Pat Lawlor’s second machine for Jersey Jack Pinball is themed after the original film adaptation of one of Roald Dahl’s most famous stories, about a quirky businessman who runs a chocolate factory powered by pure imagination. The machine can essentially be considered a “best of Pat Lawlor” machine in a similar sense to Dialed In; however, unlike that machine, the ruleset here is entirely new, with a few reminders of classic Lawlor titles. Compared to some of JJP’s recent titles this machine is a bit easier for casual players to understand while still providing a deep rule set for experienced players.
- Left outlane - Has a curved entrance and features a kickback (ie. Dialed In) that can be relit by completing the GUM targets. Can also be lit for Special.
- Left inlanes - Dual inlanes on the left side of the machine, similar to Addams Family, Twilight Zone, etc. Rolling over an unlit leftmost left inlane while the right inlane is lit red will add one to the Candy Jar, while rolling over a blue lit rightmost left inlane will begin a hurry-up at the Factory target for a short time. Use the flippers to change which lane (left or right) is lit red. If neither inlane is lit red, rolling over the leftmost left inlane will light the inlane red.
- Left lane - A small lane that activates the upper left flipper magnet for a short time, allowing a precise shot to the spinner to be made. This lane is also used to start Kid Multiball and collects the Super Jackpot during said mode. A shot to this lane during normal play will also temporarily activate the Super Spinner.
- Left orbit - The traditional Lawlor bumper shot, which goes between the three bumpers and feeds the upper right flipper on a strong shot (weaker shots might dribble out of the right orbit entrance). A small insert is located in between the bumpers indicating the left orbit is a mode shot. This shot also counts towards qualifying the purple inserts for the Factory Tour.
- Bumpers - A set of three bumpers covering the entrance to the left orbit. A shot to the right orbit or a hard plunge will enter this area. Can be lit for Super Jets through a Computer Award. Check out the score display while the ball is bouncing in the bumpers! Balls exiting the bumpers have a dangerous tendency to head towards the center drain.
- The Most Secret Machine - This is an interesting combination of a target and a sinkhole - similar to the Trunk from Theatre of Magic, but more advanced. After enough shots are made to the target, the platform under the target will rotate to reveal a sinkhole that the ball can be sent into. Balls that enter the sinkhole will be deposited into the plunger lane. Five inserts are located in front of the Most Secret Machine that correspond to certain features: “Lite Lock” (when the next hit will activate the sinkhole to lock a ball), “Lock 1”, “Lock 2”, a Wonka hat (when Scrumdidillyumptious is qualified), and “Advance Bonus” (multiplier). A large sausage-shaped insert strobes whenever the shot is lit for major scoring opportunities.
- Left ramp (Gobstopper ramp) - A ramp that curves around the back of the game and has two exits. The first exit feeds the leftmost left inlane and sets a shot up to the right ramp for a combo. The second exit feeds the upper left flipper and will temporarily activate the magnet. An insert labeled “Wonka Bar” will be lit whenever the ramp will collect a Wonka Bar; it also acts as a mode shot. Advances the captive ball sequence by 1 temporarily when made.
- Captive ball - A captive ball containing a smaller ball behind it. When the captive ball is hit, the force put onto it by the ball that strikes it will hopefully send the ball to a target. Typically easier as a backhand from the right flipper than from the left flipper. Six inserts are located in front of the captive ball: “1”, “2”, “3”, “4”, “?”, and “Collect Kid”. The first four are self-explanatory and are advanced by shooting the center and right ramps. The “?” is the final shot in the captive ball sequence and collects a lucrative Captive Ball Mystery award. “Collect Kid” flashes whenever a kid has been qualified. Another insert labeled “Hit Me” flashes when the captive ball is available as a shot during modes. The captive ball is also used to qualify the orange inserts for the Factory Tour.
- Center ramp (Camera ramp) - This ramp can only be made using the upper right flipper. After traveling around the back of the game, the ramp feeds the same area as the left ramp - meaning it can also divert to the upper left flipper magnet. While it doesn’t have a proper mode shot indicator, strobing rectangular inserts in front of the shot serve the same purpose. Also has a “Wonka Bar” insert that lights when three can be collected. Located on top of the ramp entrance is a camera toy that captures an image of the player’s face at certain times during play.
- Right orbit - The opposite of the left orbit, which goes behind the Wonkavision screen and feeds the bumpers. Can be lit as a mode shot and qualifies the purple inserts for the Factory Tour. Starts Oompa Loompa Odyssey when lit.
- Saucer (TV shot) - A small lane that U-turns directly to a saucer, which kicks the ball towards the upper right flipper. The saucer is an important shot as the “!” insert indicates whenever it’s lit for a Factory Tour mode, and it also collects the Extra Ball when it’s insert is lit. The saucer can also be shot directly from a short plunge. Note that if the right flipper is held, this shot can’t be made.
- Wonkavision screen - This screen covers the entrances to the right loop and the saucer. Various features are displayed on this screen and it also displays mode timers during relevant modes.
- Side loop - A loop that goes around the back of the game, entering the right loop area and feeding the bumpers. It can only be shot through the upper left flipper. Has a “Super Spinner” insert in front of it and can be lit as a mode shot. Occasionally, shots to this loop will bounce into the saucer. On the LE, this shot can feed the Wonkavator lock.
- Spinner - A spinner is located in front of the side loop, which makes really good sounds when it’s hit. Counts down towards qualifying Augustus. If Super Spinner is qualified, each spin will collect a Wonka Bar!
- Wonkavator Super Lock - When “Super Lock” is qualified through various methods, the next shot to the side loop will divert and kick the ball up to a platform where it’s locked for Wonkavator Multiball on the LE and CE. At the beginning of Wonkavator Multiball, all three locked balls will be deposited into the left ramp entrance.
- GUM targets - Three circular standup targets spell GUM to light the Kickback at the left outlane. Completing the targets will also qualify Violet.
- Right ramp (Factory ramp) - A rather steep, risky ramp at the very right of the game, which curves around to feed the right inlane. Along with collecting Wonka Bars when the insert is lit, this ramp acts as a mode shot and adds a letter to “WONKA” (shown on the factory tower to the right of this ramp). Spelling WONKA qualifies a blue insert for the Factory Tour.
- Factory target - A singular blue standup target in a similar position to the drone target from Dialed In. Hitting the target when lit as a hurry-up collects all five WONKA letters immediately. The target is also the add-a-ball shot during Multiball modes and can add time during certain modes.
- Right inlane - Just a single lane this time.
Rolling over this inlane while the left leftmost inlane is lit red will add one to the Candy Jar. Use the flippers to change which lane (left or right) is lit red. If neither inlane is lit red, rolling over this inlane will light it red.
- Right outlane - No kickback here. Can be lit for Special.
- Candy targets - Three small standup targets are located around the playfield. One is located between the left lane and left orbit, one is located between the center ramp and right orbit, and one is located to the left of the right ramp. Hitting these standup targets enough times will light the Extra Ball and progress towards other features. The lower left and right targets are particularly dangerous to shoot head on, sometimes resulting in a quick center drain. (Most of these aren’t worth going for - make them more valuable!)
- The Display - Many features are shown on the display, allowing players to keep track of their progress throughout the game. Going clockwise (starting from the top-center):
- The pipe at the top center indicates progress towards qualifying Augustus Gloop.
- The top right Wonkavision display indicates progress towards qualifying Mike Teavee.
- The windows at the right of the display animate during the Wonkatania Mania mode.
- Three lever devices are used to indicate progress towards the three types of Factory Tour modes. Once a mode is qualified the device will be replaced with a “Mode Ready” display corresponding to the mode’s color. Located under these devices is information about high scores.
- The current player’s score is displayed at the bottom center, with other players’ scores in a smaller font below it. To the top right of the display is an indicator of the current ball.
- To the left of the score display is an indicator showing the current amount of Wonka Bars collected, times a number (Bonus X). When a Computer Award has been qualified, the award will be printed and displayed to the right of the indicator. The Candy Jar can be seen to the right of these stats.
- The left of the display is occupied by a steam device that has the faces of all five Kids on it in sepia. When a Kid has been qualified the face will become its proper color. If a Kid has yet to be completed, the requirement to complete the Kid will be shown to the right of the face. To the lower left of each Kid’s face is an empty circle. Once a Kid is completed, that circle will be filled with that Kid’s completion symbol. Kids that have been collected and will be brought into Kid Multiball will have animated steam surrounding their picture. Qualified Kids that have not yet been collected at the captive ball will not have this steam circle.
- “SHOOT G.U.M. TARGETS” indicates progress made towards qualifying Violet.
- The center of the display is occupied by the Most Secret Machine. When the corresponding target is hit, the machine will turn around and reveal its interior.
There are three Skill Shots on this machine.
- A soft plunge into the saucer awards 1 WONKA letter, increments the Candy Jar by 1, and awards a base value of 1,000 points.
- A soft plunge to the upper flipper followed by a shot up the center ramp qualifies the Computer Award, increments the Candy Jar by 5, and awards a base value of 2,000 points.
- Super Skill Shot: Holding in the left flipper and making a soft plunge to the upper flipper, shooting the center ramp, and then shooting into the saucer as a combo qualifies the Computer Award, Advances all factory tour qualifying +1 shot, increments the Candy Jar by 10, increases the Bonus X by 1, and awards a base value of 10,000 points. However, if you miss the shot by accidentally hitting the saucer from the plunge, you get nothing! You lose! Good day, sir!. Also, plunging too far past the saucer and tripping the switch there in the side loop will invalidate the super skill shot.
The Candy Jar, located to the left of the score display, determines the scoring of a few features throughout the game. Candy can be added to the Jar either through successful Skill Shots or by completing the candy cane inlanes (light them both). The more Candy is in the Jar, the more the spinner is worth (regular spins and super spinner). Candy is also used to determine scoring during the Computer Ticket mode “The Candy Man”.
Shooting combo shots (left ramp, right ramp, left loop, center ramp, lit yellow inserts indicate available combo shots) will add letters to “Scrumdidilyumptious”, shown at the top left of the display. Cash in the combo with a shot to the Most Secret Machine. The value that will be collected for the combo will be shown at the top of the progress display. Good luck trying to spell and cash in the entire word! The number of letters at the time of cash in determines how much it increments the overall value of building it up. Completing the full word gives a substantial increase to the current combo and future build up.
Wonka Bars are important for several reasons, as they contribute to your Bonus and qualify the Computer Award at certain thresholds. Shooting the left ramp will award 1 Wonka Bar, shooting the right ramp will collect 2 Wonka Bars, while shooting the center ramp will collect 3 Wonka Bars. Along with the aforementioned features, Wonka Bars also determine scoring during the Computer Ticket mode “Wonka Bar Craze”. Along with being shown on the display, the numbers in front of the left lane correspond to the number of Wonka Bars that you’ve collected.
- Golden Bonus Level: At certain thresholds of Wonka Bars, the Bonus (and thus, the number of Wonka Bars) will be held. These thresholds are called Golden Bonus Levels and are, on default settings: 10, 25, 50, 100, 200, 300, and 400 Wonka Bars.
Computer Award: Collecting thresholds of Wonka Bars (starts at 5, increases by 1 for every Computer Award) will qualify the saucer to collect a Computer Award. There are fifteen of these total, and all of them have their uses. If the next Computer Award happens to be one you don’t want, a hit to the standup target to the right of the center ramp will change it. You can also qualify Computer Awards through successful Skill Shots. Certain Computer Awards can only be started after enough have been qualified by progressing through the game. The list of Computer Awards is below.
- Computer Tickets: Four of the fifteen Computer Awards are small modes referred to as Computer Tickets. All four of these modes share the same timer, which means if you start another Computer Ticket mode while one is already active, the timer will reset. Scoring in these modes is determined by various factors, including the Candy Jar and the amount of Wonka Bars you’ve collected.
- The Candy Man: Shoot the standup targets for big points. After x number of targets a jackpot is lit on the center loop. After the center loop you are back to shooting x number of targets.
- Wonka Bar Craze: Shoot the three ramps for big points. Once all 3 ramps have been made a valuable roving ramp shot begins. Once you hit the jackpot roving arrow all 3 ramps reset back to lit.
- Dots, Dots, Dots!: Shoot the captive ball for a constantly changing value. The higher number insert you have lit upon hitting the captive ball will determine its value. After X number of captive ball hits a jackpot in the same style of roving value begins on the center ramp indicated by the laser inserts. Same deal as the regular captive ball hits the top insert is the most valuable.
- Unlimited Kickback: All loops are worth big points and the left outlane kickback will remain lit until the Computer Award timer runs out (along with scoring the loop value). So technically it isn’t unlimited, but if you know what you’re doing, you can try to make it unlimited… :]
- Small Points (1000)
- Medium Points (2500)
- Big Points (4000)
- Add Tilt Warning (!)
- Light Super Lock (at the side loop. This award is critical as it lights 3 Super Locks, not just 1!)
- Light Special (at both outlanes)
- Super Jets (all bumper hits score more points than usual)
- Advance Candy Jar (+10 candy into the jar)
- Increase Captive Ball Build Value (this increases the value of the captive ball when hit if 1 to 4 is lit and not the ?.
- Hold Bonus X (holds over the Bonus X to the next ball and makes a fart sound at the end of the bonus countdown. If collected on the last ball you collect your entire bonus again!)
- 15 Second Ball Saver (activates ball save for 15 seconds, collect this during any Multiball mode - you’ll need it!)
- Light Extra Ball (at the saucer)
Captive Ball Mystery: The first level of difficulty allows any ramp shot to increase the captive ball build up. After a certain amount of time the level will drop back down by 1 if no ramp shots were made. On later difficulties (after collecting a ? award) you will then need to do a left/right ramp combo in order for the number to increase. On any difficulty the center ramp will always increase the build up by 1. When the “?” insert is lit, hitting the captive ball will collect a Mystery award. Look at the display for information on these. There are eight total Mystery awards that can be collected, and many of these are modes that can be stacked into other modes. The list of Mystery awards can be seen below, in the order of top row to bottom row, left to right, from the selection screen:
- Light Super Lock (at the side loop) (always the 2nd award if available)
- Light Extra Ball (at the saucer)
- World Record Gum Chewing: This is a timed mode to hit the g.u.m. targets as much as possible
- Wonkatania Mania: You know it had to be in the game somewhere! The Wonkatania takes a detour into a bizarre nightmare world where things take a turn for the worse. Shoot the ramps to collect big points, and shoot either the left or right orbit to increase the base values. The base value will also increase over time as Wonka’s poem becomes more and more terrifying.
- Big Points (same as the Computer Award?)
- Oompa-Loompa Hurry-Up: Picks a random shot for a quick hurry-up award starting at 20k.
- Store Room Combo Challenge: Collect all of the materials in the store room with successful combo shots (right ramp - left loop - center ramp - inner loop). (Unsure of scoring)
- Wonka Wash Frenzy: Frenzy style mode. All switches score 500 points for 20 seconds. (Is there a way to increase the value?)
There are 12 features listed in the center of the playfield, each of which has its own dedicated insert. The top four inserts have green borders, the middle four have purple borders, and the bottom four have orange borders. Each set of inserts is qualified in a different way, but all of them are started with a shot to the saucer when the “!” is lit. Several awards are given after completing enough of the tour: every three features started, the Super Lock will light at the side orbit. Starting all twelve features will collect the Golden Ticket for the Factory Tour. The features are described in detail below, starting from the bottom and moving to the top.
The bottom four features are proper modes that can be completed. However, for the most part, simply starting these modes is enough; there are two exceptions that will be described in their respective sections though. These features are qualified by spelling WONKA, either through shots up the right ramp, a successful Factory Hurry-Up, or a Skill Shot. Three WONKA letters are spotted at the start of the game, decreasing by one each time a mode has to be relit. The lit mode can be alternated to a different mode that has not yet been played with a shot to the Factory target or the right Factory ramp. Note that during any of these modes, a shot to the Factory target will add more time, after a prerequisite has been met.
Welcome to the Factory: Shoot the flashing blue shots in this order: GUM targets, right ramp, GUM targets, right ramp, left ramp. Values for each shot become bigger after each successful shot.
Inventing Room: Shoot enough lit ramp shots to light jackpot at center camera ramp. Time can be added by making a lit ramp and hitting the Factory target.
Fizzy Lifting Drink Room: Starting this mode will qualify Charlie for Kid Multiball. To advance through the room, shoot the left ramp to complete the first level, then make shots to the spinner and bumpers via the right loop to advance through further levels (and listen to the unique spinner sounds during this mode!). Upon reaching level 5, the final shot will be a hurry-up at the Most Secret Machine. Making this shot will end the mode and complete Charlie.
Golden Egg Room: Starting this mode will qualify Veruca for Kid Multiball. Shoot the flashing green shots for good eggs, while avoiding the red shots which will award bad eggs and reduce the scoring for the mode. Time can be added by making a green shot and hitting the Factory target. The final shot in this mode will be the Most Secret Machine (flashing both green and red). Making this shot will end the mode and complete Veruca.
The middle four features are playfield multipliers called Super X, which boost scoring by the number shown on the playfield. Shooting either the left or right orbit when lit with a purple arrow will qualify a Super X. The spinner will alternate which Super X is lit.
Super X 2x
Super X 3x
Super X 4x
Super X 5x
A shot to the captive ball will qualify one of these awards, and they can be alternated between modes not already played with further shots to the captive ball.
- Super Spinner: For 30 seconds, every spinner hit will collect 1 Wonka Bar. Good audio for this mode too, it’s really satisfying to rip the lit spinner.
- 2x Wonka Bars: For 30 seconds, all Wonka Bar collects will be worth 2x their normal amount (ie. left ramp is 2, right ramp is 4 and center ramp is 6 Wonka Bars). This also means that the left lane - inner loop combo will score 2 Wonka Bars a spin!
- Collect Bonus: Awards the end of ball bonus instantly (and yes, this CAN be multiplied by a Super X if one is collected at the same time).
- Slugworth Multiball: Begins a quick 2-ball Multiball where shots to the ramps will light the captive ball for a hurry-up Jackpot award. Every successful captive ball hit will continue to stack up the amount earned on top of the current value. Once a captive ball hurry up jackpot is missed the value will reset to a floor value. The floor value does also go up upon successful jackpots to not completely reset back to the beginning.
Gobstopper Multiball is a simple 3-ball affair that should primarily be used to focus on other objectives with the balls flying around everywhere. Notably, the Jackpot sequence in this mode stacks nicely with the Captive Ball Mystery feature. A Golden Ticket awaits successful Multiball experts.
- Lighting the Locks: Shoot the target blocking the Most Secret Machine to increase the Bonus X and, more importantly, open up the hole to lock a ball. Only one hit to the target is needed for the first Multiball of the game on default settings, increasing by one each time. Balls that enter the lock hole will be deposited into the plunger lane. Virtually Lock 3 balls to start the Multiball.
- Jackpots: During Gobstopper Multiball, each shot up the left and right ramp will score a Jackpot, and the center ramp will score a Double Jackpot (and count two Jackpots towards the Gobstopper Jackpot progression?). Hits to the Most Secret Machine will increase the Jackpot value by a small amount.
- Gobstopper Jackpots: After collecting 5 Jackpots at the ramp, the hole in front of the Most Secret Machine will light to collect a Gobstopper Jackpot, worth 5x the value of a normal Jackpot. Collecting five Gobstopper Jackpots - one for each Kid - will award the Golden Ticket for Gobstopper Multiball.
- Gobstopper Multiball Restart: If the player has a terrible Gobstopper Multiball (barely any Jackpots scored), the hole in front of the Most Secret Machine will light for about 20 seconds to restart the Multiball with two balls in play.
This Multiball mode is a throwback to the Multiball Madness mode from Medieval Madness, albeit with more advanced rules. Completing various tasks throughout the game will qualify, complete, and eventually collect Kids. The more Kids you bring into the Multiball, the higher the scores!
- Qualifying & Completing Kids: There are five Kids to qualify and complete - Charlie, Augustus, Veruca, Violet, and Mike. Qualifying or completing a Kid will light the captive ball for Collect Kid (which also automatically lights Kid Multiball at the left lane if it isn’t lit). If Kids have been collected, but the ball drains before Kid Multiball can be started, the mode light will go out. Another Kid must be collected at the captive ball to re-light the mode. If you already have all five Kids collected, then draining will not unlight the mode.
- Charlie: Charlie can be qualified by starting the Fizzy Lifting Drink Room mode, and can be completed by finishing said mode. Charlie’s completion symbol on the main display is a bottle of Fizzy Lifting drink.
- Augustus: Collecting 30 spins at the spinner in front of the side orbit (50 spins for 2nd qualification) will qualify Augustus and begin a hurry-up timer. During this time limit, you need to make a complex combo - For the first completion, execute a 2 shot combo of right ramp to left orbit. For the second completion, execute a 3 shot combo of left ramp to right ramp to left orbit - to collect some points and complete Augustus. Augustus’ completion symbol on the main display is a slice of chocolate pie with whipped cream.
- Veruca: Veruca can be qualified by starting the Golden Egg Room mode, and can be completed by finishing said mode. Veruca’s completion symbol on the main display is a golden egg.
- Violet: Completing the GUM targets will qualify Violet and begin a hurry-up timer. During this time limit, a shot to any one of the GUM targets will score the value and complete Violet. The left and center ramps will divert to the upper flipper during this mode for an easy shot to the targets. Violet’s completion symbol on the main display is a splat of chewing gum.
- Mike: Complete the three teal shots - right orbit, saucer, and then the center ramp, in that order - to qualify Mike and begin a 30 second timer where 3 cyan shots will light (4 for 2nd qualification) Possible shots include the left orbit, left ramp, right ramp and side orbit. Finishing the required lit shots will complete Mike. Mike’s completion symbol on the main display is a pair of Wonka-Vision safety glasses.
- Jackpots & Super Jackpots: Each Kid has its own Jackpot shot. Charlie has the right ramp, Augustus has the left orbit and side orbit, Veruca has the left ramp, Violet has the GUM targets, and Mike has the right orbit. The more Kids that have been qualified, the more balls will be in play - from 2 to 6.
When playing Kid Multi, the jackpot shots of Kids that were not brought into the Multiball will not be available to shoot for a Jackpot. While each qualified Kid adds a ball to the Multiball, each completed Kid increases the Jackpot multiplier by 1 for all completed Kid Jackpot shots, and also multiplies the Double and Super Jackpot shots. For example, if you bring Veruca and Mike into Kid Multi both completed and Charlie just collected but not completed: The Veruca and Mike Jackpot shots will be scored at 3x (+2 for the 2 completed Kids) and Charlie’s Jackpot shot will be at the standard 1x. The Double and Super Jackpot shots will also be scored at 3x. The center camera ramp will always be lit for a Double Jackpot regardless of how many Kids were brought into the Multiball. Collecting 5 Jackpots will light the Super Jackpot (a grand and glorious jackpot!) at the left lane. Collecting all 7 possible Jackpots during this Multiball will award the Golden Ticket for Kid Multiball. Five jackpots for the Kids, one Double Jackpot at the center camera ramp, and one Super. These only need to be achieved once over multiple Kid Multiball attempts. The instant info page can be referenced to see which jackpots have been finished, and which are still needed.
This Multiball mode has far more complex rules than the other two - and as a result, it’s much tougher to start, requiring special locks that carry over from game to game. However, the payoff is well worth it.
- Lighting Super Locks: Super Locks can be lit in three ways: by completing three Factory Tour features, off of a Computer Award (lights all three!), and off of a Captive Ball Mystery award. These are collected at the side orbit, which will divert into the Wonkavator lock on the LE model or act as virtual locks on the Standard model.
- Wave 1: All major shots in the game will begin flashing blue and yellow for Jackpot awards. The same shot can be made more than once to make progress towards qualifying the Super Jackpot award. After 6 Jackpots have been collected, the Gobstopper target will begin flashing. The target has to be hit once in order to open the lock. Once all balls except for one have been locked, the side loop will light for a Super Jackpot multiplied by the number of balls that have been locked.
- Wave 2: Starts off the same way as the first wave, except each Jackpot shot can only be made once. Five Jackpots are required to qualify the Super.
- Wave 3: Jackpots can only be collected on a roving shot. After each Jackpot, the captive ball must be hit to light the next Jackpot. Five Jackpots are required to qualify the Super.
Gumball Machine & Achievements: Various tasks throughout the game - many not done on purpose - will count as achievements and award you gumballs from the Gumball Machine. A Golden Ticket will be hidden randomly in the Gumball Machine, meaning it could either be a gimme at the start of the game or a really difficult task a player has to go for on purpose. Achievements score various point values which vary depending on the difficulty of the achievement (which can be multiplied by Super X!). These include:
- Sling King (slingshot hits)
- Top Pop (bumper hits)
- Ramp Entry Sentry (ramp hits)
- Target-Centered (standup target hits)
- Multiball Wizard (start Multiball modes)
- Time Enough at Last (add time during any mode)
- Add-a-Multiball (add a ball during any Multiball)
(should I include the entire list?)
Golden Tickets & Wizard Modes:
- Oompa Loompa Odyssey - This mode is qualified at the center loop after one Golden Ticket has been collected and no other modes are in progress. The display will use a camera to show the player’s face and all shots on the playfield will be flashing green and orange for Jackpots. Once a Jackpot has been collected, shooting the same shot again will award a smaller value and will not count as a unique jackpot. Collecting 10 unique Jackpots during the mode will qualify the Super Jackpot. A set of several (3?) adjacent shots will be lit and move across the playfield. Shoot one of the lit shots to collect the Super Jackpot, then a ball will be added and all shots will re-light for Jackpots.
- Wonka’s Office - This mode is qualified at the saucer after two Golden Tickets have been collected and no other modes are in progress. This mode is played by alternating left to right shots as directed by the game lights and audio. The mode can be finished in as little as 3 shots, but can be extended by not hitting the finishing jackpot shot, and instead locking a ball in the Gobstopper. This will increase the final jackpot’s value, and a new 3 shot sequence will begin. The mode finishes when you drain, or collect the final jackpot shot.
End of Ball Bonus: Bonus is simply calculated by awarding 500 points per Wonka Bar, times the Bonus X.
Pure Imagination: Collecting all five Golden Tickets, then shooting the saucer will begin the Pure Imagination Wizard Mode. Let me know if you ever get to this.