Quick Links:
[Official Rulesheet]
- Game Information
- Rules Overview
- Layout
- Modes of Play
- Skill Shots
- Jobs
- Adversaries / Locations
- Multiballs
- Other Scoring
- Wizard Modes
Game Information & Overview:
- Lead Designer: Elliot Eismin
- Code/Rules: Tim Sexton (prior to 0.94 release), Mike Vinikour (MXV), Joshua Henderson
- Lead Mechanical Engineer:
- Artwork: Randy Martinez
- Display and Animations:
- Sound Design: Jerry Thompson
- Release Date: May 2024
- Wiki Rulesheet based on Code Rev: 0.95
- Edit the Code revision, if applicable, when you make changes
Following the death of his beloved pet dog Daisy at the hands of a Russian crime family, John Wick comes out of retirement from his old life as a cold-blooded assassin with the sole goal of taking revenge on those who wronged him. Worse comes to worse when former associates and fellow assassins aim to take John down. With the help of Winston, owner of the New York Continental, and other allies, John must defeat the members of the High Table. John Wick is the first pinball machine designed by former mechanical engineer Elliot Eismin and takes influence from all four mainline films in the series.
Rules Overview:
- Shoot the weapons case / VUK to light jobs, then VUK to start them. Lit shots during jobs are multiplied by the enemies (blue circles) in front them, which spawn as orange standup targets are hit. All locations start with 10 enemies lit.
- Defeat enemies during single-ball play to light left eject for battle. Battles are single-ball modes with a long ball save but you need to cash out by hitting all of the bash toys (blood marker, red circle, car, captive ball, job VUK), then the left eject again. Battles prevent progress towards other objectives while running.
- Bash the car enough times to light car chase multiball at left orbit (four for the first multiball on Pro, two on Prem / LE). On default settings, they are played in a random order.
- Captive ball spells WINSTON to light locks for deconsecrated multiball at the center ramp.
- Orange targets near the ramps light excommunicado multiball at the Red Circle.
- Blood marker (left) standup targets light outlane ball save.
Layout:
Premium/LE: |
Pro: |
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Modes of Play:
These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:
- Standard:
See below for full rulesheet. - Competition: Specific Jobs are tied to specific factions (randomized in standard), Car multi-balls are played in order (not based on daily random seed).
- DJ Mixer
NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists. - Competition Install
Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:
Skill Shots:
- Plunge the ball into the right VUK, without hitting any other switches, for a crate skill shot. This starts a job + scores 1.5M if no switches were hit, advances towards lighting job + scores 750k if one switch was hit, and scores lower if switches were hit.
- Plunge the ball into the backdoor to the Red Circle club for a VIP skill shot. Starts at 650k.
- (Prem / LE) Plunge the ball behind the car for a car skill shot. Starts at 850k.
Jobs:
Shoot the weapons crate or the right VUK to advance the blue lights in front of the crate. Once all three are lit solid, the right VUK will light to start the next job. Starting any job will spawn enemies and is a quick way to spawn them if none are currently available. Allies can be used during jobs if qualified by shooting their respective shots.
Each job is timed for 60 seconds, with 3 seconds added for each shot made. The timer can also be extended by 30 seconds, once per job, by completing the weapons crate targets and then shooting the right VUK to boost the timer.
There are seven factions to complete jobs for and each of the seven jobs is assigned to one of the factions. You can select which faction you want to start a job for by shooting the associated shot for that faction to light its insert before you start a job.
Faction Directory:
Shot | Faction | Faction color | Job | Instructions | Perk |
---|---|---|---|---|---|
Left Eject | Bowery | Purple | Night Watch | Hit all 7 lit shots before they relight. | Add +5 seconds to all ball savers. |
Left Orbit | New York Continental | Green | Heist | Complete 3 waves of lit shots (Red Circle, center ramp, and right orbit). | Marker ball save now lights at both outlanes instead of just one. |
Left Ramp | Osaka Continental | Red | Security Detail | Clear 3 waves of randomly lit shots. | All multiballs will now be extended when the player drains down to 1 ball. |
Red Circle | High Table | White | Escort the VIP | Hit lit shots to move VIP from the left orbit to right orbit or back. | Bonus multiplier now starts at 2x every ball. |
Center Ramp | Ruska Roma | Yellow | Assassination | Make 5 of any lit shot. | Motion sensors can now be used during Lights Out 2x scoring. |
Right Orbit | Marquis de Gramont | Blue | Gather Intel | Shoot two of each of the left, center, and right ramps. | Add +20 seconds to Lights Out default timers. |
Right Ramp | Tarasov Family | Orange | Task a Crew | Light all shots by hitting the flashing ones. | Add-a-ball (TBD on 0.95 code) |
The final shot for each job is at the left eject shot, and awards 20% of the total score from the completed job along with the jobâs completion perk described above.
Play a job for all seven factions to qualify The Duel.
Adversaries / Locations:
As soon as the first enemy shot (blue circle) is hit in a game, a location will be assigned. Each location has 10 enemies, and the player must defeat them all to light the left eject (the administration shot) for adversary battle. Enemies cannot be defeated for location progress while any multiball mode is active.
Adversary battles are 200-second timed modes that can be changed (from left to right) with shots to the left standup targets to change which battle will start. These represent the one-on-one battles from the films, and take priority over all other game features. After enough shots are made during the battle, a âbe seeing youâ bonus is awarded. The shots required for âbe seeing youâ are different in each battle, and it doesnât need to be collected to âcompleteâ the battle; it just scores substantial points.
Each adversary battle features an âescape jackpotâ that is built up as lit shots are made but must be collected, and ends the battle once scored. To collect the built-up escape jackpot value, the player must first hit all five bash toys (the blood marker, Red Circle, car, captive ball / Continental, and crate), then hit the left eject to cash it out or keep going.
Once any adversary battle has been played, the blood markerâs obligation will be fulfilled, and ball save will be requalified at the left standup targets if it has been used. If a lit ball save hasnât been used before a battle starts, +30 seconds will be added to the battleâs initial ball save timer of 40 seconds.
When the administration light is lit, the selected adversary battle can be toggled via the blood oath standup targets or the pop bumper.
The five adversaries are:
- Viggo: Shoot the car or captive ball to light gold shots for bonuses. âBe seeing youâ - awarded by hitting any lit shot (including gold shots) 12 times.
- Kirill: Shoot the random flashing red shots, which alternate between left and right and decrease in quantity as they are made, to light the Red Circle for their combined total + 300k, which never resets. âBe seeing youâ - awarded after collecting 12 shots.
- Cassian: Switch frenzy mode (everything scores 2.5k and adds 10k to the jackpot). One shot is flashing purple for jackpot, which moves across the playfield as orange standup targets or pop bumpers are hit. The jackpot increases by 250k every time it is scored, but resets when all shots are relit upon hitting 100 switches. âBe seeing youâ - awarded after scoring 6 jackpots.
- Ares: All shots are lit white to score increasing points, but only one shot is lit red and moves sporadically. The red shot finds Ares and scores 3M + 1.25M for each red shot made, and can be seen for a brief time with pop bumper hits or slingshot hits. âBe seeing youâ - awarded after making 8 red shots.
- Zero: Combo mode. Shoot any light blue shot to score combos, then either the car, captive ball (1x collect), or left eject (2x collect) to complete them for 750k + 100k per combo completed + 250k for each combo shot made prior to collecting. âBe seeing youâ - awarded after five combos have been cashed out.
Defeat all five adversaries to qualify The Staircase.
Multiballs:
During any multiball, balls can be added (once per multiball) by completing the orange standup targets, then shooting the Administration shot (left eject).
The perk awarded from cashing out security detail allows all multiballs to be extended if all but one ball drains, and the perk from cashing out night watch adds +5 seconds to multiball ball savers.
Car Chase Multiballs:
Bash the car to light the left orbit for Car Chase Multiball. On Prem / LE models, the car can be hit from multiple angles and will lock the ball once the multiball starts.
The first multiball requires only two car hits to light, and is 2-ball (3-ball on Prem / LE). Subsequent multiballs add +1 more car hits to qualify, to a maximum of 4 (8 on Prem / LE, one hit for both front-facing and side-facing positions). On the Pro, the car must be lit by ripping the spinner first. Every car multiball played adds another ball to the multiball; after playing all four it resets to the base number +1 ball.
The car jackpot starts at 1M, and pink âawardâ shots during the multiballs score 20% of the car jackpot. It increases in the following ways:
- Hit the car during single-ball play - adds 20% of the value for the hit (increased with spinner rips)
- Award shots during car multiballs (+5k)
- Jackpots during car multiballs (+50k)
- Super jackpots during car multiballs (+250k)
There are four different Car Chase Multiballs, and the order for all four multiballs is randomized by default based on the daily seed. They are listed here based on the order they were played in on launch code.
- Helipad Showdown: Shoot red shots to collect showdown awards and increase the jackpot awarded by hitting the car. Either a single, 2x, 3x, or 4x jackpot can be awarded based on how many âcarâ inserts are lit (1 additional shot is needed to light each jackpot, so 9 shots are needed for a 4x jackpot). After four jackpots have been scored, the car can be hit for a super (5x) jackpot, and the left orbit can be shot for a 2x super jackpot.
- Taxicab Chase: Starts with a 15-second timed hurry-up to hit the car and lock in the hurry-up jackpot value (starting at the built car jackpot award). Shoot sets of lit chase awards to increase (and light) the jackpot at the car; the jackpot multiplier increases with each subsequent jackpot scored, and each jackpot requires one more award to light. After collecting four jackpots, the left orbit lights for a super (5x) jackpot, which can be further increased by bashing the car.
- Motorcycle Pursuit: Pursuit awards are lit at the Dance Floor and either âleft-sideâ shots (administration, left orbit, and left ramp), or âright-sideâ shots (center ramp, right orbit, and right ramp). Each shot made increases the car jackpot multiplier up to 4x. Hit the car to switch sides, relight the other sideâs shots, and score a jackpot if at least one pursuit award was collected. After collecting four jackpots, hit the Continental for a super jackpot. On the Premium/LE, the car will block the Continental; bash it to move it out of the way for a few seconds.
- Bagarre a Letoile: Shoot any ramp to light the car for jackpots, and the orbits to increase the jackpot multiplier up to 4x & collect awards. The jackpot must be relit each time it has been scored. After collecting four jackpots, the car is lit to collect four super (5x) jackpots.
Excommunicado Multiball:
Complete the three orange standup targets surrounding the left ramp and right ramp enough times to light the Red Circle for Excommunicado Multiball. Three target completions are required to light the first Excommunicado Multiball of a game.
Excommunicado Multiball starts with a 15-second timed single-ball phase, with a ball save, where the player can hit shots to increase the jackpot value during the subsequent multiball (200k per shot, 125k per target). During this phase, orange target hits will add 5 seconds of time.
Once the timer expires, 2-ball multiball begins. Hit the red flashing shots on the left and right sides of the playfield for jackpots and the Red Circle w/ lit for super jackpot. If both shot paths are on the Red Circle at the same time, a 2x super jackpot will be scored.
The super jackpot is worth 1M + (2.5k x enemies this game) + (25k x enemies this ball) + (150k x enemies this mode).
Deconsecrated Multiball:
Shoot the captive ball under the Continental to spell WINSTON and light the lock at the center ramp (virtual on Pro, physical on Prem / LE). The first multiball only requires two captive ball shots to light all three locks but the difficulty increases over the course of the game. Lock 3 balls there for Deconsecrated Multiball.
During Deconsecrated Multiball, shoot the green shots to score jackpots worth 500k + (75k x enemies this mode) + (5k x enemies this ball) + (? boost from captive ball). Hitting the captive ball will increase the super jackpot value by 200k if the super jackpot isnât already lit. The first wave of jackpots can be scored at any shot besides the one that was just made, but subsequent jackpot waves have to be scored at unique shots and only relight once all 7 shots are made.
After scoring 7 jackpots (14 jackpots for 3rd+ super jackpot phases), shoot the captive ball to start the super jackpot phase. For the next 15 seconds, the captive ball will score repeated super jackpots worth 2.5M + (2.5k x enemies this game) + (25k x enemies this ball) + (250k x enemies this mode). Once the phase ends, the player will return to scoring jackpots to relight the captive ball for super jackpots.
Other Scoring:
Enemies:
At the start of the ball, a number of enemies will spawn based on the current number of the ball in play (ie. on ball 2, 2 enemies will spawn), and 10 enemies instantly spawn each time the player enters a new location. There are several other ways to add enemy spawns to the next wave - they spawn every 20 seconds, so stay on your toes!
- One spawns every 20 seconds by default.
- Every job or multiball played will add +1 enemy to the next spawn. This total is reset as soon as a battle is played.
- Hit any orange standup target to add an enemy to the next spawn.
Enemies act as shot multipliers for the shots theyâre placed in front of (each blue circle corresponds to +1x shot multiplier). defeating enemies also increases the shot values during jobs and multiballs by substantial amounts on the same ball, and lower amounts over the course of the game. Up to three enemies can be spawned per shot at a time. Solidly lit blue inserts correspond to armored enemies, which require two shots to defeat.
During single-ball play, defeating enemies will also count down towards lighting the left eject for adversary battle. This rule is disabled during multiball play.
Over the course of the game, enemy difficulty will increase based on the shots that the player is currently struggling or needs to make. Enemies might also shift between shots.
Defeat 10 enemies to light extra ball.
Lights Out / Motion Sensors:
Spell YAGA to light the action button to enable Lights Out, by cycling the lit inlanes - you can only collect YAGA letters if spotted at a lane where an insert in BABA is already lit. If Lights Out is already available or currently running, spelling YAGA adds a motion sensor.
Lights Out turns off a majority of the playfield lighting (excluding inlanes / outlanes, the blood marker, and the shoot again insert), but increases all scoring by 2x for 30 seconds (+20 seconds if the gather intel job was cashed out).
If the player was able to cash out the assassination job mode successfully, motion sensors can be earned by spelling YAGA subsequent times while Lights Out is qualified, and used by pressing the action button during Lights Out. Motion sensors light up a random area of the playfield (typically one or two shotsâ worth), and add +20 seconds to the playfield multiplier timer. Only one motion sensor can be placed at a time.
Lights Out remains lit across balls if it isnât used, and motion sensors are also carried across balls, but progress towards spelling YAGA resets at the end of every ball.
Allies:
The allies are taking a rest on 0.95 code, but theyâll be back to help John Wick with his battles very soon.
Shoot the left, center, or right ramp while no modes are running to qualify allies. Allies will help you out during the next job or multiball mode by clearing out enemies in unique ways.
As soon as the job or multiball ends, the ally will be disqualified and must be qualified again by hitting their respective ramp one more time than before.
The three allies are:
- Akira: Left ramp. Defeats all enemies at the shot that currently has the most enemies active, prioritized from the left to right side of the playfield.
- Charon: Center ramp. Destroys all âarmoredâ (ie. solidly lit) enemies on the playfield, ie. solidly lit blue circles will start flashing as they normally do and only require one hit. Effect is applied before damage; any armored enemies on the center ramp will be defeated.
- Katia: Right ramp. Defeats 1 unarmored enemy at all shots where there are unarmored enemies.
Gold Coins:
Bounces into the gold coin targets (above the weapons crate) light random shots for gold coins, or increase the coin value if they are already lit. The coin value starts at 200k and only one shot can be lit for a gold coin at a time.
Marker Ball Save:
Hit any of the left standup targets 4 times to light an outlane for marker ball save. The flashing outlane can be changed by pressing the flippers. If a ball save is already lit, the targets will add to the value. Ball save can be requalified by playing an adversary battle, fulfilling the blood markerâs obligation in the process.
If a ball save is lit, but hasnât been collected yet, and the player starts an adversary battle, the ball save will be converted to +10 seconds of ball save time during the battle. They cannot be used during battles.
If the player was able to cash out the heist job mode successfully, both outlanes will be lit to award marker ball saves instead of just one.
Extra Balls:
Extra ball is lit at the left eject after:
Extra balls score 10M if disabled.
End-of-Ball Bonus:
Wizard Modes:
The Duel:
Lit after playing a job for all seven factions.
The Staircase:
Lit after defeating all five adversaries.
Special Assignment:
Lit after playing both The Duel and The Staircase.