Elton John Rulesheet

Quick Links:

Game Information:

  • Lead Designer: Steve Ritchie
  • Code/Rules: Joe Katz, Bill Grupp
  • Lead Mechanical Engineer:
  • Artwork:
  • Computer Graphics Art Director: Joe Katz
  • Sound Designer:
  • Release Date: November 2023
  • Wiki Rulesheet based on Code Rev: 2.00

Elton John is Steve Ritchie’s first game as a designer for Jersey Jack Pinball. Chronicling the life and career of the eccentric musician, the game features a wide selection of “milestones” that can be completed to access the final tour, allowing for many different ways to play the game for a high score.

Rules Overview:

  • Time the plunge at the start of the ball to collect the lit skill shot award. Short plunge and shoot either upper lane (backstage, or the side ramp) to score a super skill shot. Full-plunge and shoot any drop target to quickly collect an album.
  • Songs can be selected at the start of the game, all future songs during a game chosen randomly. During each song, shoot the flashing shots to qualify wardrobe items at the backstage shot (the inner loop.) Collect all three items for high-value victory laps until the end of the song.
  • Shoot the drop target bank to fill out the Rocka-Box and collect albums. Each album corresponds to a different award - the fifth award unlocks five timed “encore modes,” with a special Champ Multiball available after playing all five.
  • Shoot the Tiny Dancer target to light lock at the crocodile. Lock 2 balls at the crocodile (3 on subsequent plays) for Crocodile Rock Multiball.
  • Collect fuel by completing tasks throughout the game. After collecting enough fuel, the player can choose to either start Rocket Man Multiball at the rocket kicker, or keep collecting fuel to boost the multiball.
  • Spell ELTON JOHN by collecting all 9 stars scattered across the playfield to light lock at the side ramp. Lock 3 balls in the piano to start a Signature Stage Multiball that can be determined with the action button prior to starting it. The multiballs on the left of the display are easier than the ones on the right.
  • There are 10 different milestones that require mastery of one aspect of the game. Achieve 4 different milestones to qualify for the Final Tour wizard mode. Collect more milestones to improve Final Tour’s scoring potential.

Layout:

Skill Shots:

There are five inserts located above the plunger lane - one is lit at a time, sweeping from top to bottom and back. The lit award is locked in & is given as soon as the ball passes the opto above the inserts. From top to bottom, the inserts are:

  • Big Points (200k)
  • Bonus X (+1x)
  • Spot Star (or collect Signature Stage Lock 1 / 2 if lit- will not start MB)
  • Rocket Fuel (50 units, no effect if Fuel is at maximum level)
  • Adv. Croc MB (light Lock 1 / 2 / 3, or collect Lock 1 / 2 if lit - will not start MB)

A chance for a super skill shot is available at either the backstage shot or the side ramp, if the player short plunges the ball to feed the upper flipper. The super skill shot awards an additional bonus or perk, based on whichever skill shot award was selected (ie. Dialed In super skill shots). Successive super skill shots apply a growing multiplier to that perk. After collecting 2 super skill shots in one game, only one of the side flipper shots will light for future super skill shots.

  • Big Points - Very Big Points (1M first collect)
  • Bonus X
  • Spot Star - Increased scoring for all Star shots (+100K first collect)
  • Rocket Fuel - More Fuel added (50 units), plus 100K award ~(first collect)
  • Advance Croc MB - Crocodile Jackpot base value increased by 30k, plus 100K award (first collect)

Alternatively, a full-plunge will reset the drop targets & light the whole bank for a Rockabox skill shot. Knock down any target to score ~50K and instantly collect the next album. A mid-strength plunge that enters the jets will cancel both skill shot opportunities.

Each skill shot collected during the game will make the award inserts move faster. After collecting enough skill shots, the selection inserts will light in an erratic pattern instead of sweeping up and down, making it much more difficult to select a particular award.

Songs:

At the very start of the game, the player will be prompted to select one of 15 songs - this is the only opportunity the player has to choose a particular song. Depending on the song, note inserts will light across the playfield in different patterns. Each song has 3 levels to complete, with the current level indicated by the color of the lit notes (Yellow, then Orange, then Red.) Scoring values for each note are listed below each level’s associated wardrobe item. Each note collected will slightly boost the current level’s note value. A small counter above the current level’s associated wardrobe item tracks how many more notes are required to complete that level.

Click the spoiler tab to view the full list of songs, presented in the order that they appear in the selection screen, as well as the rules for each song’s note patterns.

Song list / Note pattern details
Title Time Notes Needed Rules
Tiny Dancer 6:17 4 / 8 / 12 Left eject, left ramp, and light ramp start lit. Shoot the flashing Tiny Dancer target to add more note shots across the table, until fully-populated. Notes added by the Tiny Dancer target unlight when collected.
Rocket Man 4:41 4 / 8 / 14 Left & right ramp start lit. Make a ramp to alternate the lit shot with that side’s orbit, shoot lit orbit to switch it back to the ramp. During level 2, both orbits and ramps will light; most recent shot unlights. Rocket drop target & kicker also lit during all levels: either shot awards 2x value & 3 notes.
Saturday Night’s Alright for Fighting 4:55 4 / 6 / 8 Starting on the left side of the playfield, (4 / 3 / 2) shots are lit at a time. Lit shots move every few seconds from left to right. Make a shot in the middle of the lit group to “split” the group of shots, causing new shots to light on either side (rapid blinking), which move towards opposite sides of the playfield. Make these “split shots” for 1.5x scoring. After reaching the edges of the playfield, “split shots” reset to their normal position in the sweeping pattern.
Your Song 4:01 4 / 6 / 10 Alternate shots between the left and right side of the playfield. Fewer shot choices with each level.
Bennie and the Jets 5:22 4 / 6 / 10 Left & right ramps, left and right orbits, left eject and Croc VUK start lit. Two shots removed at each level. Eject / VUK combos into Orbit shots (rapid blinking note) redirect into the Jets.
Goodbye Yellow Brick Road 3:12 4 / 6 / 10 Level 1: all shots are lit for notes. Level 2 & 3: limited number of note shots available; making a lit shot moves that shot.
Take Me to the Pilot 3:46 4 / 6 / 10 Make one shot, then make the same shot again (all others will unlight.) Cannot use same shot after making the repeat shot.
Philadelphia Freedom 5:24 4 / 5 / 8 Starting in the center of the playfield, (4 / 2 / 1) shots are lit at a time. Shots move every 15 seconds, crossing the playfield in a left-right sweep, then wrapping around from the Rocket to the left eject.
Levon 5:22 4 / 6 / 10 Shots rotate between ramps (left / right / piano), orbits (left / right / backstage), and kickers (left, Croc, Rocket). During levels 2 and 3, shots in each category become more limited as notes are collected.
Crocodile Rock 3:55 4 / 6 / 8 Alternate between making any major shot and the Crocodile VUK. Major shots cannot be used twice in a row. During level 3, Croc stays lit, and making the Croc adds one note shot on the playfield.
The Bitch is Back 3:44 4 / 6 / 8 During Level 1 & 2, “looping” shots light: both orbits, the left ramp, and the Piano ramp. During Level 2, only 2 of these shots are lit at a time, shuffling every ~15 seconds. During Level 3, only one orbit at a time is lit, switching sides every ~8 seconds. Looping the same shot while it remains lit awards 1.5x scoring. This song may be unavailable if “adult content” is disabled from the Operator’s Menu.
I’m Still Standing 3:03 4 / 6 / 10 All shots start lit. Every (5s / 4s / 3s), a random(?) shot will unlight. Advance levels, or shoot left eject at any time, to relight all shots. If the final lit shot times out, all shots automatically relight.
Pinball Wizard 5:15 4 / 6 / 10 Starting on the left side of the playfield, (4 / 3 / 2) shots move from the left to right side of the playfield as they are made. “Far side” shots (left eject & Rocket) score 1.5x.
Honky Cat 5:13 4 / 6 / 10 Three sets of shots are lit. All shots are lit at the start of the song, but each level of notes decreases the number of shots that can be made. Notes can also be collected by using a kickback, awarding 2.5x current value.
Your Sister Can’t Twist 2:41 1 / 1 / 4 Left & right ramps start lit, but will not collect notes. Spinners worth (10K / 15K / 20K) per spin. After (level 1: 100 / level 2: 150) spinner turns, the orbits light: either orbit collects a note. At level 3, spins are not required to light orbits.

Remaining time for the song is represented by the vanishing lights along the edge of the song panel. Songs will continue to run in the background of most Multiball modes (but not during wizard modes.) Once any song times out, the next, random song will start.

Wardrobe Items

Advancing levels in each song also lights a wardrobe item - glasses, shoes, or outfit - to be collected at the Backstage shot (inner loop.) Item pickups remain available until the end of the song, and if several items are lit, they may be collected in quick succession by volleying the ball back into the Backstage shot. One of the milestones requires the player to collect all three items in one song.

The first item collected starts Double Song for 30 seconds (all note shots score 2x), the second item activates Double Notes until the end of the song (2x progress for the next 5 note shots), and the third item will enable Victory Laps for the remainder of the song (all shots score 3M, +100k per shot, up to 5M per shot.) Double Song timer is held after making a physical lock, until the next skill shot is awarded. Double Song & Double Notes features will end early when the ball is lost, when the song ends, or when Victory Laps are activated.

Albums & The Rocka-Box:

Filling out the 9 squares in front of the center drop targets awards an album, alongside the currently indicated award at the top left of the display. Albums may also be collected from a full-plunge skill shot to the drop targets. There are a total of 26 “normal awards” and 5 encore modes, indicated with green squares in the status report and only available after 5 normal awards have been scored.

The most important award to remember is that encore modes unlocked is given at the fifth drop target award.

Click the spoilers tab to view the full list of normal awards, and the order that the awards are given in:

Rockabox Awards
Order Award
#1 Rockabox Points
#2 Add Fuel (1/5 tank)
#3 +Hurry-Up Value
#4 +15 seconds of ball save
#5 Unlock encore modes
#6 Rockabox Party
#7 Rockabox Points
#8 Add Fuel (1/5 tank)
#9 Spot encore mode progress
#10 +Combo Value
#11 Hold Bonus X
#12 Rockabox Shuffle
#13 Rockabox Points
#14 Add Fuel (1/5 tank)
#15 +All Song Value
#16 Collect Bonus
#17 Reset combos earned
#18 Rockabox Puzzle
#19 Rockabox Points
#20 Add Fuel (1/5 tank)
#21 +Skill Shot Value
#22 Special
#23
#24
#25
#26

Every six albums starts a timed frenzy mode at the rockabox targets. During “party”, only one target is lit green and the others are lit red, with the green value increasing the value of successive shots and red targets decreasing the value. “Shuffle” - one target is lit white, and hitting a wrong target will change the position of the lit target. “Puzzle” - hit the lit targets the designated number of times (the number of lights tell you how many shots are needed). Scoring enough lit shots during these frenzy modes will qualify an extra ball on the next lit shot, which will be lit yellow instead of its normal color.

One milestone requires the player to collect 30 albums off the Rocka-Box.

Encore Modes:

The encore modes are unlocked after collecting five albums from the drop targets and are started in different ways, as indicated below:

  • Tiny Targets - Hit the tiny dancer target 8 times to start. Rockabox award spots 2 target shots. All targets score bonus points. Shoot the left target to increase the multiplier for target values.
  • Super Bennie and the Jets - Shoot 6 orbits to start. Rockabox award spots 2 orbit shots. Feed the bumpers via either orbit for bonus points.
  • Backstage Frenzy - Shoot the backstage 5 times to start. Rockabox award spots 3 backstage shots. All switches score, shoot the backstage shot to boost their value.
  • Super Spinners - Spin either spinner a total of 1000 times to start. Rockabox award will spot 300 spins. Shoot the spinners in front of either the left or right ramp for bonus points
  • Piano-Matic - Shoot the piano ramp 5 times to start (though repeated piano ramp shots won’t count). Rockabox award will spot 3 ramp shots. Repeatedly loop the side ramp for bonus points.

Rockabox award #9 will spot a fixed amount of progress towards one of the encore modes.

After playing all five encore modes, the player will be able to start Champ Multiball.

Encore modes may be started again once Champ Multiball ends, but the number of shots required to start each mode will be greatly increased.

Multiball Modes:

There are three different multiball modes on Elton John, one of which has four different variations. The three multiball modes are started in different ways.

Balls can be added during any multiball by shooting the “light hurry-up” target near the left eject. This target is lit at the start of the multiball (once the ball save times out) and relights to add a ball, once per multiball, after scoring a super jackpot. Add-a-ball can be activated during a post-multiball grace period to revive the multiball.

Only Crocodile Rock and Rocket Man multiballs can be stacked. If both are running at once, the jackpots in both concurrent multiballs will be doubled.

Crocodile Rock Multiball:

A VUK is hidden under the crocodile toy at the right side of the playfield. Lock can be lit at this VUK by shooting the Tiny Dancer target on the left side of the game. The player can also advance towards this multiball, either lighting or awarding a locked ball (but never starting the multiball), by selecting “Adv. Croc MB” as a skill shot selection.

The first Crocodile Rock multiball only requires two balls to be locked at the crocodile. Subsequent multiballs during the same game require three balls to be locked there. Only one ball can be locked in the VUK at a time; further locks are virtual locks. After the second Crocodile MB, locks will begin to time out unless they are made, including locks lit from a skill shot.

During Crocodile Rock multiball, shoot the flashing shots to score jackpots and light the crocodile for a super jackpot after scoring enough. If the player quickly locks a second ball at the crocodile within 10 seconds, the super jackpot will be doubled.

Collecting two super jackpots, or one 2x super jackpot, during this multiball awards a milestone.

Rocket Man Multiball:

Completing tasks throughout the game adds fuel to the rocket, shown at the bottom right of the display & represented by the LED rail next to the shooter lane. The initial fuel tank takes 500 units of fuel to fill. Making the rocket adds 50 units at once. Once the first tank of fuel is loaded into the rocket, the rocket kicker will light to start Rocket Man Multiball. Subsequent multiballs in the same game require 100 additional units of fuel to be loaded.

After lighting Rocket Man Multiball, fuel can still be collected, and every 100 units of fuel collected grants a new perk for the multiball:

  • 100 units - Extra ball saver
  • 200 units - Easier to light super jackpot
  • 300 units - +1 ball, milestone awarded
  • 400 units - All jackpots including super jackpot are permanently lit

During Rocket Man Multiball, by default, the player must shoot 7 unique jackpot shots to light the super jackpot at the rocket kicker. Once the super jackpot is scored, the process resets, but more jackpots are needed to relight the super.

Signature Stage Multiball:

There are four Signature Stage multiballs that can be started at the side ramp, and selected with the action button once the first lock has been lit. To light the locks, the player must spell ELTON JOHN by collecting all 9 stars at the 9 major shots; either by hitting them directly, or by spelling STAR at the inlanes / outlanes to spot the leftmost letter. More spellouts are required for subsequent multiballs. Making any piano lock scores 500K, +100K for each lock made that game.

The older the tour is in chronological order, the longer the ball save for it is; but the most recent tours are also the most valuable. Each tour features a different segment of “Funeral for a Friend / Love Lies Bleeding” for its background music.

Signature Stage multiballs lock out other multiballs from being started. Fuel for Rocket Man multiball can be collected, but the multiball can’t be started. During other multiballs, the first and second Signature Stage locks can be collected from the piano; these balls will be deposited from the piano back into multiball play. Albums can still be earned during any Signature Stage multiball.

The four Signature Stage multiballs are:

  • 1970 - Hollywood: All shots are lit to score jackpots, with combo shots adding +1x multiplier to the jackpot value. After 2 jackpots are scored, the side ramp is lit to score a super jackpot worth 4M +1x for each subsequent loop of the side ramp. Once the super jackpot is collected, an additional 2 jackpots must be scored to relight, up to 10 at maximum.
  • 1975 - Los Angeles: A tougher version of the above multiball. Super Jackpot values decrease over time, and only a few shots are lit for jackpot. 2 jackpot shots will light the super jackpot, future super jackpots require 2 more regular jackpots. The lit shots reset and move to different places with each super jackpot scored.
  • 2009 - Las Vegas: Shoot the drop targets to light jackpots. Each drop target lights a unique shot for jackpot and there is also a unique color strobing effect on the drop targets, akin to a slot machine - time your shots so the colors match to increase jackpot scoring.
  • 2023 - London: The toughest multiball of the bunch, with no ball save in sight. Only 1 jackpot is lit at a time, which moves from the left to right side of the playfield every 10 seconds or so. Super jackpots only require 1 regular jackpot to qualify during this multiball, with 1 more required to relight each time, up to 3. Regular jackpots worth ~5M, super jackpots worth ~10M.

Super jackpots during all four Signature Stage multiballs are scored the same way in each. After collecting enough jackpots, keep looping the side ramp to score super jackpots and increase their multiplier with each successive loop. Every super jackpot also awards a SUPERSTAR! letter, which accumulates across games; spelling it out fully will award the Superstar Jackpot and award a milestone. A milestone is also awarded for scoring a 3x super jackpot, during any Signature Stage multiball.

Play all four Signature Stage multiballs to light Super Stardom wizard mode.

Other Scoring:

Star Bonus

Completing a set of ELTON JOHN stars awards bonus points, based on how much time passed between the first and last star’s collection. This time will also flash on the piano display. Faster completion will award larger star bonuses. There is also a high-score entry for the fastest set completion, as well as for the most recent player who has completed the stars in exact order in either direction.

Honky Cat Hurry-Up & Kickback:

Left outlane kickbacks can be earned by completing a Honky Cat hurry-up. Shoot the target near the left eject to light the hurry-up, then shoot the left eject when lit to light a random shot from the left flipper (any shot or target from the Left Ramp to the Rocket) to score the hurry-up value. If the hurry-up is successfully made, a kickback is qualified. If the hurry-up times out, the left eject will relight, and the next hurry-up attempt will have the same objective shot.

Subsequent Honky Cat hurry-ups require more shots to the left target, up to 3.

Up to 3 kickbacks can be held in reserve. The kickback arrow will flash in different colours when more than one is available. If a kickback completely fails (the left outlane switch is not closed again before a ball reaches the trough), a compensation ball save will be given.

A milestone is awarded after collecting three hurry-ups.

Combos:

There is a wide variety of 3-shot combos recognized by the game. The full list of combos can be viewed in attract mode and are listed in the below spoilers tab. Each letter corresponds to the “star” in front of that shot on the playfield.

List of Combos
Name Shot 1 Shot 2 Shot 3
The Classic N J T
1-2-3 N J O
Crescendo N H J
One Time O (Croc) L N
Stop & Go O (Croc) E N (Rocket)
Rhythm O (Croc) E O (Croc)
Tomcat L T O
High Speed L T T
The Feed J T T
Redline J T O
9.1, 9.2, 9.3 T T T
King’s Ransom T T O
The Headliner E J O
Hyper-ball E J T
The Maneuver E H J
B-Side E H O (Croc)
Fire Power E O (Croc) L
Side to Side E O (Croc) N
Standing O E O (Croc) N
V.I.P O O O
Crowd Pleaser O T T

Collecting one unique combo (by default) counts as a milestone.

Collecting five unique combos lights extra ball.

The 17th Rockabox award resets the combo list, allowing previously-completed combos to be collected again.

Milestones:

There are ten different milestones awarded for completing different features in the game:

Collecting any four of the ten unique milestones allows access to the Final Tour wizard mode.

Extra Balls:

The Tiny Dancer target lights for extra ball after:

  • Making 15 piano ramp shots (may be fewer if Auto Extra Ball % is enabled)
  • Shooting 5 lit targets, cumulative during any of the Rocka-Box frenzy modes (party, shuffle, or puzzle)
  • Scoring 5 unique combos

End-of-Ball Bonus:

End-of-ball bonus points are awarded for:

The bonus multiplier increases as the STAR inlanes and outlanes are completed, which toggle with the flippers. It can be held from an album award.

Wizard Modes:

Once any wizard mode is available, it can be started at the side ramp when the “E-ticket” is flashing.

Champ Multiball:

After playing all five encore modes awarded by collecting enough albums, Champ Multiball will be qualified.

At the beginning of Champ Multiball, the total shots made during the encore modes will be tallied up, and serve as the scoring for their respective shots for as long as the multiball lasts. If no points, or very few points, were earned from a particular encore mode, a minimum shot value will be in its place.

The goal of Champ Multiball is to collect a super jackpot at three different shots: the left saucer, crocodile, and rocket kicker. To light the super jackpots, the player must complete the grid in front of the drop targets by hitting them enough times. The super jackpots are worth the sum total of all jackpots scored prior to collecting one. All scoring during Champ Multiball is multiplied by the playfield multiplier, dependent on the number of balls in play; it decreases as balls drain. Once a full set of super jackpots have been collected, all three shots will be requalified for the next round of super jackpots.

Super Stardom:

If the player starts all four signature stage multiballs in one game, they will gain access to their mini-wizard mode, Super Stardom.

Final Tour:

Once the player has achieved four unique milestones (described in their respective section), they will gain access to the Final Tour wizard mode. The player can hold the action button upon starting the Final Tour if they want to achieve more milestones before the wizard mode. If Final Tour is aborted this way, collecting any other milestone will re-light Final Tour.

There are four sets of shots lit during Final Tour, each representing one territory of the tour. These are: the left shots (left saucer, left target, and left orbit), the side shots (side ramp, backstage, left ramp), the center drops, and the right shots (right ramp, crocodile, right orbit). Each shot is lit to score hurry-ups that increase with each successive round of shot sets completed; if the value decreases to minimum, the shot set will change. If more than 4 milestones had been collected, the player can also change sets automatically, retaining the value the previous set was at, by shooting the rocket kicker. The number of shot opportunities (cities) per territory is equal to the number of milestones collected. A dedicated page in Instant Info details the different scoring levels for each number of Milestones brought into Final Tour.

Pressing the action button during a shot set will instantly cash out the total value of that set and disqualify it from the rotation. Once all four sets have been cashed out, the side ramp will light to complete the wizard mode and award the total points from all four sets again. If the ball is about to be lost, be sure to press the action button repeatedly to collect the value from any active sets.

6 Likes

This is how Champ Multiball plays.


I’m a little surprised it crashed then and there, considering there’s even footage of the multiball display in the launch video.

Can anyone share head to head strategies for this game? Its coming up in NACS doing as much research as I can.

The big points seem to be in Champ Multiball, so I’d recommend focusing the center drops while in the other multiballs to get there.

If physical locks are enabled it may be better to go first so you can get as many skill shots as possible- Spot Star, Rocket Fuel, and Adv Croc MB are all very nice awards.

1 Like

In tournament mode you can get the spinners up to 2M a spin by doing the following:

Start Your Sister Can’t Twist and collect music notes until you’ve got them lit red. When the red music note moves to a spinner, it’s worth 2M/spin.

When not in tournament mode, doing this awards 2M for just the first spin or perhaps 2M every x-number.

Edit to add v1.02, LE version

1 Like

… is this song even in the game yet? I selected it and it just skipped past the song…

it’s in the one on location here. haven’t tried the tournament mode yet

Has Super Stardom been programmed yet? Asking because I’ll hold off on my efforts to get there until it is. And if it is programmed, can someone please add the rules for it?
(and I REALLY love this game! Steve Ritchie + JJP aesthetics = pinball nirvana)

added some details on how Songs & note scoring work, as well as most of the Super Skill Shot perks (except Bonus X.)
really liking the game so far! not so fond of how many details on the display are shown in the tiniest possible font that they could get away with, making it hard to get any useful information at a glance. particularly with the Rockabox award panel shoved into the upper-left corner - friends have mentioned hearing the countdowns for Rockabox Modes without having any idea what the countdown was for, or where that timer could be found on-screen.

EDIT: made some major renovations to the Song list, with complete (and more accurate) rules for all of the songs! (based on a peek at the operator’s settings, which revealed quite a few important details)