View on GitHub

Pinball Rule Sheets

A repository of rulesheets for pinball machines

Beetlejuice

Basics

A game by Spooky Pinball produced in 2026 and based upon the Beetlejuice movie from 1988.

Details on design team can be found on pinside at https://pinside.com/pinball/machine/beetlejuice

Playfield Layout

The playfield features a 3-flipper design (two lower, one upper right) with the following major shots, generally reading clockwise from the bottom left:

General Mechanics

Action Button & Magna-Save

A magnet located between and below the flippers can save balls draining down the outlanes or even the center. The Magna-Save is triggered using the Action Button on the lockdown bar.

Playfield Multipliers (Returning Souls)

Hit the pop bumpers to spawn “Lost Souls.” Return these souls (via specific lit shots) to activate and increase the brief Playfield Multiplier.

Skill Shots

Beetlejuice Modes

There are several core story modes.

Qualifying and Starting

  1. Qualify: Shoot the purple-lit shots (indicated by Beetlejuice’s face inserts) three times to light the Mode Start. Cannot be qualified or started during a multiball or a Juno Mode.
  2. Change / Lock: Hit the Mode Change Switch to change it. If a purple mode is blinking, press the Launch Button to lock it in so it cannot be changed by the sling (inserts will turn white).
  3. Start: Shoot the Right Orbit.

The Modes

Juno & The Waiting Room

This mini-progression focuses on the upper part of the playfield and the Juno Scoop.

Sandworm Mechanics

Hitting the three Sandworm wall targets starts a Sandworm Battle. Each Battle has a different way to lower the wall and position the Worm’s mouth for a shot. Shoot into the mouth to deal damage to the Worm; deplete its health bar to defeat it. Defeating enough Sandworms will light an Extra Ball.

Multiballs

Afterlife Couch / Now Serving Multiball

Strange and Unusual Multiball

It’s Showtime Multiball

Singing in the Stairwell

Mini-Features & Scoring

Wheel Awards

Repeatedly shooting the Left Ramp qualifies/lights the Wheel. Shooting it when the spins the Wheel on the screen, and awards a prize from the Wheel. You can stop the Wheel using the Action Button:

Award Description
Super Pops 5x pop bumper value
Super Ramps 5x ramp value
Super Spinner 5x spinner value
Super Worm 5x Sandworm value
Extra Ball Lights an Extra Ball
Points 5M, 25K, 50K points
You Lose Nothing!

Mystery Awards

Hitting the coffin qualifies Mystery Awards. Collect them at the Right Scoop.

Award Benefit
Lite Lock Advances Multiball progression
Points Small (5M), Big (15M), Jumbo (50M)
Advance Now Serving Adds +2 or +4 to the counter
Lite Ball Save 15-second save timer
Shooting Gallery Starts a video mode (press action button to shoot and press flippers to steer)

TBD

(Note: These sections need further exploration to fully flesh out the rulesheet).