Willy Wonka Rulesheet (Early WIP)


#1

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.

Layout

  • 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 qualifies the other inlane to add to the Candy Jar, while rolling over a lit rightmost left inlane will begin a hurry-up at the Factory target for a short time. Use the flippers to change which lane is lit.
  • 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!
  • 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 - 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 - 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. On the LE, this shot can feed the Wonkavator lock.
  • Saucer - 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.
  • 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. 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 - 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 when lit will add to the Candy Jar.
  • 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. (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.
    • “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.

Skill Shot

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!

Candy Jar:

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”.

Scrumdidilyumptious Combos:

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:

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, and 200 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?)

Factory Tour:

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.

  • Modes: 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 with a shot to the Factory target. Note that during any of these modes, a shot to the Factory target will add more time.

    • Welcome to the Factory: Shoot the flashing blue shots in this order: GUM targets, right ramp, (what’s the rest of the sequence?). Values for each shot become bigger after each successful shot.
    • Invention Room: (need information for this mode)
    • 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 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. 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.
  • Super X: 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 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
  • Awards: A shot to the captive ball will qualify one of these awards, and they can be alternated 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 and right ramps are 2 Wonka Bars, center ramp is 6).
    • 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:

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.

Kid Multiball:

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). While each qualified Kid adds a ball to the Multiball, each completed Kid increases the Jackpot multiplier for its respective Jackpot shot. Note that after the first Kid Multiball, the captive ball has to be hit once for each Kid in order for the Kid to be qualified properly.
    • Charlie: Charlie can be qualified by starting the Fizzy Lifting Drink Room mode, and can be completed by finishing said mode.
    • Augustus: Collecting 30 spins at the spinner in front of the side orbit will qualify Augustus and begin a hurry-up timer. During this time limit, you need to make a complex combo - right ramp to left orbit to center ramp to right orbit - to collect some points and complete Augustus.
    • Veruca: Veruca can be qualified by starting the Golden Egg Room mode, and can be completed by finishing said mode.
    • 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.
    • 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 the left orbit, left ramp, and side orbit will light. Completing these three shots will complete Mike.
  • Jackpots & Super Jackpots: Each Kid has its own Jackpot shot. Charlie has the left ramp, Augustus has the left orbit and side orbit, Veruca has the right ramp, Violet has the GUM targets, and Mike has the right orbit. The more Kids have been qualified, the more balls will be in play - from 2 to 6. If any Kid was successfully completed, its Jackpot shot will have a multiplier applied to it which increases depending on how many Kids were completed. The center ramp will also 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 enough (how many?) Jackpots during this Multiball will award the Golden Ticket for Kid Multiball.

Wonkavator Multiball: 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 10 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 Jackpots can only be made once - meaning you need to make every shot in the game in order to qualify the Super. (What else?)

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. Collecting 10 Jackpots during the mode will qualify the Super Jackpot (where is this collected and how much is this worth?)
  • Wonka’s Office - This mode is qualified at the saucer after two Golden Tickets have been collected and no other modes are in progress. (Rules for this mode seem really complex… shoot flashing shots to qualify jackpots at targets?)

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. :stuck_out_tongue:


#2

Could someone make this rule sheet free to edit?


#3

Yep, Wikified, have at it :slight_smile:


#4

New to JJP games, so not sure if this is something that happens in all the JJP games or not, but we were supposed to setup a 2-player game and the first player only pressed start one time. When they got to ball 3 we realized it was only 1-player. Held in the start button, and it added player 2, with 3 balls. Pretty crazy!


#5

It’s normal for now if the game is set to balls in reserve and game restart is turned off (both are default). If restart is on slow, then the game will restart if the button is held in regardless of number of balls played.

The plan is that players won’t be addable after someone gets to their last ball, but that’s not in there yet.


#6

I thought this was a neat feature when I saw it recently on Pirates, and I guess it will work well for location games on coin-play.

However I’m thinking now it’s a bit of a gamble if you come across these games on free play. Will holding the start button add a new player or reset your game… Only one way to find out :smile:


#7

Well if you just press it it’ll add a player. There’s no reason to HOLD the button unless you really intend to restart it.


#8

Made some adjustments to clarify a few things. Did not fix the entire wiki though


#9

Ahh, that makes sense now. Thanks.

As an aside - I head a great tale about a location game of Pirates where player 1 completed their game with a score good enough to get their name in, then walked off with a smug smile.

Then the other two players who joined the game late managed to plunder player 1’s score down to zero :laughing:


#10

@PinballKatz if you combine Super Spinner with Super X (let’s say SuperX 3x), will it collect 3 Wonka Bars per spin during the time when these two things run concurrently?


#11

Super x will only effect scoring for super spinner right now not bars collected. edit recalling a conversation we had at one time regarding this exact situation and we deemed it to powerful.