Pulp Fiction Rulesheet

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Game Information:

  • Lead Designer: Mark Ritchie
  • Code/Rules: George Petro/Josh Sharpe
  • Lead Mechanical Engineer: Pete Pietroski
  • Artwork: Scott Pikulski
  • Lead Sound Designer: David Thiel
  • Release Date: August 2023

Chicago Gaming Company & Raw Thrills’ first original pinball machine, Pulp Fiction, was announced in early 2023 for a fall/winter 2023 release, or 2024, or 2025, who really knows? Mark Ritchie’s first new pinball machine in over two decades is based on Quentin Tarantino’s 1994 cult classic and takes inspiration from vintage pinball machines of the 80s and 90s.

Rules Overview:

Layout:

Skill Shot:

Plunge the ball into the top saucer, ideally when as many arrows are lit as possible. Every arrow lit when the ball enters the saucer scores 3k, with a 100k bonus for plunging into the top saucer when all 5 are lit. Scoring a skill shot also qualifies a character to be collected at the lane behind the right drop target.

Holding the left flipper on the plunge will light all the Payoff inserts for a Super Skill Shot opportunity. Hit one of those shots before the timer expires for 100k points.

Main Objectives:

There are five main features listed above the flippers that need to be completed to access the final wizard mode, Divine Intervention. Multiball modes are mutually exclusive and can’t be started while another is running, but progress can be made towards starting them during single-ball play at any time.

Briefcase Boogie:

At the beginning of the game, all three drop targets in front of the left kicker are raised. Shooting these drop targets represents “unlocking” the briefcase, and balls can be locked there by shooting the kicker behind the drop targets. The progress made on the drop target shots and briefcase locks is remembered between balls on default settings. Lock 3 balls at the kicker to start Briefcase Boogie - the balls will be released through the metal rail to the right of the bumpers.

Briefcase Boogie is a fairly standard 3-ball multiball where the goal is to shoot the flashing shots for payoffs (worth 25k), then shoot the left kicker to score another payoff and advance to the next phase (with +1x added to the payoff value for each phase). Each phase requires one more payoff to light the kicker, up to a maximum of three payoffs.

Step 1: All PAYOFF inserts (except the one for the Briefcase shot) flashing RED. Hit any ONE of them for 25K points, turn that insert SOLID RED for a moment to signify a made shot. Turn all PAYOFF inserts OFF and advance to Step 2. Display message: “ Shoot for RED”

Step 2: All inserts along the Briefcase shot STROBE from bottom to top with the PAYOFF insert flashing RED. Hit the Briefcase shot for another 25K points. This turns the first “6” insert ON and SOLID. Advance to Step 3.

Step 3: All PAYOFF RGB inserts (except the one for the Briefcase shot) flashing YELLOW. Hit any TWO of them for 50K each. Once hit, the insert changes from FLASHING to SOLID Yellow. Advance to Step 4 after successfully turning TWO PAYOFF inserts SOLID. Turn all PAYOFF inserts OFF before advancing to Step 4 .Display message: “ Shoot for YELLOW”

Step 4: All inserts along the Briefcase shot strobe with the PAYOFF insert on this shot flashing YELLOW. Hit the Briefcase shot for 100K points. This turns the first and second “6” inserts ON and SOLID. Advance to Step 5.

Step 5: All PAYOFF inserts (except the one for the Briefcase shot) flashing GREEN. Hit any THREE of them for 75K each. Once hit the insert changes from FLASHING to SOLID Green. Advance to Step 6 after successfully turning THREE PAYOFF inserts SOLID. Turn all PAYOFF inserts OFF before advancing to Step 6. Display message: “ Shoot for GREEN”

Step 6: All inserts along the Briefcase shot strobe with the PAYOFF insert on this shot flashing GREEN. Re-lock all remaining balls-in-play in the Briefcase shot for another 225K points per ball locked (This will be 2 or 3 balls). This turns all three “6” inserts on and SOLID. Advance to Step 7.

(If 2 balls are locked and 3rd ball drains, go to step 7 and release 2 balls from briefcase)

Step 7: SUPER PAYOFF :Raise all 3 inline drop targets and strobe all inserts along the Briefcase shot. The game will allow the SUPER PAYOFF value to be collected up to FOUR times: Display message: “Shoot for BLUE”

Hitting 1st drop target down → SUPER PAYOFF! (award 250K – make first “6” insert solid)

Hitting 2nd drop target down → SUPER PAYOFF! (award 250K – make second “6” insert solid)

Hitting 3rd drop target down → SUPER PAYOFF! (award 250K – make third “6” insert solid)

Hitting back Briefcase scoop → SUPER PAYOFF! (award 250K for the last time)

Advancing through all 4 SUPER PAYOFF awards will reset things back to Step 1, but at 2X the value for everything.

Multiball ends once the player is down to 1 ball in play. Multiball values for all Steps increase for the rest of the game +1X if a player successfully hits a Super Payoff shot in Step 7.

Progress from previous Briefcase Boogie multiball do NOT carry over to the next multiball.

Pawn Shop Panic:

Shoot the center drop targets to open up the pawn shop sinkhole hidden behind the left two drop targets, then shoot the sinkhole to lock a ball. Each locked ball at the pawn shop causes the center drop targets to reset. Lock 3 balls at the pawn shop to begin Pawn Shop Panic, and look out for the locked balls as they will release directly above the left slingshot.

Like Briefcase Boogie, Pawn Shop Panic is a 3-phase 3-ball multiball. The player must shoot the center drop target bank 3 times, each time scoring bonus points, to open up the pawn shop for the payoff which can be collected by locking all balls there.

Multiball has a total of 4 Levels to complete. Players will pick up at the beginning of the LEVEL they left off at in subsequent Pawn Shop Panic Multiballs.

LEVEL 1 (RED) – Center Drop Target bank is UP. Three arrow targets in front of the bank are all FLASHING.
Step 1 - Hit any of the 3 targets the first time:
Scores 5K+ for every drop target hit while the speech call is being delivered. [5K for 1st target + 10K for 2nd target + 15K for 3rd target]. This scoring of +5K per target will continue throughout the multiball, building to a cap of 15K per target maximum.
As soon as speech call is done, reset drops, advance to Step 2
Step 2 - Hit any of the 3 targets a second time: Display message: “ HIT DROP TARGETS”
Scores per drop target continue where they left off from Step 1.
As soon as speech call is done, reset drops, advance to Step 3
Step 3 - Hit any of the 3 targets a third time:Display message: “ HIT DROP TARGETS”
Scores per drop target continue where they left off from Step 2.
As soon as speech call is done, move on to Step 4
Step 4 – PAYOFF light for the Pawn Shop is FLASHING RED Display message: “ Shoot for RED”

  1. Shoot all available balls into the Pawn Shop to collect the PAYOFF (15K for Ball 1, 30k for Ball 2, 90k for Ball 3)
  2. Advance to LEVEL 2 once all available balls are re-locked. As long as the player locks 2 balls they will still advance even if the 3rd ball in play drains out.
    Step 4 and thus Level 1 complete with at least one Pawnshop Payoff.

LEVEL 2 (YELLOW) - Same steps as above with scoring increase
Scores 10K+ for every drop target hit while the speech call is being delivered. [10K for 1st target + 20K for 2nd target + 30K for 3rd target]. This scoring of +10K per target will continue throughout the multiball, building to a cap of 30K per target maximum.
Shoot all available balls into the Pawn Shop to collect the PAYOFF (30K for Ball 1, 60k for Ball 2, 180k for Ball 3)

LEVEL 3 (GREEN) - Same steps as above with scoring increase
Scores 20K+ for every drop target hit while the speech call is being delivered. [20K for 1st target + 40K for 2nd target + 60K for 3rd target]. This scoring of +20K per target will continue throughout the multiball, building to a cap of 60K per target maximum.
Shoot all available balls into the Pawn Shop to collect the PAYOFF (60K for Ball 1, 120k for Ball 2, 360k for Ball 3)

LEVEL 4 (BLUE) - Super Payoff Round
Each of the PAYOFF shots are worth 100K. Clear them all for a total of 500K points, and they will all relight to do it again. Players can keep hitting these SUPER PAYOFF shots for 100K each as long as they can keep multiball in play.

Progress from previous Pawn Shop Panic multiball carry over to the next multiball. Players start at the beginning of the Level they left off at.

Roll Scene:

Shoot the right drop target to light outlane ball save and qualify the saucer behind the drop target to start the next Scene. This saucer also collects any qualified characters.

Scenes are 40-second long timed modes. They cannot be stacked with any multiball mode, but instead will be paused and pick up where it left off after multiball ends. In the final 10 seconds of any Scene, the saucer behind the right drop target can be shot to collect the value that the player built up while playing the Scene, PLUS the base value from any other previous Scene successful collects throughout the game. Playfield Multipliers gained from Big Kahuna Bonus will be applied to this collect as well as the build phase for each Scene.

The four Scenes are, from top to bottom:

  • Twist Contest: Shoot the bumpers (2000+ point scoring)
  • BMF Wallet: Shoot the red arrow targets (either left or right standups, or the center drop targets) (10,000+ point scoring).
  • Gold Watch: Shoot the target above the bullseye magnet (100,000+ point scoring).
  • Clean the Car: Shoot the spinners (100+ point scoring).

After playing all four Scenes, the fifth Scene, The Shot, will be available at the saucer behind the right drop target. This is an untimed 4-ball multiball where shots to the right drop target score payoffs that are worth 10% of the base value points accumulated from any of the Roll Scene collects the player successfully achieved, for as long as the multiball lasts. Starting The Shot also completes this objective. The accumulated carried-over value of Scene collects resets after you play The Shot.

Cast Chaos:

Balls that enter the top saucer, either through the skill shot or after making an unlit orbit, qualify one of five characters (flashing) from the film that can be collected (solidly lit) by shooting the saucer behind the right drop target (the same one that starts scenes). The value for collecting a character is multiplied if multiple characters are collected in one shot, and collecting a character also lights the left standup target near the bumpers for “hold cast”, retaining collected characters at the start of the next ball.

Once all five characters have been collected, Cast Chaos 4-ball multiball begins and the objective will be marked as complete. Shoot all five lit shots to score payoffs worth 100k, then shoot the hole at the top of the playfield (Start Character saucer) to score the Super Payoff. Cast Chaos ends when single-ball play resumes.

Pulp Fiction Frenzy:

Every completion of a flashing red arrow target bank around the playfield during single-ball play only (either the left or right standup targets, or the center drop targets) will collect a letter in PULP FICTION displayed below the center drop targets. Completing all flashing arrows relights all the arrows flashing (instead of solid). Once PULP FICTION has been completed with 11 bank completions, the next shot to the pawn shop will start Pulp Fiction Frenzy and complete the objective.

The goal of this 4-ball multiball is to spell PULP FICTION again, this time by scoring switch hits (hitting anything on the playfield). Every 9 switch hits adds 1 letter to PULP FICTION, and after it has been completed with 99 switch hits (5000 points per switch hit), the pawn shop will light to score a 500k payoff. The sequence will then restart until the multiball ends.

Other Scoring:

Royale with Cheese:

The 1-2-3-4 lanes - two at the top and two at the inlanes - can be lane-changed with the flippers. Lighting all 4 lanes advances the bonus multiplier and lights the yellow standup target on the far left of the playfield to collect a hurry-up. Scoring the hurry-up lights the target above the bullseye magnet for collect gun bonus and both orbits for super spinners.

Rolling through an already lit 3 or 4 return lane qualifies the opposing orbit shot for Drive Fast.

Big Kahuna Bonus / Playfield X:

Shoot the two flashing standup targets near the bumpers to qualify the Big Kahuna Bonus, which can be advanced at the flashing target above the bullseye magnet, during single-ball play only for both. Every time Big Kahuna Bonus is advanced on the same ball, all playfield scoring is multiplied by an additional 1x: 2x the first time, then 3x, 4x, 5x, up to a maximum of 6x for five Big Kahuna Bonus advances on the same ball. The playfield multiplier lasts until the current ball drains (on default settings - it is adjustable to time out if desired - but don’t do that if you own it).

Drive Fast:

Roll through the lit 3 or 4 return lane to briefly light the opposite-side orbit for Drive Fast. Shooting the lit orbit scores 20k and sends the ball past the top lanes/saucer to the other orbit to return immediately to the flippers for another orbit shot worth 40k, then 60k, etc. up to a maximum of 100k.

Every spin while Drive Fast is active adds +1 MPH to the MPH Bonus for the first orbit. A second successive orbit adds +2 MPH to the MPH Bonus, then +3 MPH, up to +5 MPH per spin (for making 5 lit orbit shots in a row). The MPH Bonus is worth 1K * the built MPH value, which can be collected at the hidden standup target near the pawn shop at any time during the same ball. Subsequent Drive Fast sessions during the same ball will start over at +1 MPH, and be added onto any uncollected MPH Bonus. Getting the MPH Bonus up to 146 MPH or more and collecting it lights extra ball.

Super Spinners:

Collecting the lit Royale with Cheese hurry-up also qualifies the two spinners for super spinners, worth 1k per spin for the next time that spinner is hit. Super spinner points can be scored at any time during play and are awarded alongside other rules that use the spinners, like the clean the car scene and the drive fast bonus.

Outlane Ball Save:

Shoot the right drop target to qualify a ball save at the left outlane, then shoot it again on the same ball to light one at the right outlane. If only one ball save is available, it will alternate between outlanes with every slingshot hit. Lit ball saves are not remembered once the ball drains.

Extra Balls:

Extra balls can be lit at the right standup target near the bumpers by:

Gun Bonus:

Bonus is awarded at the end of each ball and is indicated by the string of inserts seen on the gun, located directly above the objective inserts. Gun bonus maxes out at 160k, and the bonus multiplier (which increases with every completion of the 1-2-3-4 lanes) maxes out at 10x bonus.

Gun bonus can also be collected at the target above the bullseye magnet during a ball after scoring the lit Royale with Cheese hurry-up. If the gun bonus is collected this way, the bonus inserts and bonus multiplier will reset. Gun Bonus collects are multiplied by the BonusX, and then multiplied further by the KahunaX.

Divine Intervention (Wizard Mode):

After completing all five objectives listed above the flippers, shoot either the left kicker or the saucer behind the right drop target to start the wizard mode, Divine Intervention.

This is a multiball wizard mode split into six phases, the first five of which represent the five objectives you completed to reach the wizard mode. If all the balls drain at any time during Divine Intervention, the mode will end in failure and all progress towards the game’s features will be reset.

The six phases are as follows:

  • Shoot the three drop targets in front of the left kicker, then shoot the left kicker itself three times.
  • Shoot the pawn shop scoop three times.
  • Shoot the right drop target five times.
  • Shoot the top saucer five times.
  • Shoot all seven red arrow targets.
  • Shoot the target above the bullseye magnet.

If the player makes it through all six phases, their current score will be doubled, and all progress towards reaching the wizard mode will reset.

Competition Settings:

Known comp settings: (feel free to add more and edit)
  • Ball Save (Adj#1) → Make this “OFF”
  • Timed Plunger (Adj#4) → Make this “OFF”
  • Idle Time (Adj#5) → Make this “OFF”
  • Ex Ball Level (Adj#14) → Make this “OFF”
  • Ex Ball MPH (Adj#17) → Make this “DISABLE”
  • Safety Magnet (Adj#19) → Make this “OFF”
  • Safety Subway (Adj#20) → Make this “OFF”
  • Safety Case (Adj#21) → Make this “OFF”
  • Safety R Eject (Adj#22) → Make this “OFF”
  • Virtual Locks (Adj#23) → Make this “ON”
  • Disable Shaker (Adj#24) → Make this “YES”
  • CD Ball Save (Adj#25) → Make this “YES”
  • CD Tilt Disable (Adj#26) → Make this “YES”
  • Flipper Plunger (Adj#30) → Make this “NO”
  • Char Star (Adj#39) → Make this “FIXED”
3 Likes

Roll Scene modes are paused if you enter any multiball mode (think Creature from the Black Lagoon). They do not stack into the multiball.

1 Like

Top post Wikified. Thanks as always, @CaptainBZarre, for keeping on top of rulesheets. :slight_smile:

BTW, I’m sure Josh will correct me if I’m wrong, but I thought he did rules, not code.

One of the things I was going to fix.

My coding skills end at:

Line 10 - Start
Line 20 - Go to Line 10

2 Likes

Thanks, Josh! I didn’t work on the game, I’m just going from what I heard and I’m sure stuff is wrong.

bumping this for INDISC

1 Like

edited and added some stuff, notably the Comp Settings section, based on input from @pinwizj and watching @kdeangelo 's stream of the game.

that seems like the hard install Competition Settings.

The more basic ones can be ball save not all events have that off others keep it on.
EB off should just need one setting the max one.
In them main settings not the game settings.
Coin door saver and tilt disable