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* ''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''.

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* ''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''. There is arguably a bit of FakeDifficulty involved in that Valinor ''must'' start by successfully playing ''Destroy the Ring'' and completing the other objectives. If ''any'' of them are not fulfilled, all three multiballs ''and'' Destroy the Ring must be replayed again.
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''PLAYER 1''

''KEEP SHOOTING''
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Pinball.Breakshot was moved to Pinball.Breakshot 1996 by another troper, so I'm updating the wicks to match. I also commented out the example in question, since it had no context.


* Cutthroat Countdown from ''Pinball/{{Breakshot}}''.

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* %%* Cutthroat Countdown from ''Pinball/{{Breakshot}}''.''Pinball/Breakshot1996''.
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** 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.

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** The sub-Wizard Mode is "Battle The the Wicked Witch", which is reached by finishing Emerald City multiball, rescuing Dorthy, Dorothy, and getting through both the Wicked Witch Attack and Fireball Frenzy.
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* ''Pinball/FooFighters2023'' has two mini-Wizard Modes, followed by a proper finale.
** Completing three out of six Van Modes lights one of two modes. The player can pick one, with the other only becoming available after finishing the remaining three Van Modes.
*** "Times Like These" shows the Overlord's spider robots interrupting a cookout the band's holding in Austin, Texas. Every shot is lit for a jackpot, with one relighting the rest and slightly increasing how many points they're worth -- the aim is to make as many regular jackpots as possible before then, so as to increase the special shot's score value.
*** "Holding Poison" depicts the band finding that their [[CoolCar van]]'s been dismantled by spider robots. Each member of the band is tied to a specific shot on the playfield -- shooting the drop targets and then the target behind them will light a super jackpot at one of them, which will reclaim one part of the van when obtained.
** "The Final Battle" requires playing every Van Mode (including the two mini-Wizard Modes), every Overlord Multiball, and Foobot Multiball. It's divided into several phases -- the first two require making specific shots quickly to [[spoiler:free the band from captivity/mind control]], the third requires shooting lit shots to deal damage to [[spoiler:the Overlord]] in a fight, while the fourth and final stretch works similarly but lights ''every'' shot for damage (and multiplies all scoring by the number of balls currently on the playfield).
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* ''Pinball/JamesBond007Stern'':
** The cornerstone game has several mini-wizard modes.
*** "Bond... James Bond" requires a Villain Mode, Henchmen Mode, and both main multiballs to have been started beforehand. The mode itself gives the player 70 seconds to make 10 shots before they get a shot at obtaining a super jackpot, with ''everything'' increasing the latter's value.
*** There are a set of mini-wizard modes themed after specific movies that are lit after accomplishing one of four objectives (starting every Villain, Henchmen, Q Branch, or SPECTRE Weapon mode). These include "[[Film/DrNo Chaos at Crab Key]]" (a multiball requiring the player to make two separate sets of shots [[InterfaceScrew while the flipper buttons are reversed]]) and "[[Film/FromRussiaWithLove Ahoy, Mr. Bond!]]" (where certain major shots either award jackpots or double jackpots, with the point value of each one counting down as time passes).
** In the 60th Anniversary Limited Edition, starting the three objective-driven multiball modes (Bond, Gadget, and Villain Multiball) lights "007 Multiball." The mode opens with a short period where everything on the playfield increases the final jackpot's value -- once that's over, the player must [[BombDisposal defuse a bomb]] by hitting three drop targets and subsequently the right scoop. Accomplishing this starts the actual multiball, with every shot being lit for a hefty amount of points.
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As this trope is all about the endgame of a pinball table, '''there will be unmarked spoilers.''' Don't say you were warned!

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As this trope is all about the endgame of a pinball table, '''there will be unmarked spoilers.''' Don't say you were weren't warned!


-->-- '''Rod Serling''' introducing "Lost in the Zone", ''Pinball/TheTwilightZone''

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-->-- '''Rod Serling''' introducing "Lost in the Zone", ''Pinball/TheTwilightZone''
''Pinball/TwilightZone''



* ''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.

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* ''Pinball/TheTwilightZone'' ''Pinball/TwilightZone'' 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.
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Crosswicking


* Stern's ''Pinball/{{Deadpool}}'' has two mini-wizard modes and one proper example:
** Finishing Sauron Multiball and both quest modes lights "Megakrakolodonus Rex", where the player must build up the jackpot value in order to expose the titular HybridMonster's weak point (the L'il Deadpool target); doing so grants 10 seconds where they can collect the jackpot repeatedly.

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* Stern's ''Pinball/{{Deadpool}}'' ''Pinball/{{Deadpool|2018}}'': The game has two mini-wizard modes and one proper example:
** Finishing Sauron Multiball and both quest modes lights "Megakrakolodonus Rex", where the player must build up the jackpot value in order to expose the titular HybridMonster's weak point (the L'il Deadpool target); doing so grants 10 seconds where they can collect the jackpot repeatedly.

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Adding an example and slightly adjusting two others.


* 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.

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* In ''[[Pinball/TheWhosTommy The Who's Tommy]]'', ''Pinball/TheWhosTommy'', "Pinball Wizard" is a six-ball multiball mode, which mode that 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.ball.
* ''Pinball/ToyStory42022'': Completing all seven primary modes lights "Meet Me at the Carousel," a final mode that has two variants (representing Woody and Buzz's groups). Both versions last for four phases, each of which requires the player to fulfill a specific objective (most frequently shooting a specific shot three or four times) before getting the ball into the scoop to progress. Finishing the mode starts "Fireworks," a multiball revolving around shooting the jump ramp for jackpots. (Completing it at least twice increases these jackpots' value tenfold.)



** ”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.

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** ”Last Man Standing” -quite -- quite possibly the most difficult wizard mode to get to in the game- 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.
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* ''Pinball/FunHouseRudysNightmare'': Finishing each of the primary modes lights "Defeat Evil Rudy," a three-ball multiball dedicated to doing just that. The display indicates which shot to make to progress, though shooting (Evil) Rudy in the mouth is always an alternative. If the player loses all but one ball, the mode becomes a TimedMission that ends in failure if the player can't make the next shot before the clock hits zero.

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%% Needs a description of the Wizard Mode itself. Administrivia/WeblinksAreNotExamples and whether there's some sort of community rule against describing something that's part of the game itself is irrelevant.
%% * ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''is'' [[https://www.youtube.com/watch?v=JU4lpB-VGEQ documentation]] of it, however.

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%% Needs a description of the Wizard Mode itself. Administrivia/WeblinksAreNotExamples and whether there's some sort of community rule against describing something that's part of the game itself is irrelevant.
%%
* ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''is'' [[https://www.youtube.com/watch?v=JU4lpB-VGEQ documentation]] of it, however.however, revealing that (among other things, with the full ruleset lasting just under half a minute on said video) the mode activates all Jackpots and multiple Super Jackpots, which can be multiplied up even further with the Monorail and the couch lock.
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%% Needs a description of the Wizard Mode itself. Administrivia/WeblinksAreNotExamples and whether there's some sort of community rule against describing something that's part of the game itself is irrelevant.
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The IPDB page does not seem to actually describe what the Wizard Mode does, and seems to be The Unreveal at best. Regardless of whether there's some sort of "unspoken oath" about this particular pin's wizard mode, please provide a description of the mode itself, not just how to get there.


* ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' [[https://www.youtube.com/watch?v=JU4lpB-VGEQ documentation]] of it, however.

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%% * ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' ''is'' [[https://www.youtube.com/watch?v=JU4lpB-VGEQ documentation]] of it, however.
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* ''Pinball/RickAndMorty'' lets you access the hidden adventure Rick Potion No. 9 after filling out the entire Morty Adventure Card. It’s not that different from the game’s other adventures, but the difficulty is slightly higher and the 2x bonus from taking a previously unclaimed adventure using the Morty Card can really help your score. If you play it right, some of the shots can reach over 20 million points if they have a Meeseeks on them.
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** 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.

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** 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. Note that it's actually possible to trigger "Monsters of Rock" ''before'' triggering "Monster Bash", and doing so awards fifty million bonus points.
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For disambiguation purposes, I am moving Pinball.Guardians Of The Galaxy to Pinball.Guardians Of The Galaxy 2017.


* ''Pinball/GuardiansOfTheGalaxy'' has a mini-wizard mode and two proper ones:

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* ''Pinball/GuardiansOfTheGalaxy'' ''Pinball/GuardiansOfTheGalaxy2017'' has a mini-wizard mode and two proper ones:
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* ''Pinball/GodzillaSega'' has "Save New York", accessed by playing through all five multiballs. The player must [[SpellingBonus spell N-E-W-Y-O-R-K]] by making jackpots at any major shot, each of which will reward the maximum jackpot value from the preceding multiball modes. Getting a super jackpot will briefly shut down the flippers, reset the player's progress, and double the jackpot value in the main multiball modes as another reward.
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* ''Pinball/TheMandalorian'' has three mini-wizard modes and a final, full example.
** Starting each of the three multiball modes lights "Precious Cargo" (based on "[[Recap/TheMandalorianS1E6Chapter6ThePrisoner The Prisoner]]"). The player must destroy four droids by hitting shots near the center of the playfield, then make several more while under a time limit.
** Completing three Encounters lights "You Have What I Want" (based on "[[Recap/TheMandalorianS2E8Chapter16TheRescue The Rescue]]"). Over multiple phases, the player must make a set number of shots to save the Child from Moff Gideon.
** Starting five Missions lights "I Like Those Odds" (based on "[[Recap/TheMandalorianS1E3Chapter3TheSin The Sin]]". There are three primary phases, each representing part of the Mandalorian's rescue of the Child. All of them require hitting every lit shot to finish, with a "victory lap" period following the mode's completion for bonus points.
** The final wizard mode, "This is the Way", requires completing all three mini-wizard modes to start. It is composed of three rounds, each beginning with a phase where the player has to make five shots with increasingly narrow requirements. Once that's done, a multiball phase begins and every shot is lit for a jackpot – the timer is determined by how fast the player finished the initial phase. When all three rounds are completed, the player receives ten million points and a signet (which increases the ScoreMultiplier for the duration of the game afterwards).
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* ''Pinball/LedZeppelin'':
** Finishing every tour mode lights World Tour Multiball, where the player is tasked with traveling to ten different cities by making specific shots to accumulate miles. Upon reaching a city, every major shot will light for a jackpot – however, the shot taken will be removed from every subsequent jackpot phase, adding an extra level of difficulty.
** Getting five gold records on all ten song modes (which the game counts as "finishing" them) lights Top of the Charts Multiball, a mode that revolves around obtaining more records to go platinum on each song. Every major shot adds towards the current song, with several methods of multiplying the number of sales. Losing all but one ball starts a timer, forcing the player to either reach platinum or lose.
** Getting a platinum record (ten gold records) on every song mode lights ? Multiball, where everything awards a song jackpot determined by the number of song shots the player's made. Each of these jackpots in turn contributes towards the multiball's super jackpot amount. Once the player gets down to a single ball, the mode becomes a TimedMission where every shot is lit for a super jackpot.

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* ''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.

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* ''Pinball/GunsNRoses'' ''Pinball/GunsNRosesDataEast'' 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.spotted.
* ''Pinball/GunsNRosesJerseyJack'': Starting all the Album Modes, Tour Multiball, and "Slash Solo" lights the wizard mode, "No Sympathy for the Devil" (also referred to as "Not in This Lifetime"). The devil in question has stolen the band's instruments, and the player must retrieve them one at a time by shooting a specific shot twice, cycling every few seconds. This is complicated by the fact that a different InterfaceScrew messes with the controls for each band member.

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* 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.

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* ''Pinball/AvengersInfinityQuest'' has several mini-wizard modes and a final, more proper example.
** "Battle for the Soul Gem" is lit after collecting every Avenger once. The player must complete a sequence of eight shots with a limited amount of flips (initially 40, though they increase with every successful shot). Draining doesn't end the mode, instead simply subtracting 5 flips. Succeeding earns them the Soul Gem, allowing them to replay a failed Gem Quest.
** Collecting them all twice lights "Black Order Multiball". It's a 3-ball multiball where shooting areas associated with each main Avenger lights their jackpot.
** Collecting them all a ''third'' time lights "Black Order Battle Royale". With six lives (represented by each main Avenger), the player must defeat every member of the Black Order by making shots. Both fighters have a LifeMeter; the player's drains if the mode's timer runs out or if they lose the ball. Further complicating things is a "stamina" mechanic where the player can only use the flippers so many times – running out ''also'' does damage.
** Finishing every Gem Quest (including "Battle for the Soul Gem") at least once lights "Battle Thanos". Whatever Infinity Gems the player hasn't collected by this point will be wielded ''against'' them by Thanos, translating to various "anti-perks" that work against them. There are two phases: the first has the player defend their own gems by shooting a few shots for each one, losing the gem to Thanos if they drain without a ball saver. Regardless of the outcome, making it through all six gems leads to the second phase, a four-ball multiball where the player tries to drain Thanos' LifeMeter before he does their own.
** The ''final'' Wizard Mode is "Trophy Mania", achieved upon collecting 24 [[AchievementSystem trophies]] (out of 32 total). It's a multiball where the player re-collects all each trophy by shooting specific shots, with scoring is dependent on the color of the trophies the player acquired. The primary goal is to get 24 of them again, upon which the Super Jackpot is made available.
* Creator/{{Stern}}'s ''Pinball/{{Batman|Stern}}'':
**
Originally averted in [[Creator/SternPinball Stern's]] ''[[Pinball/BatmanStern Batman]]'' game; in the original release, averted: 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.
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Added additional documentation of Super Duper Mega Extreme Wizard Mode.


* ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' documentation of it, however.

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* ''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... [[https://www.youtube.com/watch?v=AByPrc0czhw There]] ''[[http://www.ipdb.org/rulesheets/4674/tspp-rulesheet.txt is]]'' documentation [[https://www.youtube.com/watch?v=JU4lpB-VGEQ documentation]] of it, however.
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* ''Pinball/Doom2016'' has Cyberdemon Takedown, where you battle the terrifying Cyberdemon, the first boss of the game and a CallBack to the FinalBoss of ''VideoGame/Doom3'', in an epic [[SequentialBoss 4-phase fight]], using the weapons you've collected.

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* ''Pinball/Doom2016'' ''VideoGame/DoomZenStudios'' has Cyberdemon Takedown, where you battle the terrifying Cyberdemon, the first boss of the game and a CallBack to the FinalBoss of ''VideoGame/Doom3'', in an epic [[SequentialBoss 4-phase fight]], fight]] using the weapons you've collected.
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* ''Pinball/{{Aerosmith}}'' has a sub-Wizard Mode and a proper example.
** "Medley Multiball" is a sub-Wizard Mode, accessed by getting at least one award in every mode. After receiving a hefty bonus for every completed song, the player is given the opportunity to complete any incomplete ones by shooting their associated area (i.e. shooting the elevator three times for "Love in an Elevator"). Completing them all lights the Super Jackpot, which will end the mode and drain every ball in play. This helps light the ''actual'' Wizard Mode, detailed below. (If the player completed every mode beforehand, they get an even heftier "Perfect Bonus" and still get to play the mode and collect the Super Jackpot.)
** The actual Wizard Mode is "Final Tour", a frenzy mode where the goal is to get through 24 cities by making various shots (grouped in sets of eight). Finishing them all lights the 100 million point Super Jackpot, which ends the mode upon collection.
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* ''Pinball/DialedIn'' has two:
** "Armageddon": Start all 11 disasters to ready this timed multiball mode. Major shots are lit for Jackpots, while portions of the town get sucked away.
** "Showdown": Collect 8 Sim Cards by completing disasters/other features to access a final battle against D.I.E. themselves. This is very similar to duels in other pinball games, such as ''Pinball/TalesOfTheArabianNights'' and ''Pinball/WorldCupSoccer'', except D.I.E. constantly attack you with their lasers. If their lasers hit the flippers, your life bar depletes. Deplete their life bar first, by scoring Jackpots and Super Jackpots, to win.
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I also added an example.

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Removed one example that didn't fit the trope.


* ''Pinball/TeenageMutantNinjaTurtlesStern'' has three of these, each of which must be played sequentially.
** Finishing four episodes lights "Team Up". The Shredder kidnaps the other three turtles, and your chosen turtle (along with a partner specific to them) must get through various villains to rescue them. The rules change depending on the specific episodes that have been completed.
** Finishing all eight episodes lights "Final Battle", where the player must stop the Shredder from [[TakeOverTheWorld taking over the world]] with a cavalry from Dimension X. It comes in three phases: the first is a multiball requiring the player to get past his army of Foot Soldiers, the second has the turtles enter Dimension X to fight Bebop and Rocksteady, and the third is another multiball where they return to Earth and must drain Shredder, Krang, and Slash's health by making various shots.
** "Cowabunga Multiball" is the final wizard mode, requiring the player to start "Final Battle", max out and collect a Krang Kombo, achieve 5 April Hurry-Ups and a Weapon Hurry-Up, complete a 1-2-3 Foot Combo, and collect a Jackpoto Grande and Triple Mondo Jackpot.



** 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.
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** The "WPT World Championships" multiball wizard mode is reached upon beating enough opponents in each of six cities on the

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** The "WPT World Championships" multiball wizard mode is reached upon beating enough opponents in each of six cities listed on the playfield.

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* ''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.

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* ''Pinball/PiratesOfTheCaribbean'' Creator/JerseyJackPinball's ''Pinball/{{Pirates of the Caribbean|JerseyJack}}'' has no fewer than ''five'' "Wizard Modes" (that are really more like mini-wizard modes, in spite of their name), one for each of the franchise's films. Each of these are activated by playing through 5 chapters and the multiball themed after that film.
** "The Cursed Treasure of Cortés" (based on ''[[Film/PiratesOfTheCaribbeanTheCurseOfTheBlackPearl The Curse of the Black Pearl]]'') has the player acquire 882 pieces of Aztec gold, done by hitting any switch (with certain targets adding more than others).
** "Battle the Kraken" (based on ''[[Film/PiratesOfTheCaribbeanDeadMansChest Dead Man's Chest]]'') requires shooting the upper loop 20 times before shooting the Captain's Quarters to end the mode (representing lowering a gunpowder net and actually defeating the kraken, respectively). Adding an extra hurdle are the kraken's six tentacles, which advance towards the top of the display screen and will end the mode should all of them get there. They can be stopped briefly by hitting a specific shot, but once it turns red they can't be deterred.
** "Escape the Locker" (based on ''[[Film/PiratesOfTheCaribbeanAtWorldsEnd At World's End]]'') involves rocking the ship on the display repeatedly to escape the Locker.
** "Battle for the Fountain of Youth" (based on ''[[Film/PiratesOfTheCaribbeanOnStrangerTides On Stranger Tides]]'') unsurprisingly begins at the Fountain of Youth on the playfield.
** "Don't Betray the Compass" (based on ''[[Film/PiratesOfTheCaribbeanDeadMenTellNoTales Dead Men Tell No Tales]]'') begins at the Devil's Triangle.
** Completing all five of the above leads to the "Ultimate Wizard Mode": "Break the Curse".
* Creator/{{Stern}}'s ''Pinball/{{Pirates of the Caribbean|Stern}}''
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.

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