Aerosmith Rulesheet


Code rev: 1.07

Skill Shots:

  • Plunge the ball lightly into the lock shot to score a Hidden Skill Shot, worth (?) points and 1 Smart Missile.
  • Hold the left flipper and short plunge so the ball falls to the right flipper. One of three shots will light - shoot the lit shot to score a Super Skill Shot worth (?) points and 2 Smart Missiles.

Modes (songs):

Like Kiss or AC/DC, modes are tied to songs. You start a mode by picking it on the plunge and it also starts a timer with it. Most modes end when you run out of time (at least one – Same Old Song – will end after you’ve shot enough targets during the CIU phase), but thankfully the music continues until you start a new song mode. You can earn more time by shooting the left scoop while Crank it Up is lit (although it’s really a shame that Stern used “Crank It Up” on another rock pin to merely add more time – kind of tarnishes the aura, value, importance, and accomplishment that MET’s CIU holds). You cannot start a new mode on subsequent plunges if you drain while there’s still time on your mode (at least prior to completing it). After finishing the mode, shoot the scoop while the record insert is flashing to choose your next mode. This is always available if a song is over during single-ball play.

Completing a mode:

Mode progress is tracked by the flower underneath the mode timer. Completing shots in the mode adds another petal to the flower. Some modes require all petals to complete and others do not. When the flower is completed you may still play the mode. If the timer reaches 0 and the mode is completed you get an untimed “final shot” where all shots on the playfield are lit. This final shot qualifies your Super Mode that is tied to the mode you just completed. Note that you MUST shoot this final shot prior to draining or you will have lost your Super Mode. For example: even if you have the most epic Walk This Way mode, ratcheting up your base Super Ramps value to millions of points, you will not be given the opportunity to cash in any Super Ramps without hitting the final shot when the timer runs out.

Rats in the Cellar, Back in the Saddle, and Walk This Way do not need to be completed to finish the mode. They award higher value Super Spinner and Super Pops respectively for the more shots that are made.

Rats in the Cellar –

8 Shots to max out the Super Spinner value. Shots in this mode seem to be random but I think there’s a rule where after completing certain “waves” of shots, future waves will have more shots to complete (up to 3?) Crank it Up seems to light a ton of shots right away and qualifies the super spinner? Super Spinner begins after finishing this mode, whether you made all 8 shots or not. For (100?) spins, the spinner is worth points based on the coins you collected during the mode.

Last Child -

8 Shots to complete. The left orbit and right orbit are flashing, while the center ramp and right ramp are lit. The ramps both have to be made in order to be relit, while the orbits can be made at any time (and score some pretty big points). Collecting Crank it Up during this mode lights all of the major shots to advance through the mode (although the final two shots have to be both of the orbits). If all 8 shots are made, Super Orbits will begin - which qualifies the orbits for tons of points (for 10 shots) based on the coins you collected during the mode. This is a good mode to start if you want to advance towards Elevator MB early on.

Walk This Way –

10 Shots to max out the Super Ramps value. The center ramp and right ramp are flashing, while the left orbit and right orbit are lit. The orbits both have to be shot in order to be relit, but the ramps can be really valuable. After shooting the center ramp, the right ramp will be lit - and after shooting the right ramp, the center ramp will light. If you’re good at looping the ramps, you can score a ton of points from this mode. Crank it Up lights all of the major shots to advance through the mode. Super Ramps is started after finishing this mode, whether you made all 10 shots or not. The value of each ramp is determined by how many coins you’ve collected in the mode, and can be doubled if made as a combo. Collecting 10 ramps ends the Super Mode.

Dude Look Like a Lady -

10 Shots to complete. The shots in this mode seem to follow the same rules as Deuce from KISS, where two shots are lit and the one to the left moves over to the right when a shot is made. Collecting Crank it Up during this mode qualifies the three inlanes to advance the mode, along with the left scoop (when flashing with the DUDE lamp on) and the other major shots that were already qualified. Super Lanes is started after completing 10 shots in this mode, which enables the “DUDE” inlanes to score big points determined by how many coins you’ve collected. Collecting 10 inlanes ends the Super Mode.

Same Old Song and Dance -

10 Shots to complete. Shots seem to be random (?) Collecting Crank it Up during this mode qualifies the targets to advance the mode, but non-mode target rules (qualifying shotX and Mystery) no longer apply during this mode’s CIU. Super Targets is started after completing all 10 shots during this mode, which qualifies the targets for 20 hits based on the coins you collected during the mode. As of rev1.06, CIU target values were drastically reduced, but the Super Target values were drastically increased.

Back in the Saddle –

8 Shots to max out the Super Pops value. Shoot the right orbit first, which feeds the ball into the bumpers. Every bumper hit moves the lit arrow to another location on the playfield, which you need to hit to qualify the next right orbit shot. Crank it Up enables Super Pops instantly (?). Super Pops is started after finishing this mode, whether you made all 8 shots or not. The value of each bumper is determined by how many coins you collected in the mode.

Sweet Emotion –

12 Shots to complete (!). The first four shots lit are the left scoop, Toybox, Elevator, and Lock. Making these shots from left to right will score more points (think Detroit Rock City from KISS.) After making these four shots, all of the major shots will be lit. Completing all of the shots will finish the mode. Crank it Up seems to qualify all of the major shots right away, but as of rev1.06, no longer increases the mode timer. It’s a good idea to stack this mode up with a 6-ball Toybox Multiball because you’ll likely make all the shots you need as the balls are flying around the playfield. Completing all 12 shots activates Super Scoring, which makes all switches score a ton of points. This can be useful if activated during a Multiball mode. Note that Super Scoring is only active for the current ball in play - it ends as soon as you drain, but has no time limits unlike the other Super Modes. As of rev1.07, Sweet Emotion now has progress memory between attempts at playing the mode.

Picking your next mode: Shoot the scoop while the record insert is flashing (looks like Stern rolling stones record insert) to choose your next mode. Always available if a song is over unless you start Multiball.

Crank it Up:

After shooting any single shot in a mode, crank it up is lit on the left scoop. This shot changes the shots that are lit during the mode and adds value and “coins” to your remaining mode shots. These often correspond to the Super Modes for each corresponding song. This does not change the number of shots required to complete a mode.

Super Modes:

Playing a mode through to completion awards a specific super mode tied to that mode. When playing a mode you earn “coins” based on how well you play a mode. More shots made as combos and to flashing arrows earn you more coins, and I believe shots made after you Crank it Up are also worth more coins than shots without using CIU. Your coins are ‘cashed in’ at the completion of a mode toward the base value of your super mode.

Smart Missiles:

Added in the 1.06 code update, Smart Missiles function similarly to the Hadron Enforcer from Guardians of the Galaxy. Pressing the action button when lit will immediately score the lit shot farthest to the left of the playfield during a song mode or a Multiball mode. These are collected by completing Skill Shots or as a random Aerosmith Mystery award.

Toys Multiball:

Shooting the toy box lights your locks. You can light up to 6 locks at a time (they will be green flashing inserts under the box) prior to collecting any of them. On subsequent Toys MB’s, you must hit the Toy Box multiple times to light each Lock. When a Lock is lit, shoot the right-side LOCK lane to physically lock balls in the toy box via the LOCK lane saucer/kicker – but beware: the kicker frequently misses, and the missed shot to the toy box means the ball is still in play, and there will be no new ball served to the shooter lane. You can also hit the backdoor of the LOCK lane as a skill shot (think of it like the Rudy’s Hideout skill shot) for free locks. You can start multiball with 3 balls… but can choose to abort and lock up to 6 balls in a multiball. This enables higher playfield multiplier during Toys multiball. And 6-ball Toys MB has base jackpot values that are double that of 3-ball Toys MB. Note that if you are playing a multiplayer game and another player has a higher amount of balls locked than you do, the ball will instead hit Jacky in the head. There is a neat animation on the display and a short ball saver when this occurs.

Match play note regarding Toy Box ball locks: Unless the Toy Box has been set to Virtual Locks (available as adjustment as of rev1.07), you can “semi-steal” physically locked balls from other players. If there are 5 balls in the toy box, and P2 chooses to start his/her MB after only 3 locks, the Toy box “plate” will lift all physically locked balls out of the box, giving P2 a brief 6-ball multiball, even though P2 only qualified 3 locks. However, the software compensates by not re-launching the first 2-3 balls that drain during the MB ball-save period, so P2 will quickly be down to their intended 3-ball MB. Further, when P1 locks her 6th ball, even though the Toy Box is physically empty, the game will auto-launch all 5 balls from the trough, adding them to the 1 that was in play for P1’s deserved/earned 6-ball MB.

Toys MB Scoring:

AKA Klingon MB. Can bring another song in to this, but Toys in the Attic is another song mode insert that can be started and “completed” like other songs. There’s a Super Jackpot around the 6th Jackpot. To complete the mode, you must hit every green jackpot twice, then hit the roving double jackpot, and finally hit the double super jackpot at the Toys lock lane shot. Hitting the 2x Super JP relights all the jackpot shots, and completes the Toys in the Attic insert.

Toys MB 2x Scoring:

Shoot the toy box to light lock and lock balls in the Toy box for timed 2x scoring. More balls locked can give higher playfield multiplier (+1x for every ball locked). Even if the Toy Box kicker misses the Toy Box with timed locked ball, you’ll still have your timed PFx, just not the benefit of one less ball to deal with.

Love in an Elevator Multiball:

AKA Megatron MB. Shoot both orbits to light locks, and subsequent Elevator MB’s require multiple shots to both orbits to light each lock. Virtually lock 3 balls on the elevator shot. During MB: all major shots are lit. Shoot one and now only the Elevator scoop will be lit for jackpot (1st floor, 2nd floor, etc.). You must repeat this sequence for all major shots, which will then lite Super Jackpot at the Elevator shot. The EMB SJP base value is the sum total of your Floor jackpots, including any shot and combo multipliers. With the updated code, there is now progress memory saved between EMB’s. The SJP is collected at 100% value if you do all 8 floors in one multiball. Otherwise it’s 75% for 2 attempts, or 50% if it takes you 3 or more attempts to complete EMB.
Note: no timed ball-lock 2x scoring in EMB.


Just like other Ropp MB’s… your first Mystery award in MB will give add-a-ball.

PF Multiplier:

seems to be a mystery award on the scoop only on the Pro (“Double Scoring”). On the premium this is the upper playfield: shoot all the UPF standup targets, and then shoot the UPF loop to begin timed 2x scoring.

Shot multiplier:

Completing all nine of the yellow stand-up targets lights the shot multiplier on the next shot you make, for the rest of the ball. These also light when the Same Old Song and Dance mode is completed as of 1.06 (because it revolves around the targets.)

Aerosmith Mystery:

This mystery award is also qualified by completing all nine yellow targets, and it lights at the left scoop. There’s a decent variety of awards you can get from this:

  • Big Points (10,000,000)
  • Bonus X
  • Elevator Lock (locks 1 or 2)
  • Increase Spinner Value
  • Increase Pop Bumper Value
  • Shot Multipliers Lit
  • Smart Missiles Lit (how many?)
  • VIP Pass Lit
  • Light Extra Ball (rare)
  • Light Special (rare)
  • Add-A-Ball (during Multiball)

VIP Pass:

No, it’s not a VIP Award like ACDC. It’s a KISS Front Row outlane ball save, but on the right outlane this time. This is qualified by completing the two targets near the Toybox. If the targets are completed when the ball save is lit, the value of the VIP Pass will increase. As of 1.06, VIP Passes can also be awarded off of the Aerosmith Mystery award.

Extra Balls:

By default it lights once you start 3 modes. There’s also an EB lit by hitting a variable number of “hidden” Jacky shots - major shots that aren’t lit for mode scoring.

Medley Multiball (mini-wizard mode):

(Spoiler alert: hidden for those that want to experience it before learning about it. It changed dramatically from pre-1.06 code)


Medley Multiball is a mini-wizard mode qualified by scoring at least 1 award (adjustable as of rev1.07) in all modes (this is shown via flashing mode inserts). Shooting the left saucer will begin the mode. Before the mode starts, you will be awarded a 10 million point bonus (+10M) for every song you’ve completed before starting Medley Multiball. For instance, if you’ve completed 2 songs, then you’ll get 10+20 for a total of 30M. Completing all songs before starting the mode will score a 200 million “Perfect Bonus” and qualify Final Tour after the mode ends.


This is a stage-type add-a-ball MB requiring you to complete certain shots corresponding to each song modes, but only for the songs that you did not complete during regular mode play. When you complete a stage, you immediately move onto the next stage (song) and one ball is added to the fun with a short ball saver. The order of the stages are determined by the order of the songs you played. A listing of the tasks required for each song is below. Note that if a song is “completed” during Medley Multiball, it will be considered “completed” (similarly to how Sea of Simulation works in TRON: Legacy). Even after you drain down to single-ball play, there seems to be a generous grace period to complete the shots needed to get to the next stage/song.

  • Rats in the Cellar - Make 25 spinner spins.
  • Last Child - Make both orbit shots.
  • Walk This Way - Make 4 shots to any of the orbits and ramps .
  • Dude Looks Like A Lady - Shoot the left scoop and complete the three “DUDE” inlanes.
  • Same Old Song and Dance - Complete all 9 Aerosmith targets. Unlit targets that are close to flashing ones will spot the target regardless.
  • Back in the Saddle - Make 25 pop bumper hits.
  • Sweet Emotion - Complete 6 major shots (everything except the orbits).
  • Toys in the Attic - Shoot the Toybox 6 times. The progress will be shown on the inserts in front of the Toybox.
  • Love in an Elevator - Shoot the Elevator 3 times.

Completing all nine songs during Medley Multiball will qualify the left scoop to score the Medley Multiball Super Jackpot, determined by ???. Collecting the Super Jackpot will end the mode, drain all balls in play, and return you to single ball play (with Final Tour ready.)

Final Tour: (wizard mode, spoiler alert)


Final Tour is a giant frenzy qualified by completing all 9 songs, whether it be during Medley Multiball or normal play. The goal of Final Tour is to advance through 24 Cities by completing sets of 8 shots. The first eight shots are worth 10 million, the second eight shots are worth 20 million, and the third eight shots are worth 30 million. Completing all 24 shots will qualify the left scoop for the Final Tour Super Jackpot of 100 million, which will end the mode when it’s collected and return you to single ball play to do it all again. Note that all shots in this mode ARE multiplied by shot multipliers, double scoring, and combo multipliers, so this mode can be huge if you play it out well.


Thanks for providing this info, Tim.


  1. Can you describe the mini-wizard mode? (How to start it, how to play it, how relatively valuable it is, etc.)

  2. Do you need to start Toys in the Attic to qualify the mini-wizard mode?

  3. “completing all the yellow stand-up targets lights the shot multipler on the next shot for the rest of the ball.” Does the multiplier go away after you use it once?

  4. Any thoughts on useful starting songs or songs to bring into a multiball?

  1. No, sorry :smiley:

  2. Yes… so I should perhaps add that. All songs in the inserts are part of the “set list” and Toys in the Attic as well as Love in an Elevator are both part of that.

  3. It stays for the whole ball.

  4. I don’t know the full progression of the modes yet… and I am confused as to why you can complete Rats with so many fewer shots than say Sweet Emotion. Sweet Emotion lights the most shots and gives a decent number of points so I’d be inclined to take that one but don’t have enough knowledge to say for sure.

  1. No problem.

2–4. Interesting.

Are there any other skill shots or super skill shots besides the sneaky lock?

Sounds like you have to qualify each toybox lock individually, other than the skill shot ones that you can get for free). True?


It’s just the sneaky lock as far as I can tell… basically the same as the Kiss plunge with that little sneak-in.

I wasn’t able to hit the skill shot often enough on the NIB plunger to tell you that.

Also I don’t know how to make this post edit-able by everyone. @mods !!!1


Should be wiki-fied now.


This makes me think of Detroit Rock City on Kiss, where all the shots are lit but you have to complete each one twice to finish the mode. When I first started playing Kiss I would always choose that song because of all the shot options, but it ends up taking the longest to complete, imo. So maybe this is similar? (Disclaimer: have not seen an Aerosmith on location.) I was hoping someone would make this wiki before Nationals/Womens, so thanks @timballs!


You qualify it by starting all of the inserts on the bottom (this includes the two multiballs). You start it at the scoop on the left. You can also start it while your last mode is running, which is nice. Don’t remember if the value was high, I’ve only seen it twice. Pretty much just felt like another ol’ multiball.


I haven’t played one yet, but I saw this guy playing one in Louisville! :skull:


Played it yesterday. I’ll add a lot more detail and additions to the initial info from @timballs

  • Super Modes
  • Love in an Elevator MB rules
  • Add-a-ball
  • Toys 2x scoring
  • Medley mini-wizard mode (I hid the details so people that don’t want to read this prior to playing it themselves can avoid spoiling it)
  • Commentary


[quote=“stevevt, post:2, topic:2499”]
Can you describe the mini-wizard mode? (How to start it, how to play it, how relatively valuable it is, etc.)[/quote]

Yes. Done. It seemed valuable. I don’t want to describe it more in a general post so it doesn’t spoil it for others.

They all seemed useful, but obviously, if there is a song that has mode shots that overlap with known MB shots, then those would be preferable.


you can lock an additional ball for 3x scoring while toy box mb (not sure for 4x etc.)


I encountered what seemed to be a bug last night. Was playing a 3 ball MB, I got a ball in the left scoop and lock scoop and it allowed me to play a one ball MB. At first I thought it was a feature, but when I drained that ball, the game paused until it did a ball search and kicked those other 2 balls out.


Feature! :wink:

In all seriousness, I did notice that each multiball’s add-a-ball feature animation/delay was MUCH longer than other recent Sterns. It did provide the ability to play a long time with my remaining single ball, but in this add-a-ball case, I knew it wasn’t a bug because the ball save flasher was active.


Extra ball is achieved by starting 3 modes. The other way to get an extra ball is by shooting unlit shots. If you look on the screen there’s a stone looking border. On the left side of the border you will see a Jacky face with a number. That number goes down when you hit different unlit shots. On the right you have coin and notes count.


I noticed the coins showing up on the screen. Do the coins and notes do anything yet in terms of points or achievement?


You earn coins based upon how well you do on a mode. Hitting shots in combo are worth more coins. Crank it up is like away team as the mode gets harder but the shots become worth more and double the coins. The more coins you earn the more valuable the super modes are.


Stern employee posting to a forum . . . [mindblown] :slight_smile:


Sounds like an awesome feature - I wonder how heavily tuned the Coins are to reward good play.

Is this the part where we get the pitchforks out? :slight_smile:


Here are some tips…

Lock 4 balls in the toybox before starting Elevator multiball. This will result in a 6 ball Elevator multiball which is very handy for spelling AEROSMITH to light the shot multipliers.

Try to save Walk This Way for when you have the center or left ramp multiplied. During WTW shoot CIU to start the ramp mode. If you can combo the ramps the shots will be worth 2x for the combo plus 2x the coins (plus any playfield or shot multiplier). All of this will make the super ramps mode very lucrative.