Hot Wheels Rulesheet (WIP)

The third game from American Pinball, Hot Wheels engrosses players in a thrilling journey through the streets of Hot Wheels City. The evil Draven and his army of Creatures are causing havoc, and it’s up to you to restore order with the aid of epic vehicles!

This rulesheet is a wiki; feel free to contribute!


A tour of the playfield, starting from the left flipper and working our way around clockwise:

  • Left flipper: Standard.

  • Left slingshot: Standard.

  • Left inlane: Fed from eiher the right ramp or Build Track scoop. Lights “P” in “EPIC”.

  • Left outlane: Lights “E” in “EPIC”. Can be lit for Pit Stop Ball Save.

  • Pit Stop standup: Located in a similar position above the left outlane to the Last Call standup on Oktoberfest. Lights the Pit Stop ball save when hit enough times

  • BATTLE standups: Six targets in a slight outward-facing curve. Complete to light a Battle mode.

  • Left orbit: Has a spinner at the entrance. Hard shots feed the ball to the right flipper via a plastic ramp; weak shots go into the pop bumpers or the skill shot lane (which subsequently feeds to the right inlane. Can be lit for 12th place, 6th place or the checkered flag.

  • Car target: The first of 4 standups, located between the left orbit and left inner orbit. Adds cars to your collection in main play (more on that later), and also helps qualify add-a-balls during a multiball.

  • Left inner loop: Hard shots loop around to the right orbit/spinner; weak shots go into the pop bumpers. Can be lit for 11th, 5th or 2nd place.

  • Car target: The second of the 4 stand ups, between the left inner loop and the “Build Track” lane.

  • Build Track lane: A lane with a drop target guarding a VUK, which delivers balls to the left a matter similar to the Doc Ock shot on Spider-Man. Shoot to build tracks, cash in virtual ball locks for Track Multiball, earn Extra Balls, and collect super jackpots. Early Battles can be started from the scoop.

  • RPM standups: Three standups that spell “RPM” and are stacked, meaning that that the “P” is positioned slightly farther back than the “R”, and the “M” is farther back than the “P”. Hitting and completing the RPM standups increase the Tachometer, which in turn raises all playfield scoring.

  • Loop magnet: Found above the pop bumper area. Holds balls for different features, including Loop Crash Multiball. Drops ball into pops.

  • Pop bumpers: Three in a triangular array. Fed from weak orbit shots and magnet. [Need to confirm/more specifics needed]

  • Car target: The third of the four standups, found in the pop bumper area.

  • Advance Bonus X target: Found near the pop bumper exit.

  • Turbo kicker: Similar mechanism to the Raptor Pit from Jurassic Park, kicking the ball back at high speeds. Can be lit for Boost Scoring, super jackpots, or a Special.

  • Right ramp: Hard shots feed left inlane; weak shots drop into the bumpers. Can be lit for 10th, 8th or 3rd place.

  • Right orbit: Has a spinner at the entrance. Hard shots send balls screaming around to the left inner loop, while weak shots park the ball in the bumpers. Can be lit for 8th, 7th or 4th place.

  • Right lock: Guarded by a drop target. Holds balls before feeding them to the right inlane. Can be lit for Battle modes, locks, or Mystery awards.

  • Epic standups: Two targets. The top starts Epic features, while the bottom collects the points earned from them (more on that later).

  • Skill shot lane: Three rollovers at varying lengths apart from each other numbered 1, 2 and 3. Plunging the ball into one of these lanes gives an award, with 3 (the farthest away) being the most valuable to achieve. Balls exit to the right inlane.

  • Right outlane: Lights “P” in “EPIC”.

  • Right inlane: Lights “I” in “EPIC”.

  • Right slingshot: Standard.

  • Right flipper: Standard.

Victory Lap Multiball

At the beginning of the game, the “12 place” insert will be flashing on the left orbit. Shooting each flashing “#th place” insert will light the next one, 11th through 2nd, an then finally the checkered flag on the left orbit to finish the race and start Victory Lap Multiball.

(victory lap rules?)

Loop Crash Multiball

The inner left loop and right orbit are alternately lit red to progress towards loop crash multiball. Once enough loops are shot (progress is shown on an icon on the left side of the screen), the left orbit will light to start the multiball.

During multiball, the left loop and right orbit are lit for crashes. Completing enough crashes will light the left orbit for the super. The super is two steps: first one ball is shot around the orbit and held on the magnet, then another ball needs to be shot to crash into the first one. Pop bumper hits add balls.

Track Multiball

Qualified via repeated shots to the left scoop/drop target (progress shown on left side of screen). Each hit to the drop target builds the base jackpot value (build value is affected by tach). Once qualified, the lock light on the left scoop will light to start multiball.

At the start of multiball, there is a timed period where you can lock a ball in the right scoop to add a third ball to the multiball, which will also double your base jackpot value.

(track multiball rules?)

RPM and Gears

In the center of the playfield above the flippers is the tach gauge. Each tach level acts as a multiplier to most scoring in the game. The tach level can be increased by shooting the RPM targets (and also via spinners?), and will lower on its own over time.

Maxing out the tach will start Red Line Mania. The playfield will be disabled and your current ball will drain (any currently running modes/etc will be paused and can be continued after Red Line Mania ends). Then, a timed multiball will start, with unlimited balls launched into play around the left orbit. All the shots will be strobing, hitting each shot will turn it off. Complete all shots for a super jackpot.

After Red Line Mania ends, your gear will increase by one and the tach will reset. Gear level also multiplies scoring just like tach level (so scoring is really tach * gear * base value), and also multiplies end of ball bonus (separately from the bonus multiplier). In higher gears, the tach level is harder to increase, and decreases faster.

Battle Modes

There are four battle modes (Gorilla, T-Rex, Cobra, Tricera) and a fifth ‘?’ mode after the first four are completed. Battle modes are qualified by completing the BATTLE targets. For the first battle, hitting the right drop target will spot BATTLE letters, and hitting any battle target will light one target, even if the target you hit was already lit. For subsequent modes, more accuracy is required. Hitting either spinner will cycle the BATTLE lights. Once qualified, the mode can be started at the right scoop (or the left scoop for earlier modes). The lit mode can be changed via hitting the battle targets or spinners. Mode shots are always pink, regardless of the color of the specific mode you started.

In a battle, progress is shown via a green bar at the top of the screen. The bar starts full, and shrinks as progress is made. Time remaining is shown via the fuel gauge to the right of the bar. More time can be added to the mode by hitting the BATTLE targets. If the mode is completed before time runs out or the ball drains, a “fuel bonus” will be awarded based on how much fuel is left.

During T-Rex, both spinners are always lit. Hitting the spinners enough (usually within one rip) will light the ramp, and additional spins will build the value of the ramp (is there any limit?). The amount that the value builds is affected by the tach. Shooting the ramp will collect and reset (?) the value. Two (?) ramp shots complete the mode.

Car targets will be lit. Hitting enough car targets will light the left orbit and ramp to finish the mode(?)

The turbo kickback, ramp, and right orbit will be lit. Completing all three shots will light the left scoop(?) to finish the mode.

A variety of shots will be lit for mode progress.

Turbo Boost

Turbo boost is qualified via pop bumper hits (counter shown on left side of screen), and then will light at the kickback. The pop bumper hit count carries over ball to ball, but the kickback will unlight at end of ball (by default, adjustable). The first time that turbo boost is started for each gear level, it will give a 10x multiplier for 15 seconds. Subsequent turbo boosts on the same gear level will award +3 tach instead.

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Hmm, doesn’t look like this was made into a wiki. Can a mod please enable wiki editing for this post? Thanks.

Thanks man! Taking the hard work out of my posts, I love it. :stuck_out_tongue:

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Wikified. Have at it. Thanks for creating a rulesheet for Hot Wheels! :slight_smile:

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On 8/15, First State Flippers will be streaming their next tournament with a heavy focus on Hot Wheels! Hot Wheels will be the featured game in all 7 rounds of qualifying (4-player match play) and we will have an isolated stream setup for Hot Wheels with no commentary.

Catch all the action on 8/15 starting at 10am for practice with the first round of qualifying starting at 11am!


Practice is now live for our NO WPPR tournament!!! Tournament starts at 11am.

Also don’t forget we are streaming Hot Wheels all day long!!

So far everyone is really enjoying the game. 23 people experiencing it for the first time. The existing GC before the tournament started was 372 million and the owner put up a $50 bounty to anyone who can top it, finals included. Well in Rd 4, 15-year old Piper Pratzner put up over 400 million and got to Red Line Mania which was pretty cool. When the mode started and the game shut down, she walked away because she thought she had tilted!

Props to AP pinball!!