activated after starting every episode (and the X-Files Trivia challenge) and then shooting the FBI scoop one more time. You’re given four balls, an infinite ball-saver, and 60 seconds to achieve as many jackpots as you can. (The ramps give a normal jackpot; however, the cabinet’s jackpot increases every time you get a ramp jackpot. The catch is that the cabinet is constantly moving, and you have to get it in the top drawer for the points.)
* Creator/SternPinball's ''[[Pinball/XMenStern X-Men]]'' is supposed to have two sub-Wizard Modes and a final Wizard Mode:
** "Danger Room" is the sub-Wizard Mode
available after completing all six World Championship objectives. Again, this of the X-Men's modes. This is a timed mode four-ball multiball mode, where all four pinballs are launched onto the table and the player has 60 seconds goal is to make as many shots into the basket as possible. Each hit every major shot made awards a value, starting at 600,000 points twice, then shoot the Blackbird scoop and collect the Super Jackpot.
** "Dark Phoenix" is the sub-Wizard Mode for completing all of the Villains' modes. Jean goes mad with power and lights up (nearly) every target on the table. With a single ball, hit every lit target twice for a progressively
increasing by 100,000 per basket.Jackpot, then shoot the Blackbird scoop and collect the Super Jackpot.
** There is also supposed to be a final Wizard Mode, but it it currently DummiedOut with a "Multiball Wizard Mode" placeholder text.



* Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' has three.
** The first sub-Wizard Mode is "KISS Army", which is available after collecting all four band members' inserts. This is a multiball mode with most of the shots lit. Make all of the lit shots, then hit the Demon for a jackpot.
** The second sub-Wizard Mode is "Heaven's on Fire", which is available after filling the center playfield grid twice. This is a four-ball multiball where various shots relight parts of the grid. Complete the grid to light a Super Jackpot.
** The final Wizard Mode is "Rock City", and is only available by getting all of the inserts solidly lit. All shots are initially lit, and hitting them raises the Super Jackpot value. Make each shot enough times to enable the jackpot for that shot; complete all of them to light a Super Jackpot at the Demon.
* ''Pinball/GameOfThrones'' has three:
** The "Hand of the King" sub-Wizard Mode is activated after lighting four Houses. You begin by making four specific shots for each House, then hit the Battering Ram for the Super Jackpot. This can be repeated up to three times before lighting an even larger Super Jackpot at the Battering Ram.
** "Winter Has Come" is the second sub-Wizard Mode, and occurs after collecting four of the Houses' hurry-up values from "Winter is Coming". First, confront the Horde by making all seven major shots before the timer runs out. Then fight a Boss by hitting three indicated shots in the time given. Collect four shots during Boss Mode to collect the Winter is Coming Super Jackpot.
** The final Wizard Mode is the "Iron Throne," which is only available after completing all of the House modes. It requires all seven Houses to be lit, and begins as a two-ball multiball. Make a shot to begin a siege on that House's castle, then complete all seven shots in order and hit the Battering Ram to complete the siege and add another ball. Conquer all seven castles to take the Iron Throne.
* ''Pinball/GhostBusters'' currently has two, with a third one coming in the future:
** "We Came, We Saw, We Kicked Its Ass" is started by completing any one of the three scene ladders. It is a 2-4 ball multiball (equal to the number of scenes in the completed ladder that lit it) where all shots are persistently lit for a jackpot.
** "We're Ready to Believe You!" is started by completing all nine scenes.
** "Are You a God?" will arrive in a future code update.
* ''Pinball/TheXFiles'' has "Blood", which can only be activated after starting every episode (and the X-Files Trivia challenge) and then shooting the FBI scoop one more time. You’re given four balls, an infinite ball-saver, and 60 seconds to achieve as many jackpots as you can. (The ramps give a normal jackpot; however, the cabinet’s jackpot increases every time you get a ramp jackpot. The catch is that the cabinet is constantly moving, and you have to get it in the top drawer for the points.)
* ''Pinball/Batman66'' currently has one: "Villain Escape", which is lit at the upper saucer upon beating all four arch villains (Catwoman, Joker, Penguin and Riddler) at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.

to:

* Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' has three.
** The first sub-Wizard Mode is "KISS Army", which is available after collecting all four band members' inserts. This is a multiball mode with most of the shots lit. Make all of the lit shots, then hit the Demon for a jackpot.
** The second sub-Wizard Mode is "Heaven's on Fire", which is available after filling the center playfield grid twice. This is a four-ball multiball where various shots relight parts of the grid. Complete the grid to light a Super Jackpot.
** The final Wizard Mode is "Rock City", and is only available by getting all of the inserts solidly lit. All shots are initially lit, and hitting them raises the Super Jackpot value. Make each shot enough times to enable the jackpot for that shot; complete all of them to light a Super Jackpot at the Demon.
* ''Pinball/GameOfThrones'' has three:
** The "Hand of the King" sub-Wizard Mode is activated after lighting four Houses. You begin by making four specific shots for each House, then hit the Battering Ram for the Super Jackpot. This can be repeated up to three times before lighting an even larger Super Jackpot at the Battering Ram.
** "Winter Has Come" is the second sub-Wizard Mode, and occurs after collecting four of the Houses' hurry-up values from "Winter is Coming". First, confront the Horde by making all seven major shots before the timer runs out. Then fight a Boss by hitting three indicated shots in the time given. Collect four shots during Boss Mode to collect the Winter is Coming Super Jackpot.
** The final Wizard Mode is the "Iron Throne," which is only available after completing all of the House modes. It requires all seven Houses to be lit, and begins as a two-ball multiball. Make a shot to begin a siege on that House's castle, then complete all seven shots in order and hit the Battering Ram to complete the siege and add another ball. Conquer all seven castles to take the Iron Throne.
* ''Pinball/GhostBusters'' currently has two, with a third one coming in the future:
** "We Came, We Saw, We Kicked Its Ass" is started by completing any one of the three scene ladders. It is a 2-4 ball multiball (equal to the number of scenes in the completed ladder that lit it) where all shots are persistently lit for a jackpot.
** "We're Ready to Believe You!" is started by completing all nine scenes.
** "Are You a God?" will arrive in a future code update.
* ''Pinball/TheXFiles'' has "Blood", which can only be activated after starting every episode (and the X-Files Trivia challenge) and then shooting the FBI scoop one more time. You’re given four balls, an infinite ball-saver, and 60 seconds to achieve as many jackpots as you can. (The ramps give a normal jackpot; however, the cabinet’s jackpot increases every time you get a ramp jackpot. The catch is that the cabinet is constantly moving, and you have to get it in the top drawer for the points.)
* ''Pinball/Batman66'' currently has one: "Villain Escape", which is lit at the upper saucer upon beating all four arch villains (Catwoman, Joker, Penguin and Riddler) at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.
12th Feb '18 4:04:24 PM tigerstar
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* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monstre Multball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.

to:

* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monstre "Monster Multball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
12th Feb '18 4:03:59 PM tigerstar
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Added DiffLines:

* ''Pinball/ScaredStiff'' has two wizard modes. The first, "Monstre Multball", is relatively easy to activate and requires the player to complete all six "Tales of Terror", then make alternating ramp and coffin shots to fill the "Stiff-O-Meter". The second, far harder "Spider Mania" wizard mode requires the player to light all 16 spots on the spider wheel on the backglass, a tough feat as the scoop has to be reactivated with a ramp shot each time, ''and'' stopping the spinning spider requires precise timing.
21st Aug '17 12:08:18 AM DrFraud
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* As mentioned above, the TropeMaker is Creator/SteveRitchie's ''Pinball/BlackKnight2000'', with a Wizard Mode called "The King's Ransom". When the player reached it, all targets are activated and all balls are in play for 20 seconds.

to:

* As mentioned above, the TropeMaker is Creator/SteveRitchie's ''Pinball/BlackKnight2000'', with a Wizard Mode called "The King's Ransom". When the player reached reaches it, all targets are activated and all balls are in play for 20 seconds.
15th Jun '17 8:14:59 AM multibrawlr
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Added DiffLines:

* ''Pinball/Batman66'' currently has one: "Villain Escape", which is lit at the upper saucer upon beating all four arch villains (Catwoman, Joker, Penguin and Riddler) at least once. It begins as a one-ball mode with a 30 second timer, whereupon all switches add to the jackpot value. Losing the ball or running out of time commences the second stage: a four-ball multiball with the goal being to hit every villain's shot to defeat him/her again. Doing so qualifies the super jackpot at the upper saucer.
7th Nov '16 5:28:07 PM cornycrunch
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Added DiffLines:

* ''Pinball/GhostBusters'' currently has two, with a third one coming in the future:
** "We Came, We Saw, We Kicked Its Ass" is started by completing any one of the three scene ladders. It is a 2-4 ball multiball (equal to the number of scenes in the completed ladder that lit it) where all shots are persistently lit for a jackpot.
** "We're Ready to Believe You!" is started by completing all nine scenes.
** "Are You a God?" will arrive in a future code update.
11th Jun '16 8:28:15 AM multibrawlr
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** ”Crossbow Multiball”, given how hard it is to even start, could be considered this. The mode is begun once the player makes all five shots during the “Crossbow” mode (where the player “loads” the crossbow and has one chance to make a lit shot in a short amount of time).

to:

** ”Crossbow Multiball”, Frenzy”, given how hard it is to even start, could be considered this. The mode is begun once the player makes all five shots during the “Crossbow” mode (where the player “loads” the crossbow and has one chance to make a lit shot in a short amount of time).
2nd May '16 6:00:38 PM cornycrunch
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* Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' has two.
** The sub-Wizard Mode is "KISS Army", which is available after collecting all four band members' inserts. This is a multiball mode with most of the shots lit. Make all of the lit shots, then hit the Demon for a jackpot.

to:

* Creator/{{Stern}}'s ''[[Pinball/KissStern KISS]]'' has two.
three.
** The first sub-Wizard Mode is "KISS Army", which is available after collecting all four band members' inserts. This is a multiball mode with most of the shots lit. Make all of the lit shots, then hit the Demon for a jackpot.jackpot.
** The second sub-Wizard Mode is "Heaven's on Fire", which is available after filling the center playfield grid twice. This is a four-ball multiball where various shots relight parts of the grid. Complete the grid to light a Super Jackpot.



** The "Hand of the King" sub-Wizard Mode is activated after lighting four Houses. You begin by making four specific shots for each House, then hit the Battering Ram for the Super Jackpot. This can be repeated up to three times before the mode ends.
** "Winter Has Come" is the second sub-Wizard Mode, and occurs after collecting all of the Houses' hurry-up values from "Winter is Coming". First, confront the Horde by making all seven major shots before the timer runs out. Then fight a Boss by hitting three indicated shots in the time given. Collect four shots during Boss Mode to collect the Winter is Coming Super Jackpot.
** The final Wizard Mode is the "Iron Throne," which is only available after completing all of the House modes. It requires all seven Houses to be lit, and begins as a four-ball multiball. Make a shot to begin a siege on that House's castle, then complete all seven shots in order and hit the Battering Ram to complete the siege. Conquer all seven castles to take the Iron Throne.

to:

** The "Hand of the King" sub-Wizard Mode is activated after lighting four Houses. You begin by making four specific shots for each House, then hit the Battering Ram for the Super Jackpot. This can be repeated up to three times before lighting an even larger Super Jackpot at the mode ends.
Battering Ram.
** "Winter Has Come" is the second sub-Wizard Mode, and occurs after collecting all four of the Houses' hurry-up values from "Winter is Coming". First, confront the Horde by making all seven major shots before the timer runs out. Then fight a Boss by hitting three indicated shots in the time given. Collect four shots during Boss Mode to collect the Winter is Coming Super Jackpot.
** The final Wizard Mode is the "Iron Throne," which is only available after completing all of the House modes. It requires all seven Houses to be lit, and begins as a four-ball two-ball multiball. Make a shot to begin a siege on that House's castle, then complete all seven shots in order and hit the Battering Ram to complete the siege.siege and add another ball. Conquer all seven castles to take the Iron Throne.
29th Apr '16 3:57:01 PM WikiWitness
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* After completing all seven missions on ''Pinball/StarTrekTheNextGeneration'', the "Final Frontier" mission is available. Upon starting it, the game first tallies the number of artifacts the player has collected; the Final Frontier then begins, a six-ball multiball mode, where each target's value is determined by the number of artifacts.

to:

* After completing all seven missions on ''Pinball/StarTrekTheNextGeneration'', the "Final Frontier" mission is available. Upon starting it, the game first tallies the number of artifacts the player has collected; the Final Frontier then begins, a six-ball multiball mode, where each target's value is determined by the number of artifacts.artifacts; the game has been [[GameBreakingBug known to]] [[KillScreen crash]] at this point.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.WizardMode