Remastered rulesheet can be found on Stern’s website: https://sternpinball.com/wp-content/uploads/2025/01/Metallica-Remastered-Rulesheet.pdf
Quick Links:
- Game Information
- Rules Overview
- Layout
- Skill Shots
- Multiballs
- Crank It Up
- Side Modes
- Other Scoring
- Wizard Modes
Game Information:
- Lead Designer: John Borg
- Code/Rules: Lyman F. Sheats Jr. (RIP), Lonnie D. Ropp, Mike Kyzivat; new additions by Raymond Davidson
- Artwork:
- Displays:
- Sound: Jerry Thompson
- Release Date: November 2024
- Wiki Rulesheet based on Code Rev: 0.96
- Edit the Code revision, if applicable, when you make changes
Metallica was one of the first Stern releases to revitalize interest in physical pinball back in 2013 and received continuous improvement from code champion Lyman Sheats in the following years. The game is highly regarded for “Crank It Up” and the risk / reward decision making involved that shaped many more recent releases, the wide variety of multiball and mode stacking opportunities, and of course, the music & callouts courtesy of the band themselves. The game was given a re-release as an LCD-era machine in late 2024 and obtained some quality-of-life fixes along with a few new modes and rules. Learn how to rock this game here!
Rules Overview
- Shoot the main features (Grave Markers, Electric Chair, Coffin Captive Ball, and Snake) enough times to begin multiball modes and make progress towards Crank It Up modes.
- During Crank It Up, shoot the flashing shots to build the jackpot value. Making all four main features again during Crank It Up lights the scoop to either cash out the jackpot or continue the mode.
- Play all 4 Crank It Up modes to qualify End of the Line.
- Multiballs have an add-a-ball by completing pick targets and then locking a ball at the Snake.
- Play all four multiballs to qualify Blackened.
- There are a number of additional Side Modes that will typically start as soon as they are qualified and can be brought into any active feature.
- Complete the four pick targets during single-ball play to start a 72 switch countdown. Once the countdown has been completed, 72 Seasons will start and the pick targets will be worth increasing points built with every switch hit.
- Hit all five major shots to light the scoop for Hardwired Hurry-Up. Self-destruct buttons that spot hurry-up shots or advance towards lighting the hurry-up can be earned in several ways.
- Light all 15 items - 3 per shot - by hitting the corresponding main features. After collecting a coffin hurry-up at each shot, Seek & Destroy will start. Alternate between the flashing shot and captive ball to score increasing points.
- Complete the FUEL targets enough times to start FUEL fast scoring. Completing FUEL also lights the piston target for 2x playfield for 20 seconds.
- Light resurrection ball save by hitting the grave marker targets.
- Shoot the captive ball to light Extra Ball at the scoop.
Layout
Premium/LE: |
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Skill Shots
Plunge for the flashing rollover to score a skill shot value of 200k. The skill shot value increases by 50,000 for each skill shot made, and plunging for the right rollover awards 2x the skill shot value.
Super Skill Shot: Holding the left flipper disables the orbit up-post and activates the super skill shot which can be collected by shooting any major shot (including the scoop, the captive ball, the Snake, and Sparky). This typically awards 2x the value of the standard skill shot & increases their value by 100k, but there are bonus awards for making certain lanes as super skill shots:
- Dead End Target: Immediately qualifies 2x Playfield.
- Scoop: Awards Mystery.
- Randomly lit shot: Qualifies that shot for a Coffin Hurry-Up & adds 200k to the next skill shot. In competition mode this will always be the leftmost shot that doesn’t already have all three items lit.
- Rollover lanes: 2x the value of a standard skill shot (4x if you plunge to the right lane!)
Multiballs & Band Members
Multiball modes are a quick way to rack up points and collect items on Metallica. There are five different multiball modes, four of which are mutually exclusive, and one of which is exclusive to machines with the topper installed; one additional multiball mode can be started during Coffin Multiball.
During any multiball mode, completing the four pick targets lights the Snake for a timed lock + 2x playfield for 20 seconds. Scoring the timed lock also adds a ball into play the first time it has been scored during any multiball, and activates a ball saver for about 10 seconds. Playfield scoring resets to 1x once the timer expires.
All side modes can be started or brought into Multiball modes and are vital to high scoring.
Starting or scoring super jackpots during multiball modes qualifies band members or advances their level. The total of all band members’ levels are used to determine scoring during the mini-wizard mode, Blackened, which lights at the scoop after playing all four multiballs. The maximum level for each band member is 8.
Electric Chair Multiball (James)
Song: Creeping Death (odd-numbered multiballs), Ride the Lightning (even-numbered multiballs)
Starting Multiball
Shoot Sparky 10 times to light electric chair inserts at the major shots and start Electric Chair Multiball. Shots to either side of Sparky score 1 hit, while shots to the target in between them score 2 hits instead. When one shot is remaining, Sparky will taunt you and all three inserts will strobe. Shoot Sparky once more to start multiball.
Subsequent Electric Chair Multiball attempts require three more Sparky hits than the last.
During Multiball
Fill the Jacob’s Ladder by hitting lit jackpot shots. The jackpot shots are the flashing electric chair inserts on the left and right orbits, and the Sparky shot. The base jackpot value starts at 250k + (2.5k x total items). Once the power meter is completely full by scoring jackpots (each one counts as 10 switch hits) or collecting enough switch hits through other means, shoot Sparky for a super jackpot worth 1.5M + (5k x total items).
Each Super Jackpot collected electrocutes one of seven Sparky characters indicated by the colored electric chair inserts (white for the first one all the way up to red for the final one). As soon as the seventh Sparky has been electrocuted, the orbits, ramps, and Sparky are all lit for super jackpots, valued the same as before, for this and for every subsequent Electric Chair Multiball during the game.
Level up James by starting this multiball, or scoring super jackpots during the multiball.
Grave Marker Multiball (Robert)
Song: Master of Puppets
Starting Multiball
Each shot to the inline drop targets increases your bonus multiplier, advances towards lighting resurrection ball save, and lights a grave marker insert at a random shot. Once all 3 drop targets have been knocked down, shoot the grave marker target behind them to start multiball.
If any of the drop targets were hit during a different multiball, when you are back to single ball play, the drop targets will reset when it is safe to do so if the number of drop targets physically down exceeds the number of drop targets you’ve hit during single ball play.
Subsequent Grave Marker Multiball attempts require one more grave marker target hit than the last.
During Multiball
All four ramps and orbits major shots are lit for jackpots that start at 200k + (2.5k x total items). Shooting the grave marker target itself scores a larger jackpot worth 250k at base value, and relights all shots for jackpots.
Once you have made all five jackpots, the grave marker target will strobe for double jackpot. Scoring the double jackpot will cause the magnet to hold the ball for 20 seconds. The ball can then be knocked off the magnet to score the super jackpot (1.25M + 2.5k x total items). While the ball is being held, hitting three unique jackpot shots will increase the super jackpot multiplier by +1x to a maximum of 5x. The super jackpot multiplier is maintained for the rest of the game, even if the super jackpot isn’t scored.
After the super jackpot has been collected, the number of jackpots required to qualify subsequent double jackpots increases by 1 for the rest of the current multiball.
Level up Robert by starting this multiball, or scoring super jackpots during the multiball. Multiplied super jackpots (using the method described above, not through any other means) add +1 level per multiplier.
Snake Multiball (Kirk)
Song: Sad But True
Starting Multiball
Shoot the Snake when lit to spot letters in SNAKE. The Snake unlights once a letter has been collected, and can be relit by either hitting the snake’s mouth or shooting any shot with a lit Snake insert - three of these inserts light each time you shoot the Snake. Once SNAKE has been completed, the next shot to the Snake will start 2-ball multiball.
For subsequent Snake Multiball attempts, the snake mouth can only be opened by hitting it directly rather than making a lit Snake insert shot.
During Multiball
Jackpots are lit at all major shots and the Snake itself, worth 300k + (3k x total items). Hitting any shot other than the snake adds a +1x multiplier to the “Snake Combo”, which is collected at the Snake and scores the current jackpot value times the multiplier. The Snake Combo value maxes at 3x.
Collect 5 Snake Combo jackpots to light all shots for super jackpots, valued at 750k + (2.5k x total items).
Level up Kirk by starting this multiball, or scoring super jackpots during the multiball.
Coffin Multiball (Lars)
Song: For Whom the Bell Tolls
Starting Multiball
Every shot to the captive ball collects coffins and counts down towards locking a ball at the Coffin magnet. 5 captive ball hits are required to light the first lock, then 10 hits for the second lock, and finally 15 hits for the third lock.
The number of coffin hits for each captive ball shot can be increased in different ways; rolling through the return lanes lights the captive ball for 2 coffin hits, and making combos before completing them at the captive ball awards 1 coffin hit for each shot made in the combo.
As soon as the third ball is locked, Coffin Multiball begins.
During Multiball
Coffin multiball is unique among the multiball modes in Metallica because it allows players to bring in one additional multiball mode while it is running.
Jackpots are available during this multiball by alternating between the captive ball and the flashing shots for 400k + (4k x total items). Once all of the flashing shots have been made one time each, the next flashing captive ball shot will score a super jackpot worth 3M + (10k x total items) in place of the normal jackpot value.
Level up Lars by starting this multiball, or scoring captive ball jackpots during the multiball.
And Justice for All Multiball (Topper Exclusive Mode)
Song: …And Justice for All
Starting Multiball
This multiball can only be started if the topper is installed. During the Lady Justice side mode, hitting the flashing shots will spell out METALLICA using the topper lights if the player isn’t currently in a Crank it Up mode or other multiball mode that isn’t coffin multiball. Spell METALLICA by hitting enough shots to start the multiball.
For the first Lady Justice mode, fast flashing shots will add 2 letters and other lit shots will add 1 letter. The difficulty of spelling METALLICA on the topper increases each time the multiball is started.
During Multiball
And Justice for All multiball’s rules are comparable to that of the side mode that was used to start it. The left and right shots alternate for jackpots and double jackpots respectively, with each single jackpot adding 1 letter to METALLICA and each double jackpot adding 2. Once three jackpots have been scored, the next shot to either ramp will score a super jackpot and add a ball to the multiball (one time per multiball only). The next super jackpot will then require 1 more additional shot to light, to a max of 6 shots.
The super jackpot multiplier increases by +1x every time METALLICA is spelled during the multiball. However, as soon as a super jackpot is scored, the multiplier and the super jackpot value will reset; though any letters in METALLICA that were collected will remain.
Crank It Up
These are the game’s main single-ball modes, which have the potential for huge scores if players are willing to put up with the risk of keeping the ball alive. Crank It Up lights at the scoop after collecting 12 of each item +1 per Crank It Up played during the same game. A fifth Crank It Up mode awaits players who make it through all four.
Collecting Items
To light the scoop for Crank It Up, 12 (+1 per subsequent mode) of the four items must be collected:
There are two ways to collect the former three items - either by making direct shots to their corresponding feature on the playfield, or by shooting the corresponding insert at any of the five major shots. The inserts light by shooting their respective features, and the blue spider arrow determines which shot the insert will be placed on. If all three inserts are on a single shot, the next shot made there will start a Coffin Hurry-Up.
Coffins can only be collected by making direct shots to the captive ball. The left inlanes light the captive ball for 2 hits for a limited time. You can also score more captive ball hits per shot by shooting combos; finishing a combo off at the captive ball (ie. hitting it within 2 seconds of the last combo shot) will add one captive ball hit for each shot made in the combo.
Crank It Up lights at the scoop as soon as the required items have been collected and the player has returned to single-ball play, indicated by a unique sound / display and the 4 item inserts above the flippers pulsing.
Shoot the scoop, and then choose from any of the four Crank It Up modes (that haven’t been played yet) using the flipper buttons - or a relatively low amount of points (5M + 1M per subsequent mode) instead of starting it.
Crank it Up Mode Information
The goal of each Crank It Up mode is to score as many points as possible by shooting flashing shots, then cashing them out at the scoop. These are long modes (averaging around 6 minutes each!), so take your time - but remember that ball save is only active for the first few seconds of the mode. A “completion bonus” is scored after making enough shots during the mode, collected right away instead of being added to the jackpot and enabling victory laps for the rest of the mode.
During any Crank It Up mode, making a direct shot to each of the four main features described above will light the scoop to either collect the current jackpot value (L flipper), or continue the mode (R flipper).
Scoring Mystery during any Crank It Up mode always awards “Crank It Up Bonus”, regardless of level. This collects the next lit shot you need for the mode and any increments that might have been awarded otherwise.
If the jackpot has been cashed out, the player can re-collect 25% of the jackpot value by making all five spider arrow shots, followed by the scoop to cash it out. This feature remains active until the ball drains or the next Crank It Up mode is lit by collecting enough items.
All side modes can be brought into Crank It Up, or in the case of FUEL fast scoring, started during the mode.
The Crank It Up modes, from left to right, are as follows:
- For Whom the Bell Tolls: The five major shots’ item inserts are lit for jackpots. Make three shots to all five to score increasing jackpot values and light their inserts. Completing “columns” or “rows” of inserts scores even higher jackpot values. Lighting all 15 inserts scores the Completion Bonus. (Crank It Up bonus will make the next shot collect all inserts at its lane.)
- Fade to Black: Switch hits add to the jackpot value, which is collected at a random flashing shot or by collecting 20 switch hits. Solidly lit shots score a portion of the jackpot value. Fill the vertical progress bar on the screen through any combination of jackpots and switch hits to score the Completion Bonus. (Crank It Up bonus will reduce the switch hits required for the next jackpots by 2 to a maximum of 5).
- Battery: Shoot Sparky over and over to score increasing amounts of points and light the electric chair inserts at other shots for jackpots. Hitting the ramps & orbits increases the value of the next Sparky hit, with one random flashing shot that resets when Sparky is hit increasing the value by 2x. Make 12 shots to Sparky to score the Completion Bonus. (Crank It Up bonus will light all five shots for 2x advances.)
- Enter Sandman: Three randomly selected inserts on each of the five major shots will be flashing, which alternate shots with every switch hit. Making any shot with a solidly lit insert scores a jackpot, which can be doubled or tripled if more than one lit insert is on that shot. Light all 15 of the inserts solid to score the Completion Bonus. (Crank It Up bonus will add one insert).
Side Modes
Side modes can be started at any time, even during multiball modes, so long as Crank it Up isn’t currently running. Many side modes have ways to extend their timers, allowing them to potentially last for much longer than their initial timers.
72 Seasons
Complete the four pick targets to light super spinner and qualify progress towards this frenzy mode (additional completions are required for subsequent 72 Seasons plays). Once the targets are completed, making 72 switch hits will start 72 Seasons. Completing the pick targets again during the switch countdown will boost the value of each switch during the mode by an additional 25k. The switch countdown is de-activated and can’t be advanced during any multiball.
Once 72 Seasons starts, a 72-second timer will start and all four pick targets will be lit to score toy jackpots worth a minimum of 100k. Each switch hit adds 25k to the jackpots (+25k if you were able to complete the pick targets multiple times prior). The jackpot value will not reset until the mode ends (after all four targets are hit).
Hitting all four targets during 72 Seasons also awards a self-destruct button use.
Hardwired Hurry-Up / Self-Destruct Buttons
Hit all five shots with hardwired inserts (the ramps, orbits, and grave marker targets) during single-ball, non-mode play to light the scoop to start Hardwired Hurry-Up. Continuing to hit shots with hardwired inserts flashing before shooting the scoop will increase the value for each hurry-up during the mode by 200k per shot.
Once Hardwired starts, all five shots will be lit to score a hurry-up value starting at 2.5M + any boosts prior, decreasing over time. Collecting each shot scores the hurry-up value and resets. The fifth, final shot of each Hardwired hurry-up is called the Hardwired jackpot and starts at the sum total of all four prior hurry-ups that were scored. Scoring the Hardwired jackpot also awards a self-destruct button use at the action button, which either advances towards lighting Hardwired, or scores a hurry-up when the mode is running.
Up to 3 self-destruct buttons can be stacked at a time and they can also be earned in the following ways:
- Scoring all 4 toy jackpots during 72 Seasons
- After scoring enough blown pistons (3, then every 10 after)
FUEL Fast Scoring
Shoot the FUEL targets four times to add to the FUEL gauge, displayed in the center of the playfield, and light the dead end target behind them for 2x Playfield. Once the FUEL gauge is completely full (after three completions of FUEL for the first attempt), the next shot to any of the targets will start the FUEL frenzy.
This frenzy mode allows the player to rack up big points so long as they maintain their fuel gauge. Every switch hit scores a value that starts at 5k. Direct shots to the FUEL target add time to the mode, increases the switch value by 1k (to a max of 15k) and lights the piston target for fuel jackpot (750k + 50k each time it is earned). The frenzy ends when the player’s FUEL gauge runs out, though there is a lengthy grace period to keep it running.
Further FUEL frenzies during the same game require one additional completion of the FUEL targets to qualify.
Lady Justice
Every shot to the left and right ramps scores a letter in METALLICA (2 letters are earned by making the ramp shots as combos). Once the word has been completed with 9 shots, shoot either ramp again to begin Lady Justice. METALLICA letters can also be scored from random mystery awards.
The goal of Lady Justice is to attempt to “balance the scales” by alternating shots between the left and right sides of the playfield. The value for the next shot on either side of the playfield is displayed on the DMD, starting at 750k (+250k each time the mode is played) and increasing by 50k for each shot made there. Alternating shots between both sides of the playfield scores the current value plus 500k (+250k each time the mode is played). The orbit up-post is disabled during this mode.
Making any shot if the timer is under 15 seconds resets the timer to that value.
If the topper is installed, and the player isn’t in a Crank it Up or non-coffin multiball mode, each shot adds letters to the topper to re-spell METALLICA, with fast-flashing shots scoring 2 letters and flashing shots scoring 1 letter. Once METALLICA is spelled again, And Justice for All multiball will start.
Coffin Hurry-Ups / Seek & Destroy
Seek & Destroy starts as soon as all five Coffin Hurry-Ups have been collected at the captive ball.
Coffin hurry-ups are started by lighting all three items at any of the five major shots, then shooting the shot with the strobing inserts. They can also be automatically qualified through one of the super skill shots. Hurry-ups start at 750k + 50k x the total of all non-coffin items’ shot levels, which increase as shots with the blue arrow and an item insert on it are made. The value increases by 750k x the number of active hurry-ups, if multiple hurry-ups are active at once. Once a hurry-up is scored, the three items at the shot that was used to start it will be locked in and won’t disappear until Seek & Destroy starts.
Seek & Destroy is a potentially lucrative mode that can last a long time if you keep making the required shots. One randomly determined shot is lit to “seek” and score a jackpot worth 1M + 25k (+250k each time Seek & Destroy is played), while the remaining shots are solidly lit to score mini jackpots worth 50% of the jackpot value. Once the required shot has been made, shoot the captive ball to “destroy” and score 500k + the sum of all previous jackpots & mini-jackpots (+100k each time the mode is played). Rinse and repeat until the timer runs out (making required shots resets the timer to 15 seconds if needed).
All lit shots during Seek & Destroy add 1 of each item towards qualifying the next Crank it Up mode if it isn’t already lit.
Other Scoring:
2x Playfield
Every completion of the FUEL targets lights the dead end target for 2x playfield for 20 seconds. This multiplier is additive with the 2x playfield from the snake add-a-ball, meaning 4x scoring is possible during all multiball modes with both playfield multipliers active.
The 2x playfield timer can be reset by hitting the dead end target again while 2x playfield is already running.
Dead End Lane, Blown Pistons & Super Pistons
Blown pistons are lit at the dead end lane by hitting the bumpers - 10 hits are required per bumper. When the five rollover lanes that light mystery are completed, progress towards lighting blown pistons is temporarily doubled (starts as soon as the first bumper is hit and lasts 20 seconds, reset with bumper hits).
Up to three blown pistons can be lit at a time; continuing to hit the bumpers when any piston is solidly lit will level up the piston insert and start it flashing. Normally up to 3 pistons can be earned per dead end lane shot, but if all 3 are flashing, then 6 will be scored. Each dead end lane shot with a piston lit also scores 250k + 150k per piston lit + (7.5k x all piston levels added together), x2 if all 3 are flashing.
Blown pistons are used to collect various awards throughout the game:
- 3, 13, 23, etc.: Awards a self-destruct button use
- 8, 18, 28, etc.: Hold Bonus X
- 15, 40, 80, etc.: Light Extra Ball
Super Spinner
Light the orbits for super spinner by completing the four pick targets (the same ones that are used to start the switch countdown for 72 Seasons, or light the snake add-a-ball during any multiball mode.) Super spinner is indicated by an orange light at both orbits.
Super spinner lasts for as long as the spinner session lasts and awards 100k per spin + 10k every time super spinner is started during a game. The orbit up-post will always lower if super spinner is lit to guarantee a full orbit shot.
Super spinner can be lit at any time during play.
Resurrection (Ball Save)
Resurrection is lit at both outlanes after hitting the grave marker drop targets enough times. The first Resurrection of a game requires 3 targets, increasing by 3 for each subsequent lighting up to a max of 12.
Hitting a grave marker drop target as part of a combo will award additional hits towards resurrect based on the combo length.
The first time Resurrection is used in a game, both outlanes are lit separately from each other. Afterwards, however, draining down one lit outlane will unlight both of them.
Combos & Combo Jackpot
Shooting shots that flow into each other consecutively without missing will award combos, indicated by the flashing red arrows. Combos also increase the progression towards specific features if they are the last shots made in the combo:
- Dead-end lane - combo jackpot is awarded. Starts at 750k each ball and remains boosted by 2-way combos until collected, at which point it resets to 750k + 250k each time it is scored.
- Grave marker targets - progress towards lighting Resurrection ball save is advanced by the number of shots in the combo.
- Left and right ramps - 2 METALLICA letters are awarded for each ramp shot made in the combo.
- Captive ball - coffin item hits and lock progress are advanced by the number of shots in the combo.
Each combo scores points on its own as well: 250k + 500k x (combo length greater than 2-way) + 7.5k x (number of combo sequences before this one, this ball).
Extra Ball is lit after shooting 15, then 50, then every 50 combos after that.
Mystery
Complete all 5 rollover lanes (3 inlanes, 2 above pop bumpers), which alternate with the flippers, to enable super pistons and light Mystery at the scoop. Complete them multiple times for better awards, up to level 4. Shoot scoop when Mystery is lit to collect a random award. A full set of the mystery awards and which levels they correspond to can be seen below:
Mystery awards & levels
Type | 1 | 2 | 3 | 4 |
---|---|---|---|---|
Points | 500k | 1M | 2M | 3M |
Add item (scored instantly) | 1 | 2 | 3 | 5 |
Light item (at a major shot) | 1 | 2 | 3 | 5 |
Light coffin hurry-up | N | N | Y | Y |
SNAKE letter | N | Y | Y | Y |
Light coffin lock | N | Y | Y | Y |
Award coffin lock | N | N | Y | Y |
Add fuel | Y | Y | Y | Y |
METALLICA letter | Y | Y | N | N |
Light 2x playfield | N | Y | Y | Y |
Light extra ball (percentage-based) | Y | Y | Y | Y |
Bonus X | N | 2x | 3x | 5x |
Hold Bonus X | N | N | N | Y |
The mystery animation can be skipped by pressing both flippers.
During Crank It Up modes, Mystery always awards “Crank It Up Bonus”, worth the value of the next required shot and any associated bonuses. The mystery level does not effect this award.
Extra Balls
Extra Balls can be lit to collect at the scoop by:- Shooting the captive ball 10, then 50, 100, etc. times (first extra ball is percentage-based and can be as low as 5)
- 15, 50, 100, etc. Combos
- 15, 40, 80, etc. Blown Pistons
If the extra ball cap has been reached, extra ball awards 2.5M.
End-of-Ball Bonus
Bonus is determined by calculating the number of items the player has collected over the course of the game, multiplied by the bonus X (which increases with shots to the inline drop targets).
The bonus multiplier can be held by scoring enough blown pistons (8, 18, 28, etc.) or as a rare level 4 mystery award.
Wizard Modes
Blackened (Mini-Wizard Mode)
Light the scoop for this mini-wizard mode by playing all four multiball modes - electric chair, grave marker, snake, and coffin - in the same game. If Crank It Up is also lit at the scoop, Blackened will take priority.
Sparky’s had enough of the band shocking him and gives them a taste of their own medicine. This 4-ball multiball starts by tallying up the total level of each band member and calculating the jackpot based on them. The jackpot starts at 800k, and is increased by 100k x the total levels of all band members. Band members at level 8 correspond to either balls added at the start of the multiball (turning it into a 6-ball multiball), or add-a-balls in reserve at the action button (up to two can be used) if the maximum of 6 balls was reached.
During the multiball, all playfield scoring is multiplied by the balls in play minus 1 (ie. the maximum that can be obtained is 5x with 6 balls in play). All shots are lit red for awards that build the super jackpot, but only one shot is lit purple to score the jackpot value, which starts at the far left of the playfield (dead-end target) and moves to the right either when it is hit or when the captive ball is shot. Hitting the flashing purple shot relights the red award shots, and “blackens” the shot that was made (further shots to them will add 250k to the jackpot). Turning all six shots purple will score the super jackpot.
Add-a-balls are given after 3 shots have been blackened, or the super jackpot has been scored.
End of the Line (Wizard Mode)
Once all 4 Crank It Up modes have been played (they don’t need to be completed or cashed out), collect enough items to light the 5th Crank It Up mode and shoot the scoop to start End of the Line. This nearly 8 minute long track has the potential to turn your good game into an outstanding game, as long as you’ve done well during your Crank It Up modes and play the wizard mode out well.
At the start of End of the Line, you receive a hefty bonus for all the items you’ve collected in the game. This seems to be 200k per # of items collected throughout your game.
Spoilers!
This wizard mode starts with 2 balls in play and 1 random shot lit for a jackpot. Collect the jackpot to light a roving super jackpot (from left to right, and then back). Once you collect the super jackpot, an add-a-ball plus ball-save is awarded and you return to the jackpot phase, but with one additional shot required to qualify your next super jackpot. You can repeat this cycle until you complete it, with all 6 shots lit for jackpots. After the final super jackpot, all shots award jackpots and no additional super jackpots are possible.
The super jackpot value is determined by 25% of the scores from the Crank It Up modes you played, awarded in order from lowest to highest, and each super jackpot includes the value of the previous ones that were scored. The 5th and 6th super jackpots “wrap around” the mode totals in the super jackpot formula, so 2x the lowest-scoring mode and 2x the 2nd lowest-scoring mode total would be added in, respectively.
Both Fuel 2x Playfield and Snake 2x Playfield are in play during this multiball, so you can 2x or even 4x these Super Jackpot values!
If you drain down to single-ball play during End of the Line, the scoop can be lit for the final collect the same way that it can during the other Crank It Up modes (and it can also be qualified by completing the four features during the multiball). Scoring the final collect ends the mode and returns to normal play.
Until the player qualifies Crank It Up again, they can continue to cash out 25% of the final collect for the remainder of the ball.