title: How to design a game in MPF using Modes
Archived 2026-09-13 from
https://github.com/missionpinball/mpf-docs/blob/main/docs/game_design/index.md. Full raw
markdown, as returned by the source fetch. This is MPF's own top-level game-design guide — the
"Layering Modes Example" section links to mpf-docs-mode-layering in this same archive, the
pattern design/README.md's Field/Mission/Wizard layering already follows.
Assumes hardware devices (especially ball devices) are already configured. This section is
structured into:
How to select modes/players at start? Implement a (timed) skill shot? How does a player qualify
for a mode? How to start it? Can multiple modes run at once?
How to track progress inside a mode? How does it end? Always succeed? Can it time out? Restart if
failed? Where does it continue on restart? Roll-over lanes, mystery awards, stand-up target bank
modes?
Track achievements toward one/multiple wizard modes? How to start one? What happens after?
Start a mode after a player's ball drains? Implement a bonus mode?
Start a mode after the last player's last ball drains? Highscore mode? Match mode?
Which modes run outside a game? Attract control? Credits? Tilt? Service mode?
Defining mode categories/helper modes; moving in/out of game and wizard modes; tracking/
persisting progress outside modes — see mpf-docs-mode-layering in this archive.