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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Oktoberfest: Pinball on Tap

Game Information & Overview:

American Pinball’s second game about a sprawling, historic festival with beer, games, and fun attractions! It’s a Joe Balcer design with programming work done by Josh Kugler and Joe Schober, art by Jeff Busch, and audio by Matt Kern. A shout-out to everyone at American Pinball who produced this game.

Rules Overview:

Oktoberfest is a traditional mode-based game with two main multiballs, controllable magnets (dubbed MagNabs), a strategic beer stein collecting mechanic, and lots of ducks.

This rulesheet is a wiki; feel free to contribute!

Playfield

A tour of the playfield, starting from the left flipper and working our way around clockwise:

Skill Shots

There are four skill shots in Oktoberfest:

Beer Steins

“Choose a stein! Lots of choices - each one has its own benefits!” ~ Otto

In single-ball play, shooting the Bar hole (either as a skill shot or after hitting the Bar doors enough times) lets you select a beer stein with the flippers.

Each stein does two things:

Steins carry over from ball to ball. Also, you can collect the same stein multiple times; each time, the stein’s “power” is improved, and the score multiplier of its respective Tent Mode increases by another 1X. You can collect the same stein up to 3 times.

List of Steins (from top to bottom, left to right):

Collecting all Steins starts Stein Slinging wizard mode!

Tent Modes

Complete “TENT” via the inlanes/outlanes to light a Tent Mode at the scoop. Scroll through the 13 modes available with the flippers; select one by hitting both.

With the exception of Juggling, which is a multiball, all Tent Modes run on a 46-second timer [?]. Each mode has a specific goal–usually making enough lit shots.

Completing a mode yields “confetti” effects on the display. However, you can keep making shots until the time expires. Otherwise, you can replay failed modes by spelling “TENT” and shooting the scoop again.

Every Tent Mode is associated with a beer stein. If you play a mode with its associated stein, all scoring is doubled. Furthermore, a stein can be collected up to two more times, which triple and finally quadruple mode scoring.

Complete all 13 Tent Modes for the “Flipper Miestro” wizard mode.

Food Stand Modes

Center drop target hits and spinner spins qualify Food Stand Modes at the center scoop. There are five Food Stand Modes. Each has a timer that can be reset by shooting back into the center scoop.

These modes give you calories which increase multiball scoring. The order you play them in is as follows:

You can stack food modes into tents and multiball (must start in single ball play)

Note that the number of calories you start the multiball with is locked in for that multiball, so bringing in a food mode into a multiball may give you lots of calories for a future multiball, but will not increase your current multiball.

Beer Barrel Multiball

Complete the PROST standup bank to light locks on the side ramp. Locking three balls starts Beer Barrel Multiball. (Locks are shared between players. Be careful!) Locks can also hold over between games.

During multiball, lit shots score jackpots. Locking a ball in the Beer Barrel holds it there for 20 seconds (configurable). While a ball is locked in the Beer Barrel, the next jackpot is scored at 2X, the next at 3X, and so on. Each lock shot and PROST bank completion resets the timer. PROST bank also relights all jackpots. Locking a second ball scores the Super Jackpot. Locking a third ball scores a Double Super Jackpot.

Corkscrew Multiball

Spell OKTOBERFEST via the left and right standup banks to light locks. The left ramp will lower over the left loop; locking three balls in the Corkscrew lock starts multiball.

During multiball, lit shots score jackpots. Only a few will be lit and they will move around the playfield, starting on the left, and moving to the right. Spelling OKTOBER or FEST lights the left ramp for a super jackpot.

If you drain down to one ball without scoring a super jackpot, the left ramp briefly stays down for a “last chance” super.

Ducks and Duck Derby

Ducks collected throughout the game increase mode values and end-of-ball bonus. Earn ducks by one of the following:

Every 50 ducks lights Duck Derby at the Tent scoop; Tent Modes are unavailable until Duck Derby has ended.

Duck Derby is a two-ball multiball. Green shots score points based on your duck count, and advance your duck in the race. Hitting a duck standup target will “select” the corresponding duck, causing any lit shot to advance that duck. When your duck is selected, all shots are green; when an opponent duck is selected, all shots are red (and you should promptly shoot your duck’s green standup target to re-select your duck). Every few seconds, the furthest back opponent duck will advance, even if you didn’t make a red shot.

Win the race, and you start a Victory Lap phase that lasts until the end of the multiball. All duck targets and lit shots score. You can make the same shot multiple times. Lose the race, and the Derby ends: flippers will be disabled until at least one ball drains. A ball saver is provided until single ball play is re-established.

Mystery

Hit all four ducks and shoot the Tent scoop to collect a Mystery award. Some awards include:

Combos

Three of them:

Super Striker

After enough pop bumper hits, hit the High Striker captive ball when the ball exits to the upper right flipper for a point award. The harder you hit the ball, the more points you get.

End of Ball Bonus

The bonus awarded at the end of each ball is held between balls and is comprised of:

Everything is then multiplied by the Bonus X.