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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Action Button Master List

Action Button Master List

I’ve seen a lot of people wondering what the action button does on current pinball machines, so I figured creating this thread with links to each guide and quick info about what each action button does would help ease the pain a little as pretty much every game uses a different function for it!

Stern Pinball:

|Game | Color | Should I Slam It While Draining? | Function 1 | Function 2 | Function 3 | Function 4| |— | — | — | — | — | — | —| |Pokemon by Stern Pinball | Red (1), Green (2) | Situational | Activates a Pokedex Assist used to spot shots during CATCH! hurry-up or rival battle. | Adds a ball to multiball once the BATTLE targets have been completed. | | |Star Wars: Fall of the Empire | Yellow (1), Green (2), Orange (3) | Yes | Activates the JEDI ball save once an outlane is registered. On Prem / LE, pulses or holds the ball on the magnet. | Adds a ball to multiball once enough Sarlacc Pit spins are made. | Selects a Jabba Event during single-ball play while the ball is rotating in the Sarlacc Pit. | | |The Walking Dead Remastered | Yellow (1), Blue (2), Red (3), Green (4) | Situational | Fires the crossbow when a ball is loaded into it. | If first aid is collected while prison doors are open: uses a prison bomb that spots a shot towards prison multiball or counts as a jackpot during it. | If weapons is collected: during Horde, uses a horde bomb that can be used to kill a walker during Horde. | If food is collected and well walker is active: uses a well walker bomb that spots a shot towards well walker multiball or counts as a jackpot during it.| |King Kong: Myth of Terror Island | Blue (1), Red (2), Green (3) | No | Activates the log bridge near the mini-flipper when flashing. | Selects an island scene or NYC event. | During T-Rex Battle, mashing the button increases the pummel value after hitting the lit spider pit shot. | | |Dungeons & Dragons: The Tyrant’s Eye | Orange (1), Blue (2), Purple (3), Red (4) | No | Activates the shield to prevent center drains and potentially set up shots. | When held: During battle modes, starts a shot moving around from left to right. Release the button to spot the shot. | Corresponds to the center option during dungeon crawl. | Selects an item from Fizmo or a choice during the final modes of each campaign. |Metallica Remastered | Red (1), Red / Orange (2), Blue (3) Purple (4) | Situational | When flashing, collects each lit item and one coffin for each shot with a complete stack of items. Also collects the leftmost flashing hardwired insert. | Same as flashing red but indicates the maximum of 3 button uses are stored. | Selects a crank it up mode. | Indicates that an add-a-ball can be deployed during blackened multiball by pressing the action button. | |The Uncanny X-Men | Red (1), Green (2) | Yes | Uses a Bishop charge to spot the most valuable lit shot. Up to 3 Bishop charges can be stacked. | When held: Adds a ball to any multiball, once per ball. Qualify by completing Sentinel Facility Raid then escaping Nimrod successfully. | | |John Wick | Red (1), Pink (2), Gold (3), Green (4) | Situational | Activates Lights Out 2x scoring for 30 seconds once YAGA has been spelled and turns off all playfield inserts. | If Lights Out is already running and Assassination job has been cashed out, uses a motion sensor to briefly light up part of the playfield. | When held: If Task a Crew job has been cashed out, adds a ball to any multiball (one time per ball). | (Prem / LE) When held: If balls have been locked for deconsecrated multiball, hold to swipe balls being held in the Continental lock. | |Jaws | Orange (1), Green (2), Yellow (3) | Situational | Lights the left outlane for Life Ring for a short time, lit by the far right target. The ring must be deployed before the ball enters the outlane. | When held: During multiball modes, if a ball is being held at the mini-flipper, activates Flip-Lock for a timed period. Holding the button while the ball is locked will release it again. | (Prem / LE) Selects the wheel award after spinning the lit steering wheel on the upper playfield. | | |Venom | Red / Yellow (1), Orange (2), Red (3), Green (4) | No | If held: Activates Spider-Sense during any battle by lighting a random shot white. Hitting the shot immediately makes tons of progress on the active mode. | If Sleeper has been brought into a mode, adds a ball or adds time. | If Hybrid has been brought into a mode, spots all shots and boosts playfield X by +2x. | If playing as Hulk, spots all shots in place of the Spider-Sense rule.| |Foo Fighters | Yellow, Green, Red (1) | Situational | UFO button spots shots during modes and is qualified via captive ball hits. Up to 3 uses can be stacked (red button); if 2 are available it’s green, and if only 1 is available it’s yellow. | | | | |James Bond 007 | Pink (1), Blue (2), Yellow (3), Green (4) | Situational | Activates the currently lit playfield multipliers. Flippers toggle between this and function 2. | Uses a smart missile to spot a lit shot. Flippers toggle between this and function 1. | If held: adds a ball to any multiball mode, once per ball. Qualified by completing Outer Space Hijack. | (Prem / LE) If held: Swipe-a-ball releases balls during any multiball, if they were locked for Bird 1 multiball earlier. The locks must be collected again if they were used up.| |Rush | Red (1), Blue (2), Green (3) | Situational | Changes the path of the ramp diverter and which direction The Weapon spots shots in. | If held: Mode-related Weapon: spots all shots during the current mode. Qualified via making the correct combo prior. | If held: Multiball-related Weapon: adds a ball. Qualified via making the correct combo prior. | | |Godzilla | Cyan (1), Green (2), Red (3) | Yes | If held: Activates Heat Ray to spot all currently lit shots after enough center spinner hits. The amount of time it must be held increases with each use. | Uses up Anguirus and adds a ball if the ally was collected and a multiball is running. | Selects the background music at the start of Godzilla Multiball. | | |The Mandalorian | Orange (1), Green (2), Red (3) | No | If held: Uses up the flamethrower. It spreads from right to left and all shots “on fire” score 2x for one shot only. Re-qualify by selecting it from the Foundry. | If held: If amban rifle was selected from the Foundry, adds a ball to any multiball. | Completes the currently active encounter level. | | |Led Zeppelin | Green (1), Red (2) | Situational | Uses a Band Boost, collected by completing or changing songs. Completes the currently active combo for 5x value at the lowest value target bank. Spots an Icarus target hit towards add a ball during multiball. | If 3 Band Boosts are stacked: Uses a super band boost worth 10x the current combo value at the two lowest value target banks. Adds a ball during multiball. | | | |Avengers: Infinity Quest | Blue (1, 2), Purple (3), Red (4) | Situational | Uses the Mind Gem power if available to spot a range of playfield shots depending on the level of Avenger it is on. | If Mind Gem is placed on the drop targets: moves the currently lit grid square automatically. | Uses the Space Gem power if available to change the positions of lit infinity stones. Hit the shot with Space Gem on it to qualify. | During Change Gems, locks in the position of the current infinity stone.| |Teenage Mutant Ninja Turtles | Red (1), Purple (2), Blue (3) | Yes | During pizza eating contest, the button must be mashed 40 times to complete the mode. The lighting turns a vibrant red when this occurs. | (Prem / LE) Changes the direction of the glider diverter between sending the ball to the left or right flipper. | My eyes! The button does nothing! | | |Stranger Things | Red (1), Cyan (2) | Situational | Uses a Demogorgon bomb. Once per game this instantly kills the Demogorgon if one is available to defeat. | (Prem / LE) Swipe-a-ball releases balls during any multiball, if they were locked for telekinesis multiball earlier. The locks must be collected again if they were used up. | | | |Elvira’s House of Horrors | Context-sensitive (1), Yellow (2), Red (3) | Situational | If the atomic raygun trunk award is available, spots a shot in a currently running mode. | Releases the ball from the crypt kicker after defeating a Deadhead. | Selects the Hand of Fate award when a ball drains down the lit left outlane. | | |Jurassic Park (Stern) | Green (1), Cyan (2) | No | While in any paddock, uses a super tranquilizer to temporarily stop the dinosaur. Re-qualified after enough tower ramp shots. | Changes the lit smart missile award while the ball is being held at the left inlane. | | | |Black Knight: Sword of Rage | Red (1) | No | Uses the Magna-Save at the right outlane to save balls that drain there. Re-qualified by completing the right drop targets. It also cashes out the super jackpot award built up from super modes. | | | | |The Munsters | Blue (1), Red (2) | Yes | Increases the Zap meter after hitting any purple targets. Each Zap meter increase awards bonus “zap jackpots” alongside every jackpot award during multiballs. | If held: when super jackpot is being awarded, cancels out the award so that more super jackpots can be stacked. | | | |Deadpool | Yellow (1), Orange (2), Red (3) | Situational | BOOM button spots a shot after completing BOOM at the inlanes / outlanes. If big BOOM is available (function 3), the button must be held to use this function. | If Berzerker Rage is running, using the BOOM button will award the current spinner / bumper value along with spotting a shot. | If 4 BOOM button uses are stacked, a big BOOM is used that collects all lit playfield shots. | | |Guardians of the Galaxy | Yellow (1) | Situational | Uses the Hadron Enforcer to spot mode shots. Complete the yellow targets to qualify 3 uses of it at a time. | | | | |Star Wars (Stern) | Yellow (1), Red (2), Orange (3), Blue (4) | No | Toggles the shot multipliers from being on (green) or off (red). While off, the flippers will move the shot multipliers around. | After scoring TIE fighter hurry-up, the lighting will dim and an alarm will sound. Mash the button to destroy additional TIE fighters with each hit. | If held: adds a ball during any multiball, after completing the FORCE targets. | During video mode, activates the hyperspace boost and speeds up the Falcon’s speed for a short time.| |Aerosmith | White (1), Green (2) | Situational | Uses a smart missile to spot a mode shot. Earn them by making hidden / super skill shots. | When toys in the attic multiball is about to start, cancels the multiball so that more balls can be locked (up to 6). | | | |Batman 66 | Yellow (1, 2) | Situational | Uses a gadget, qualified at the left targets, to spot a mode shot. | If villain multiball lock is lit and the ball is about to release from the left eject, opens the lock briefly to allow for “gadget locks”. | | | |Game of Thrones | Various | Situational | Every house has a unique button ability, more than can be listed in this guide! Click on the rulesheet link to view them all. | | | | |The Walking Dead (Premium / LE) | Yellow (1), Blue (2), Red (3), Green (4) | Situational | (Prem / LE) Fires the crossbow when a ball is loaded into it. | (Prem / LE) If first aid is collected while prison doors are open: uses a prison bomb that spots a shot towards prison multiball or counts as a jackpot during it. | (Prem / LE) If weapons is collected: during Horde, uses a horde bomb that can be used to kill a walker during Horde. | (Prem / LE) If food is collected and well walker is active: uses a well walker bomb that spots a shot towards well walker multiball or counts as a jackpot during it.| |Mustang (Premium / LE) | Context-sensitive (1) | Situational | (Prem / LE) Uses nitro boost to spot a mode shot. Earn them by hitting the CAUTION drop targets after completing any mode. | | | | |Star Trek (Stern) | Red (1) | Situational | Activates proton torpedoes qualified at the right standup targets. Proton torpedoes deal 1 shot of damage to the Vengeance. | | | | |AC/DC | Red (1), ? (2) | Situational | Uses a VIP pass, qualified via super skill shots, to spot a mode or multiball shot (or the bell shot if qualified via enough tunes ‘n stuff awards). | | | |

Jersey Jack Pinball:

|Game | Color | Should I Slam It While Draining? | Function 1 | Function 2 | Function 3 | Function 4| |— | — | — | — | — | — | —| |Harry Potter | Gray (1), Purple / Orange (2) | No | Changes the currently lit Diagon Alley shop. | Uses a Bombtastic Bomb to automatically complete the current lesson. | | |Avatar: The Battle for Pandora | Purple (1), Orange (2), Green (3) | Yes | Exchanges arrows earned from the inlanes for the next songcord token required to start a songcord mode. | If held: Scraps the most recent songcord token collected. | Replenishes arrows when mashed after hitting any lit shot during a mode or multiball. | | |Elton John | Context-sensitive (1) | Yes | Changes the lit signature stage multiball once ELTON JOHN has been spelled. | Final Tour: Hold at start of Tour to bypass it. Press during Tour to cash out a set. | | | |The Godfather | Context-sensitive (1) | No | When mashed, increases the weapon playfield multiplier. The multiplier must be increased by hitting the spinners and completing other tasks first. | | | | |Guns N’ Roses (JJP) | Context-sensitive (1), Blue (2), Red (3) | Yes | Changes the badge that will be given the next time G-N-R is completed. | When a song is about to start, activates the menu that allows the player to select any song from any album. | During ignite the flames multiball, locks in the fuse position when the jackpot is available. | | |Pirates of the Caribbean (JJP) | Yellow (1), Red (2), Various (3) | Yes | Collects gold when mashed after making lit chapter shots or completing the GOLD targets. | When a ball is loaded in the cannon, fires it at the Black Pearl. | When no gold is available, pressing the button cycles through the next award for completing PIRATE lanes. Green is related to add-a-ball in multiball; purple is related to playfield X. | | |The Hobbit | Green (1), Yellow (2), Red (3, 4) | No | Selects the skill shot when a new ball is about to be plunged. | Uses the ring, charged up via switch hits. The ring can postpone mode or lock shots, attempt beast backstabs during hurry-ups, or award points if none of the above are viable. | Fires the ball from the Windlance kickback when available at the start of modes or during Smaug multiball for the super jackpot. | If precious is lit at the right outlane, locks in the line’s position to potentially escape from Gollum and continue play.|

Spooky Pinball:

|Game | Color | Should I Slam It While Draining? | Function 1 | Function 2 | Function 3 | Function 4| |— | — | — | — | — | — | —| |Beetlejuice | Blue / Purple (1), Red (2), Orange (3) | Yes | Uses the magna-save between the flippers. Qualified at the start of each ball and by swatting the undead fly using the launch button when it appears. | When held: maintains the current shot value during As Seen on TV mode. | When mashed: lowers the Sandworm during Walk With Rhythm Sandworm mode. |Evil Dead | Teal (1), Pink (2) | No | When held: Disables the currently lit main mode if one is already lit. | During Boomstick Multiball, reloads the shotgun and lights more shots for jackpot.