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Game Information & Overview:
- Lead Designer:
- Code/Rules:
- Lead Mechanical Engineer:
- Artwork:
- Display and Animations:
- Sound Design:
- Release Date: March 2024
- Wiki Rulesheet based on Code Rev: 2025.03.01
- Edit the Code revision, if applicable, when you make changes
- Original Wiki Rulesheet hosted on Tilt Forums
Looney Tunes is the third pinball machine based on the iconic Warner Bros. cartoons, released by Spooky Pinball in early 2024 (using the same layout as Texas Chainsaw Massacre but with different rules). The machine takes place at the ACME factory, which contains a vault dedicated to the escapades of the cartoon characters in their original theatrical shorts, and a plethora of wild inventions that can change the course of gameplay if used wisely.
Layout:
Skill Shots:
- Skill Shot: At the start of each ball, there will be a strobing light on the ACME Vault targets. Time your launch so that the ball strikes the strobing target. Typically, the auto-plunger will send the ball into the center drop target.
- Super Skill Shot: Prior to launching the ball, press the action button to enable the Super Skill Shot. To score it, hit the upper left loop immediately after the ball is plunged.
- Secret Skill Shot: Shhh. Be vewy, vewy quiet! It’s a secret.
Lighting Modes:
At the start of the game, each of the arrows will be lit white to represent lost filmreel segments to collect. Once three segments have been collected, the ACME Crate (the center shot) or the ACME Vault (from the upper flipper) can be hit to start an episode. The number of lost film arrows lit at a time decreases over the course of the game, as more and more episodes are started and completed, but more arrows can be lit by shooting the ACME Vault.
To start Area 51 & 3/4 modes, the spinner must be hit a certain number of times. Each mode can then be started at the left ramp. There are a total of 3 modes in this subcategory and all 3 are mutually exclusive.
Episodes (Modes):
Episodes are the main modes of the game, and each one is based on a classic Looney Tunes theatrical short. None of the modes are timed conventionally, but some include timers for specific phases, or ways to fail the mode by hitting incorrect shots. All episodes are available at the start of the game, excluding Rabbit Punch which must be unlocked by collecting all three combo jackpots at the right ramp.
After completing an episode, the ACME Vault will light to score an encore bonus. This is a hurry-up starting at 10% of the points scored during the episode, doubled if the ACME Vault was shot without hitting any targets near it. Completing episodes also lights extra ball (at 3 episodes) and special (at 6 episodes).
Choose an episode by pressing either the left flipper or right flipper. Select an episode by pressing the action button.
- Hare-Raising Hare (1946): Bugs must escape the castle by running from the red furry monster, Gossamer. The four ramp shots will be lit orange. Shooting any of these ramps will light the spinner for a single shot. Once the spinner stops, the remaining ramp shots will relight. Repeat this process for each ramp to complete the mode.
- Baseball Bugs (1946): Bugs takes over an entire baseball team to defeat the Gashouse Gorillas. This episode emulates a classic “pitch & bat” game: various orange lit shots can be hit for singles (slingshots, targets, etc.), doubles (ramps), and triples (orbits). Blue shots count as outs, and collecting 3 outs ends the mode in failure. The mode ends once 5 full runs have been scored.
- Rabbit Transit (1947): A retelling of the “Tortoise and the Hare” fable. At the start of the episode, three random shots will be lit orange for Bugs (the Hare) and three random shots will be lit green for Cecil (the Tortoise). Use the flipper buttons to choose which character you want to control for the race. During the race, shoot the shots representing your character to advance them towards the finish line. Your opponent will advance automatically, plus any time you accidentally shoot their shots. Scoring is based on how far ahead of your opponent you are, so complete the race as quickly as possible to maximize your score.
- Rabbit Punch (1948): (This mode requires all three combo jackpots at the right ramp to have been earned before it can be started.) Bugs and the Crusher fight in a no-holds-barred boxing / wrestling match with Bugs employing his own unusual tactics. This mode begins with an add-a-ball and all shots lit to deal damage, with combos boosting scoring. The final knockout blow will be lit at the right ramp.
- Scaredy Cat (1948): Porky and Sylvester have moved into a haunted house overrun with evil mice. The goal of this mode is to rid the house of mice while saving Porky along the way. Every switch hit will drive away mice, with progress shown at the bottom of the screen. At 75%, 50%, and 25%, the mice will attempt to do harm to Porky. One random shot will light up pink to save Porky; however, this shot is only visible when the lightning strikes, which either occurs randomly or when the captive ball is hit. Rescue shots are not required for mode completion, but they will add a scoring multiplier to the mode. Clear out all the mice to complete the mode.
- Long-Haired Hare (1949): An opera singer has begun performing near Bugs’ home, so Bugs takes matters into his own hands. Conduct the opera singer by shooting a series of light blue shots. During the first phase, the blue shots will slowly appear and disappear around the playfield. After completing three of these shots, each of the main shots will be lit for the remainder of the 30-second timed 2nd phase, where the opera singer will hold the final note of the concert. Collecting shots will increase the ending bonus, which can build up to 25M. During this second phase, the shaker motor will slowly build as the note continues to be held until shooting the ACME Crate literally brings the house down.
- Rabbit of Seville (1950): A performance of “The Barber of Seville” is interrupted by Bugs & Elmer’s antics. All major shots are lit white - shoot a certain number of these shots (displayed on the barbershop pole) to shave the current customer. Once the required number has been
collected, the ACME Crate will open and shooting it will give the player a choice to Cash Out or Continue. If they choose to Continue, Bugs will yell out, “Next!”, and the process will continue with a new customer to shave. Alternatively, if the player chooses to Cash Out, the built-up jackpot value will be awarded and the mode ends. - Rabbit Fire (1951): Elmer attempts to hunt Bugs & Daffy but the two unwittingly pull some tricks of their own on him. Build up the season value by alternating shots to the left ramps and right ramps - each shot will switch the current season from “Duck Season” to “Rabbit Season.” Shooting the same side twice in a row will trick Daffy into saying the wrong season, increasing the value but by a smaller amount. After switching the season seven times, the ACME Crate will be lit to “Fire!” This will finish the mode and collect the built-up season value.
- Ain’t She Tweet (1952): Once again, Sylvester is attempting to capture Tweety. Start by shooting the roaming yellow shot to begin one of Sylvester’s plans. This will pause the
roaming shot and light shots on either side. Shooting any of these shots while they are paused will enact further steps of the plan. While they will inevitably always end in failure, each step of the plan completed will increase the mode scoring. The mode is completed after three plans have been attempted. - Bully For Bugs (1953): After taking a wrong turn somewhere near Albuquerque, Bugs finds himself in the middle of a bullfight. A white shot representing the bull will begin roaming across the playfield. During each round, three random arrows will begin pulsing yellow for jackpots. The goal is to collect these yellow shots, dodging the bull, before the bull reaches that location. Waiting until the very last moment before collecting a yellow shot will award a 2x jackpot. If the bull reaches a yellow shot, that shot will be eliminated and the player will no longer be able to collect that jackpot. Whenever the final yellow shot is collected, either by the player collecting it or the bull eliminating it, the process repeats, with the mode ending after three rounds.
- Satan’s Waitin (1954): Sylvester is using up his nine lives in his never-ending pursuit of Tweety. This mode consists of three phases. At the start of each phase, a sequence of blue shots will be revealed. To progress, hit the required number of blue shots: 2 for phase 1, 3 for phase 2, and 4 for phase 3. But be careful: every few seconds, a new shot will start burning. Hitting a burning shot will reset the current phase.
- What’s Opera Doc (1957): An opera performed in three acts with Bugs & Elmer as the leads.
Act I: Hit the left orbit, left ramp, center crate, right ramp, and right orbit once each to advance the opera. Act II: Within 20 seconds, hit the left ramp as many times as possible. Once the timer expires, the final left ramp shot will be diverted into the left eject. Act III: A hurry-up is lit at the center crate, based on the number of shots to the left ramp during the prior act. Collect it to finish the opera and complete the mode. - Robin Hood Daffy (1958): Daffy has to prove to Friar Tuck (played by Porky) that he’s Robin Hood material by robbing gold from the rich and giving it to “some poor unworthy slob”. All major arrow shots are lit pink (representing robbing from the rich) and will turn gold (giving the gold away) as you collect them. The first shot pink shot adds +1 gold, but the more shots that are collected prior to hitting a gold shot, the more gold you will be robbing. The first shot adds +1, then +2, +3, +4, etc. Once you’ve collected gold, you must then shoot a gold shot. After giving gold away four times, the mode is completed, and a rating is given reflecting how well Daffy fooled the friar into thinking he was Robin Hood.
- Hyde and Go Tweet (1960): Sylvester may have bitten off more than he can chew - Tweety has become a giant bird monster thanks to Hyde’s formula! All of the main shots will be lit yellow, and collecting any 3 shots will light the right orbit diverter for a hurry-up. After the hurry-up has been collected, the remaining uncollected yellow shots will be relit to qualify another hurry-up. If the player fails to shoot the hurry-up in 20 seconds, the left ramp diverter and ACME Crate will
also be lit to collect it. The mode is completed after scoring both hurry-ups.
Area 51 & 3/4 Modes:
These three modes can be started at the left ramp after enough spinner hits have been made at the left orbit. These modes lack the encore bonus that the episodes do, but each one unlocks a different item that can be earned at the crate after completing each mode.
The modes are based on the following shorts, respectively: Haredevil Hare (1948), Hare-Way to the Stars (1958), and Duck Dodgers in the 24 1/2th Century (1953).
- Space Modulator: Bugs blasts into orbit and stumbles upon Marvin the Martian hard at work on his latest invention: the explosive space modulator! To foil Marvin’s plans, shoot any of the pulsing green shots. Then hit the same shot again to uncover his plot to blow up the Earth! Repeat this process three times to expose all the details of Marvin’s scheme. With all three stages complete, a hurry-up will light at the captive ball - your chance to steal the space modulator and prevent Marvin’s Earth-shattering kaboom!
- Instant Martians: Instant Martians are being sent out to capture Bugs! These Martians are marked by light green inserts around the playfield. Take aim at these green shots to deal with
them quickly, then hit a hurry-up at the Acme Crate to escape back to Earth. Be careful—if too many Instant Martians swarm the playfield, you’ll be in serious trouble! - Planet X: Duck Dodgers and Marvin the Martian have just landed on Planet X! At the start of the mode, all the main shots will be illuminated purple. Shoot any of these shots to turn them blue, claiming that section of the planet in the name of Earth. But beware—every few seconds, Marvin the Martian will randomly claim a shot for Mars (“isn’t that lovely?”). Maximize your score by controlling as much of the planet as possible when the timer runs out!
Multiballs:
All multiballs excluding TNT Add-A-Ball are mutually exclusive and cannot stack with each other. Modes cannot be started during any multiball besides TNT Add-A-Ball, but they can be stacked with multiballs if the mode is started before.
TNT Add-A-Ball:
Light the add-a-ball by completing the TNT targets at the bottom right of the playfield. Then, add a 2nd ball into play by shooting the lane hidden below the upper right flipper.
TNT Add-A-Ball is a frenzy mode where all switches score the current frenzy value, increased with shots to the TNT targets. During the frenzy, a single ball can be held in the lane under the right upper flipper for 15 seconds, doubling all frenzy values while the ball is being held.
This is a true add-a-ball, meaning that you are able to start Episodes and other multiball modes with the extra ball on the playfield. In this case, you don’t need to start the mode prior to starting the multiball.
Anvil Hurry-Up / Anvil Frenzy:
Light Anvil Hurry-Up by shooting the left ramp, then hit the ACME Crate to collect it. Each hurry-up scored lights the virtual lock at the left ramp. Anvil Frenzy starts when two balls have been locked this way.
Anvil Frenzy is a 2-ball multiball where jackpots are lit at all major shots excluding the upper loops, and are increased with each shot to the left ramp. Collect all of the jackpots to light the ACME Crate for a super jackpot. While the ball is being held by the magnet after scoring a super jackpot, knock the captured ball into the ACME Crate using the other ball to score a mega jackpot!
Giant Rocket Multiball:
Shoot the captive ball to count down the fuse: 5 strong shots to the captive ball will light the lock at the right orbit. Lock three balls there to start Giant Rocket Multiball. The difficulty of lighting the lock increases with each multiball played.
Giant Rocket Multiball is a 3-ball multiball where jackpots will be lit at each of the major shots, and each jackpot relights one of the fuse inserts at the captive ball. This means that after scoring five jackpots, the fuse will be fully relit, and a hurry-up at the captive ball will start. Shoot the captive ball to collect the super jackpot: the faster you hit it, the more points you’ll score!
After playing this multiball the first time, the next multiball started this way will instead be Rocket Skates Multiball and have different, more valuable rules.
Rocket Skates Multiball:
This multiball replaces Giant Rocket Multiball every other time it is played. More captive ball hits will be required to light the locks for this multiball than before.
After locking the third ball, the player will be given three opportunities to lock additional balls before the multiball truly starts. Balls can be locked at either the left ramp, ACME Crate, or TNT lane. Each physical lock can only hold one ball, so as balls are locked, fewer shots will be available. Locking a ball or draining will advance to the next opportunity. Successful or not, the multiball will start following the third attempt.
Rocket Skates Multiball is a 3-ball to 6-ball multiball that ends once the super jackpot is scored or the player returns to single ball play. All major shots are lit yellow to score a jackpot, then red to score a 2x jackpot. Once three 2x jackpots have been collected, the ACME Crate will open for a final super jackpot multiplied by the number of balls in play and multiplied again by the number of 2x jackpots (so the maximum super jackpot multiplier is 36x). As soon as a super jackpot has been collected, the multiball ends, all balls will drain, and single ball play will resume.
Other Scoring:
ACME Crate / Items:
Shooting the ACME Crate three times will send the ball into the crate and award an item, changed by hitting the left eject when “advance item” is lit. More and more crate hits are required to award subsequent items, and some items can only be earned if certain criteria have been accomplished as listed in the below table.
If an item is available, use it by pressing the action button. Players can have more than one item available at a time - if they do, the secondary flipper buttons on the sides of the cabinet will change what item will be activated next.
Hitting the crate also lights a random red arrow shot. Collecting these red arrows will fill up the tornado lightstrip on the backboard and eventually start Taz-Mania mini-wizard mode.
ACME Factory Catalog
Item Name | Boost | Criteria |
---|---|---|
Hare Restorer | Light outlane ball saves | N/A |
Iron Carrot | 10x carrot targets | N/A |
Giant Slingshot | 10x slingshot values | N/A |
Dynamite | Captive ball hits doubled | N/A |
Jet Pogo Stick | 3x ramp values | N/A |
Giant Rocket | Spot a shot (prioritizes leftmost lit shots) | N/A |
Dehydrated Boulders | +1 tilt warning | N/A |
Anvil | Start anvil hurry-up | N/A |
Radar Gun | +75 MPH | Must be on ball 1 or 2 |
Extendo-Punch | 5x combo values | Make a 3-way combo |
Rocket Powered Skates | 3x orbit values | Play giant rocket multiball |
Martian Capsule | 3x spinner value | Start Instant Martians |
Integrating Pistol | Light ball save | Start Planet X |
Martian Bomb | Spot all lit shots | Start all Marvin modes |
Blueprint | +1x playfield X | Open 1 crate |
Vault Access Card | Light start episode | Open 1 crate |
Tornado-In-A-Can | Advance Taz-Mania meter | Open 2 crates |
Bat-Man Outfit | Light Roadrunner Jackpot | Open 2 crates |
Giant Magnet | Light extra ball | Open 3 crates |
Iron Bird Seed | 3x Roadrunner loops | Open 3 crates |
Instant Holes | Award end-of-ball bonus | Open 4 crates |
Paint-A-Tunnel | Open next crate | Open 4 crates |
Roadrunner Loops:
The upper loops are the Roadrunner shots and advance towards multiple rules when hit:
- Each loop adds +10 MPH, and consecutive loops add +1x multiplier to the MPH added. The MPH starts at 35 and each threshold of 35 MPH increases the end-of-ball bonus multiplier. The maximum MPH is 350 (10x bonus) and reaching 200 MPH lights extra ball.
- Each loop also adds a lit insert to the 12 inserts that surround the loop. Once all 12 are lit, the Roadrunner Jackpot can be scored by shooting the loop in either direction, and multiplied by making consecutive loop shots without missing.
Combo Jackpots:
Shoot lit shots in succession to score combos and progress towards lighting one of the boxing maneuvers at the right ramp: jab, hook, then uppercut. When a maneuver is lit, a jackpot will be scored based on the total combined value of the combos that led up to it.
Collect all three punches to light the extendo-punch insert for Factory Mayhem and qualify the Rabbit Punch mode the next time start episode is available.
Increase the base combo scoring by scoring Super Genius awards at the TNT lane when nothing is lit there.
Blueprints (Playfield X):
All scoring increases by 10% every time a part of the requirements for factory mayhem have been completed, in addition to another more substantial multiplier described below.
There is a hidden lane behind the upper left flipper that lights playfield X if it is hit. This is a tough shot to hit intentionally, but rebounds off of the captive ball while holding the upper left flipper can sometimes rebound into this hidden lane. If playfield X is already lit, hitting this lane will increase its value by +1x, to a maximum of 6x.
To activate playfield X, roll through a lit return lane. The lit lane cycles with the flippers. Playfield X lasts for 30 seconds before it ends.
Hare Restore (Outlane Ball Save):
The carrot targets are located between the loops and ramps on the upper playfield. Hit 5 carrot targets to light the outlane ball save at both outlanes.
Progress cannot be made towards outlane ball save if one is already lit, and the number of carrot targets required to light subsequent outlane ball saves increases each time one is used.
Extra Balls & Special:
Light extra ball at the right orbit by…
- Completing 3 episodes
- Collecting & using the giant magnet item
- Getting the Roadrunner’s speed to 200 MPH
There is also a special that can be lit at the outlanes by completing 6 episodes.
Each method of lighting an extra ball or special can only be done once per game.
End-of-Ball Bonus:
Build up your bonus by collecting character shots around the playfield. Every major shot builds the base bonus, with full sets of characters adding a larger amount.
The bonus is then multiplied based on the current Roadrunner speed, to a max of 10x bonus.
Wizard Modes:
Taz-Mania (Mini-Wizard Mode):
Hitting the ACME Crate will spawn a red shot at a random position around the playfield. Collecting one will advance the tornado lights shown on the backboard. When the tornado lights are complete and no mode is currently running, shooting the ACME Crate or Vault will start Taz-Mania.
- Phase 1 (1-Ball): Jackpots will spawn randomly around the playfield. Taz will always turn towards the most recently lit jackpot. Collecting three jackpots will light the ACME Crate for a super jackpot. Collect the super jackpot to proceed to the next phase.
- Phase 2 (2-Ball): Jackpots will be lit at each of the main shots on the right side or left side of the playfield. Taz will always turn towards the side where the jackpots are currently lit. Jackpots will unlight as they are collected, but will relight the next time Taz spins back to that side. Collecting five jackpots will light the ACME Crate for a super jackpot. Collect the super jackpot to proceed to the next phase.
- Phase 3 (3-Ball): This is a 60-second multiball with unlimited ball save. During this phase, all major shots will be lit for jackpots that build the super jackpot at the ACME Crate. The goal of this phase is to stop Taz from spinning - with each shot, he will spin more and more slowly. This progress is tracked on the tornado lightstrip on the backboard.
Factory Mayhem (Mini-Wizard Mode):
Light this mini-wizard mode by completing the five inserts listed above the flippers:
TBD
Duck Amuck (Wizard Mode):
This wizard mode can be started as the final episode after all of them have been played.
TBD