Toy Story 4 Rulesheet

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Game Information:

  • Lead Designer: Pat Lawlor
  • Code/Rules:
  • Lead Mechanical Engineer:
  • Artwork: John Youssi
  • Computer Graphics Art Director: Joe Katz
  • Sound Designer: Unlock Audio
  • Release Date: June 2022
  • Wiki Rulesheet based on Code Rev:

Toy Story 4, designed by Pat Lawlor, takes players on an adventure to the carnival where fun games and new toys of all shapes and sizes await. Designed with players of all skill levels in mind, the goal of the game is to start or complete scenes to access the wizard mode.

Rules Overview:

  • Play seven scenes to start the Meet Me At The Carousel wizard mode:
    • Lock balls behind the left drop target to start Road Trip Multiball.
    • Shoot the Buzz saucer to start Buzz Quick Multiball.
    • Complete FORKY and shoot the left ramp to start Forky Rescue. This must be collected to access the wizard mode.
    • Collect tickets at both ramps to light carnival games, then lock balls at the scoop for Carnival Multiball.
    • Shoot both spinners enough times to enable Super Spinners.
    • Shoot the inner loop to enable both left inlanes to lower the jump ramp.
    • Start Super Loops and collect 20 overall loops, or shoot a 3-upper loop combo to complete Bo Peep.
  • Shoot the captive ball to qualify the wheel. Each wheel award can only be collected and activated once a specific shot is made; it changes with captive ball hits and upper loop shots. Score all 8 wheel awards to start Take A Chance Multiball.

Layout:

Skill Shots:

3 attempts at the Skill Shot are given per ball (short plunging or draining without validation counts as an attempt). After 3 attempts, the Skill Shot automatically fails and the ball is auto-plunged into play.

  • Skill Shot: Plunge the ball so that it enters the Woody saucer to score a skill shot. Making the skill shot awards 50 tickets, 50,000 points (+10,000 points per subsequent skill shot), and increases the bonus multiplier by +5x (+5x per subsequent skill shot).
  • Super Skill Shot: After a successful skill shot, shoot the upper loop repeatedly for Super Skill Shot awards (10,000 + 1x bonus per shot).

Make three skill shots in a game to light the extra ball.

Scenes:

Andy, Bonnie, and the rest of the toys hit the road in an attempt to rescue Bonnie’s new homemade toy, Forky. Meeting “lost toys” that their owners have neglected and are free to do as they please, Woody and Buzz’s priorities begin to shift as they make their way through a carnival and make new friends.

The plot of Toy Story 4 is conveyed through seven scenes that the player simply has to start to gain access to the wizard mode, Meet Me At The Carousel, though completing certain tasks during each objective adds score multipliers to the wizard mode. The player must complete the wizard mode twice during a single game, once for both Woody and Buzz’s paths, to fully complete the game.

Road Trip Multiball:

Shoot the drop target to light the 3 physical locks, then lock 3 balls behind the drop target to start Road Trip Multiball and qualify the scene. The game calls the lane behind the drop target the “lock-up” and this term will be used for the rules guide. For each subsequent multiball, 1 more drop target hit is required to qualify each lock.

During Road Trip Multiball, lit shots will be worth 1x to 3x Jackpots based on general shot difficulty and will build the Mega Jackpot value. When enough shots are hit, the Road Trip Super Jackpot will be lit at the drop target. After collecting the Super Jackpot, the lock shot will be lit for a hurry-up Mega Jackpot starting at 1M points + any jackpots collected prior to complete the scene.

Shooting the left ramp during Road Trip Multiball will light the Shot X at the captive ball. The value of the multiplier will change between 2x, 3x, and 4x; these multipliers can be advanced with enough spinner spins. Once the captive ball is hit the next Jackpot, Super Jackpot, or Mega Jackpot within 15 seconds will score the multiplier listed. The base multiplier increases by +1x for each Mega Jackpot scored.

Shooting the Army Men, Bo Peep, and Warp targets lights the Army Men target for an add-a-ball.

Buzz Quick Multiball:

Collect enough hits to the Inner Voice saucer or make “clean” shots to the Warp target - without hitting the bumpers - to qualify the Inner Voice saucer for Buzz Quick Multiball and qualify the scene.

Shoot the ramps and captive ball during Quick Multiball to score jackpots and hit the bumpers to increase their multiplier by +.1x for a short time, to a max of 4x. After collecting 5 jackpots, score the super jackpot at the Inner Voice saucer. After collecting the Super Jackpot, the Intergalactic Jackpot hurry-up begins and can be collected at the scoop. Scoring the Intergalactic Jackpot completes the scene.

Rescue Forky:

Complete the FORKY standup targets to enable the kickback and light the left ramp for Rescue Forky. Rescue Forky by shooting the Duke Caboom ramp followed by the scoop, all in one combo, for 250,000 points (+250k per successful rescue); scoring the final value completes the scene. Shooting the roving FORKY targets while Forky Rescue is already lit increases the value for the next Forky Rescue by 50,000 points per hit.

On subsequent attempts, Forky Rescue will instead be started at the right ramp and require a timed left ramp - jump ramp - scoop shot; then left ramp followed by the above sequence at max difficulty. Shooting the roving FORKY targets while Forky Rescue is already lit increases the value for the next Forky Rescue by 50,000 points per hit.

Ricocheting a ball off the FORKY targets into the scoop nets you a secret “Trash Bonus” of 20,000 + 5,000 per collect.

Carnival Games & Tickets:

Shoot the ramps to score tickets shown on the numbered inserts below the Duke Caboom jump ramp. After collecting enough tickets, shooting the left ramp when a carnival game is lit spends your tickets and starts one of twelve carnival games that can be changed using the left flipper. Certain games cost more tickets than others, though the first game doesn’t require any tickets. Each game has a timer that lasts 40 seconds, which can be extended by +3 seconds by shooting the scoop after making any lit shot.

Note: Carnival games increase in difficulty every time Carnival Multiball has been played, generally adding more shots or increasing the requirements on spinner turns. Only 8 carnival games can be played per Carnival Multiball attempt.

  • Flipball: Cyan/green shots. Shoot the left ramp a certain number of times (4 minimum, 6 maximum).
  • Hypnosis: Cyan/purple shots. Alternate between FORKY targets and shots.
  • Jet Stream: Cyan/yellow shots. Captive ball, then a certain number of spinner hits (60 minimum, 120 maximum), then captive ball again.
  • Ferris Wheel: Shoot red/blue shots that move from left to right.
  • Squirrel Derby: Shoot any blue/pink shots (ramps, bumpers, spinners) to advance your squirrel to victory.
  • Milk Can Bottle Blast: Blue/green shots. Shoot ramps, spinners, and captive ball.
  • Star Adventurer: Purple/green shots. Certain shots are lit at a time (targets, spinners, ramps, etc.). Shoot lit shots to advance mode.
  • Dragon Zone: Purple/orange shots. Start by shooting the flashing FORKY targets. Afterwards, shoot lit targets/shots to advance.
  • Hammer Time: Yellow/blue shots. Shots scroll between Road Trip Lock + Right Ramp, Left Ramp + Woody spinner, and Upper Loop + Captive Ball. Shoot lit shots to advance mode.
  • Thrillipede: Red/green shots. Shoot right ramp, then left ramp, then right saucer, then upper loop. Make all shots as a combo for a bonus.
  • Pop Darts: Shoot lit green/yellow shots to advance (generally targets).
  • Zoetrope: Red/yellow shots. Alternate between upper loop shots and other shots on the playfield.

After winning any carnival game, and while the timer is still running, the left ramp will light for character collect and the lighting / music will change to indicate this. Making this shot ends the game in success, rewards a bonus of (100,000 x number of games won) + (20,000 x seconds remaining), and collects a character. Each character adds a randomly determined perk to the following Carnival Multiball, which can include:

  • Long ball save
  • Auto restart (instantly resets Carnival Multiball after a drain)
  • Targets / spinners / bumpers increase jackpots
  • Stage completion ball saver
  • Stage completion add-a-ball
  • 1x counts as 2x / 2x counts as 3x / 3x counts as 4x Jackpots
  • Easier popcorn meter
  • Unlimited looping (at the jump ramp)
  • Unlimited add-a-balls
  • 3x Supers
  • Carnival Multiball Frenzy!!! (all switches add points, collect at jump ramp)

If a game wasn’t completed, a “minor prize” will instead be added to the multiball, represented by one of Bonnie’s other toys. These solely provide Jackpot boosts.

Carnival Multiball:

After playing or winning any carnival game, Carnival Lock lights at the scoop. Each game played lights one lock; for the first multiball, only two games need to be played to light the two locks, but for subsequent multiballs, Carnival Multiball needs to be qualified by completing a third game. Locking 3 balls begins Carnival Multiball, qualifies the scene, and displays the perks awarded from the carnival games that were played.

Carnival Multiball is a multiball played in (at least) 4 stages:

  • Stage 1: Shoot jackpots until Caboom Jump is lit for Super Jackpot. Once a Super Jackpot is collected, move to Stage 2.
  • Stage 2: Shoot jackpots until Caboom Jump is lit for Super Jackpot. If the Caboom Jump is missed, more Jackpots must be shot to re-light the Caboom Jump. Score 3 Super Jackpots to advance to Stage 3.
  • Stage 3: Shoot the Caboom Jump to start a looping Caboom Jump combo. Jackpot multipliers correspond to the amount of shots made in the Caboom Jump combo, up to 4x. Complete all lit shots to move to Phase 4.
  • Stage 4: Shoot the Jump ramp to light jackpots - the more jumps collected, the quicker all four jackpots light. Collect all the jackpots then shoot the jump ramp for the final Super Jackpot.
  • Victory Laps: Shoot all jackpots to light Jump Ramp for Super Jackpot. Rinse and repeat.

All switch hits during Carnival Multiball add to the popcorn meter shown on the screen above the left ramp. Once the meter is completely full, the captive ball will light for Popcorn Jackpot, a hurry-up based on the jackpots collected so far - you’ll know it’s lit when the lighting turns yellow / white. Scoring the Popcorn Jackpot completes the scene, and multiple Popcorn Jackpots can be collected within the same multiball.

Super Spinners:

Complete the Woody spinner and Bo Peep spinner by collecting enough spins at both of them to enable Super Spinners and qualify the scene. The spins required to enable Super Spinners are represented by the distance between Woody and Bo Peep on the display’s top right corner.

During Super Spinners, rip the spinners to increase the value of the super spinner jackpot that can be collected at the captive ball, which can be collected twice - once for Woody, and once for Bo Peep. Collecting both super spinner jackpots completes the scene.

Scoring Mystery during this mode will usually add time to the Super Spinners timer.

Duke Caboom Jump & Caboom Jackpot:

Shooting the inner loop enables the left inlanes to lower the Duke Caboom jump ramp for a shot into the Star Adventurer stunt deck. The flashing Canadian maple leaf icon indicates whether or not the lanes will raise the jump ramp. The inlanes can also be lit for jump ramp loops by scoring Caboom off the Take A Chance Wheel.

After jumping, if the jump ramp loop isn’t accessible, the right ramp will be flashing red. Shooting this shot lights the left ramp to continue building the Caboom Collect (2x each time collected, exponentially increasing) and the lock-up to score the Caboom Collect. This can be quite the high-scoring shot at a high multiplier.

After scoring 5 jump ramps, the scene is qualified, and the next time the jump ramp is lit, the player can repeatedly shoot the jump ramp. Shooting the jump ramp 3 times in a row scores the Caboom Jackpot worth the total value built up from jump ramp shots, completing the scene.

Collect 8 jumps during a game to light the extra ball.

Bo Peep Loops:

There are two distinct ways to qualify and complete this scene:

  • To qualify: Start the Super Loops mode off of the Take A Chance Wheel. Once this has been played, collecting 20 upper loops will qualify the scene. Every further qualification of the screen requires 10 additional upper loop shots.
  • To complete: Shoot 3 consecutive upper loop shots at any point to complete the scene. Completing the scene also scores a 100,000 point loop combo bonus.

Take A Chance Wheel:

The other main objective of Toy Story 4 is collecting everything on the Take A Chance Wheel to start Take A Chance Multiball. This functions similarly to how the wheel worked on some earlier Pat Lawlor games, particularly Red & Ted’s Road Show, and similarly has a wide selection of awards that can help out during normal play. This time, however, the player has slightly more control over the wheel awards than they did before.

Spell ALIEN by shooting the captive ball (4 letters are lit by default, decreasing by 1 per award collected) to light the Take A Chance Wheel, which has 8 marked inserts corresponding to different awards. Each insert also lists the shot required to score the award, once qualified. Lit awards can be changed by shooting the captive ball (nudges the wheel) or upper loop (spins the wheel).

Each wheel award can only be collected once, but are re-qualified once Take A Chance Multiball has been played.

Gabby Gabby Frenzy:

Started at the right ramp, which will be flashing rainbow colors once qualified.

For the next 30 seconds, all target hits or major shots will raise the Gabby Gabby target for a value that can be raised via further switch hits. Every Gabby Gabby target hit continues to advance towards starting Gabby Gabby Multiball as usual, and this mode can be stacked with other modes if it was activated before starting the other mode.

Scoring Mystery during this mode will usually add more time to the frenzy.

Caboom:

Started at the two left inlanes, which will be flashing rainbow colors once qualified.

This is an easier way to complete the Duke Caboom Jump scene, without having to go for the Caboom Collect shots. Every jump ramp shot collected while Caboom is enabled immediately lights the jump ramp for another shot, allowing you to continuously loop the shot.

Every jump ramp shot continues to advance towards qualifying the scene and collecting the Caboom Jackpot, if applicable, though this won’t enable Caboom Collect like the jump ramp normally will.

Unlimited Kickback:

Collected at the left outlane, which will be flashing rainbow colors once qualified.

Unlimited Kickback has the potential to tear the game wide open if collected early on. Once enabled, with no exceptions, the kickback will be lit at the left outlane for the remainder of the ball, without having to complete the FORKY targets.

Super Loops:

Collected at the upper loop, which will be flashing rainbow colors once qualified.

Once started, for the next 30 seconds, all loop shots score points and increase the bonus multiplier by +1x. Starting this mode also enables the Bo Peep Loops scene to be qualified with 20 total loop shots over the course of the game.

Super X:

Started at the left target, which will be flashing rainbow colors once qualified.

2x playfield will be enabled for the next 60 seconds once Super X is started, but the playfield multiplier can be increased by rolling through the two left inlanes and shooting the jump ramp, up to a maximum of 4x playfield. Super X can be brought into other modes if started before activating the other mode.

Scoring Mystery during this mode will usually add +1x to the Super X.

Tiki Party Pinball:

Started at the left ramp, which will be flashing red/orange once qualified.

The ball will be held at the left ramp once collected, and the player will be prompted to look at the screen above the left ramp to play Tiki Party. Ripped right from the film, this is a retro-styled pinball game where your goal is to hit 30 switches to start Tiki Party Multiball. After the 20 seconds of ball save time expire, Sudden Death begins and the next drain ends the mode. Completing the top lanes (with 3 of the 4 being awarded on an adjustable top lane skill shot!) will award 2x scoring for the following Tiki Party Multiball.

During Tiki Party Multiball, shoot the Volcano to spot lit red/orange shots and collect Jackpots. Jackpots start at 25,000 and increase with red/orange shot hits, Jackpots, and Super Jackpots. Once all red/orange shots are collected, the Super Jackpot is lit for 100,000 and add-a-ball. The Multiball increases in difficulty with each super jackpot scored, preventing the captive ball from spotting shots.

Hold Bonus X:

Collected at the Woody saucer, which will be flashing blue/yellow once qualified.

Shoot the Woody saucer for a cute animation and to hold the current end-of-ball bonus multiplier over to the next ball. Bonus can be quite sizable during a long ball on this game and holding the bonus multiplier can lead to particularly large bonuses.

Individual elements of end-of-ball bonus can also be held via random Mystery awards.

Light Extra Ball:

Collected at the scoop, which will be flashing rainbow once qualified.

If the wheel has landed on “Light Extra Ball”, the next shot to the scoop will immediately award you with an extra ball. However, if you change the wheel award by shooting the captive ball or the upper loop, you’ll miss your chance and have to try again later!

Other Scoring:

Gabby Gabby Multiball:

The Gabby Gabby target raises for about 5 seconds at several times during the game, usually:

After 5 shots have been made to the Gabby Gabby target (8 shots for subsequent multiballs), Gabby Gabby Multiball will start. Shoot the ramps to score 25,000 point Jackpots and raise Gabby Gabby for an extra hurry-up value. Shooting the upper loop scores a Double Jackpot, and after 5 Jackpots will also be lit to collect the Super Jackpot worth the total jackpots collected.

Hurry-Up:

Shoot the left target, then roll through the inlane closest to the left flipper to light a random shot from that flipper for a hurry-up award for a few seconds. These shots can be the scoop, captive ball, Woody spinner/saucer, Warp target, FORKY targets, or right ramp. Hurry-Up is lit by default at the start of the game.

To Infinity & Beyond Jets:

Collect enough jet bumper hits and/or Inner Voice awards to advance through the Jet Sectors and light a jet bumper. After passing Jet Sector 4, To Infinity & Beyond Jets is enabled and all bumpers will be flashing for 30 seconds to add 250 points to the value for hitting the Warp target, which starts at 10,000 points. The timer pauses with every bumper hit, and the multiplier for the mode increases by +1x each time it is started during a game. Holding both flippers during To Infinity & Beyond Jets disables the warp target collect to allow for bigger values to be scored.

Scoring Mystery during this mode usually adds more time to the To Infinity & Beyond Jets timer.

Mystery:

Collect X switch hits to light the Second Chance store’s mystery award at the scoop. Mystery awards include:

  • Skill Shot (awards the next skill shot value)
  • Free Tickets X
  • Hold X Bonus (Ball Bonus, Jump Ramps, Tickets Spent, etc)
  • Light Wheel
  • Ball Save (usually 15 seconds)
  • Spot Woody/Bo Peep Spins
  • Spot Sheriff/Sheep Target (advances spinner value for Woody/Bo Peep respectively)
  • Spot Carnival Lock
  • Gabby Gabby Mystery Hurry-Up (hit Gabby Gabby for 50,000 max value award)
  • Advance Super X (if active)
  • Add Super Spinner Time (if Super Spinner is active)
  • Add Super Jets Time (if Super Jets is active)
  • Add Gabby Gabby Frenzy Time (if Gabby Gabby Frenzy is active)
  • Light Jump Ramp
  • Collect Bonus
  • 2x Tickets (Ramp ticket collections are doubled for a certain amount of time)
  • Light Rescue Forky
  • My Good Friend Benson (posts in front of the jump ramp randomly pop up suddenly for ~30 seconds)
  • Collect Tickets (awards points per ticket)

If the scoop is shot when nothing is lit there, a receipt will be awarded scoring a random value between 1,000 to 10,000 points.

Extra Balls:

Extra balls can be lit at the scoop from:

End-of-Ball Bonus:

Bonus is comprised of:

All multiplied by the bonus multiplier, which advances through successful skill shots (multiples of +5x), completing both outer inlanes (which cycle with the flippers; +1x), or from upper loop shots during Super Loops (+1x each).

Take A Chance Multiball (Mini-Wizard Mode):

Once all eight wheel awards have been collected, the next shot to the scoop during single-ball play will start Take A Chance Multiball. During this 4-ball multiball, all the Take A Chance awards activate at the same time and the wheel constantly spins, lighting the shot corresponding to each award for a jackpot (yes, this means the left outlane can be lit to score a jackpot). Every jackpot collected lights a lock - the first two are collected at the lock-up, the third is scored at the left ramp, and the final ball must be locked in the Tiki Party playfield’s Tiki God saucer within 30 seconds to score the Super Jackpot built up through switch hits. Each Super Jackpot scored increases the base jackpot value for the multiball, which resets when the mode ends.

Meet Me At The Carousel (Wizard Mode):

After all seven scenes have been qualified or completed, shoot the scoop to begin the 4-stage wizard mode, Meet Me At The Carousel - or shoot the ramps to change which wizard mode path to play. Scoring for the wizard mode is multiplied by +1x, up to 7x, for every scene that was completed before starting the wizard mode.

To fully complete the wizard mode, the player must complete both Woody and Buzz’s paths to the carousel, which means the player will have to qualify or complete all seven scenes twice in order to access both sections of the wizard mode. Each stage of Meet Me At The Carousel requires an objective to be accomplished before the scoop is lit to score a hurry-up completion bonus and start the next stage. If the ball drains, the player will be given one last chance to complete the stage and score the completion value at the scoop; after that chance has been exhausted and the ball drains, the mode ends in failure.

  • Woody’s Path: First stage - collect 180 switch hits. Second stage - shoot 3 jump ramps, keep shooting it afterwards to increase the completion bonus. Third stage - 3 upper loops, keep shooting it afterwards to increase the completion bonus. Fourth stage - spell CAROUSEL by making all seven lit shots, and shoot the scoop to win.
  • Buzz’s Path: First stage - 3 FORKY target hits, then warp target, then 1 FORKY target hit, then warp again. Faster blinking target or clean warp increases completion bonus. Second stage - four ramp shots, keep comboing ramps to increase completion bonus. Third stage - 3 red shots, red / blue shots decrease completion bonus. Fourth stage - three roving shots, then lock lights the scoop to win.
  • Fireworks: Started after completing either character’s path. 4-ball Multiball begins with jump ramp shots increasing and scoring jackpots multiplied by .15x the number of balls in play, and adding a ball into play up to the max of 6. (For the 2nd and all subsequent Fireworks in a game, the jump ramp shots are worth 10x their normal value!)
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@CaptainBZarre You don’t waste a second getting these things going! haha

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Made a small edit to the Carnival Multiball section based on something I noticed around 8:26 in Jack Danger’s recent video of the game:

For anyone who’s played this game, have you found a reliable way to shoot the Buzz saucer? Seems like quite the tricky shot especially considering you can’t really shoot it directly.

Nope, just shoot up the middle to the pops and hope for the best. Seems a bit easier during a multi-ball when you can get 2 or 3 balls up there at once.

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Makes sense to me, thanks. I was a little concerned about how they’d handle a seemingly random saucer shot but it really isn’t too different from the kickback relight from Banzai Run, and the bumper layout kinda encourages the ball to bounce in there.

Yeah, after a few hours it’s honestly not that bad of a shot to hit. You can accidentally shoot into it from a half right ramp/upper loop feed and even from the saucer itself (there’s some code to prevent immediate returns from counting, but if you hit into enough pops you can get multiple saucer hits in one trip).

Added pretty much everything I know from hands-on experience from the HUPChallenge streams yesterday. Only things I’m missing are a few modes (because I don’t have the time to scrub through the footage to find them), Stage 4+ in Carnival Multiball, and Meet Me at the Carousel because Forky is a…another word that starts with F. Especially when the game decides to divert you to the wrong inlane and you lose out on Forky.

I added a few mystery awards to the bottom of that list. Feel free to fix the formatting if needed. One of them starts the My Best Friend Benson mode which revolves around the creepy Benson puppets. I don’t see it mentioned anywhere in the wiki yet. I know the Benson posts around the Caboom ramp randomly pop up during the mode, and some jarring sound effects are played during this. Only encountered it a couple times, and not sure how to start, or what to do during the mode.

Banzai Run’s saucer (to relight kickback, Lock a ball, etc) is most certainly a direct shot from the flipper. It can be difficult to hit, but a direct shot is there from the L flipper. You don’t have to rely on love from the pops.

Fair enough - I think this is definitely a rather different kind of “bumper shot” than what we’re used to but I’m fine with it regardless, especially on a game meant for newer players… though the bumpers have the potential to be downright evil if they eject the ball SDTM.

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Agreed. I’m looking forward to playing it.
And it seems like not too bad of a non-direct saucer, if TS4 owners/operators keep their pops firing actively. Definitely doesn’t seem to be as random/lucky as say, Catacomb locks. haha

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The better comparison would be that kickout in Indy 500 that scores whatever’s lit at the center sinkhole and kicks the ball out there, with no real way to shoot it other than a rebound off the left lite-up target. Also the kickout on Stern Pirates that the ball falls into randomly and just kicks the ball back out.

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Does anyone know of restrictions on the Bo Peep Loops objective. Meaning, does loop shots made during multiball or with certain modes running not counting. I had a looong game with tonnes of loops shots made. But zero response on the progression insert. Suspecting something not working right on the game.

BTW. Really like this game. It might take some heat for being easy to shoot and have long plays. But hey, pinball can be fun.

Did you ever get Super Loops off the wheel during your game? That might be what prevented you from getting the task, it has to at least be started and 20 loops have to be made at any time.

I have no idea. But as I read the rulesheet, at 10 loops across all balls, the “started” progression, flashing insert, will be qualified for Bo Peep. And that is enough to play Meet me at the carousel. The Bo Peep insert were off all through the game. So I could not play the wizard.

Or am I wrong on this?

I changed the rules to match what’s in the game itself, give them another read.

Ah. Thanks.

One rule I’m not sure about - during Carnival Multiball, I was shooting the jump ramp during one of the stages when a display came up for “Ducky & Bunny Double Trouble Jackpot” worth just under a million. Is this a secret award like the “double cross” in Taxi / Fish Tales or does it relate to collecting Ducky & Bunny before the multiball?

Finally played Meet me at the carousel yesterday. The game here has a sticky Woody spinner. But just as I needed it, the Mystery awarded +40 spins. Thanks so much @PinballKatz. I like this design feature. And it does just what it should do. Help to keep games playing fair despite wear.

Still unsure how I achieved Bo Peep. But I am sure I made the loop three times in a combo during single ball non-mode play earlier in the game without achieving it. I am having a debate with the operator on whether his game is working properly or not.