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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Wonka

Game Information:

Pat Lawlor’s second machine for Jersey Jack Pinball is themed after the original film adaptation of one of Roald Dahl’s most famous stories, about a quirky businessman who runs a chocolate factory powered by pure imagination. Anything can happen here, so expect the unexpected on your quest to obtain 5 Golden Tickets and reach the final wizard mode.

Rules Overview:

Layout:

Skill Shots:

There are four Skill Shots on this machine.

Golden Tickets:

The main objective of Wonka is to complete 5 tasks and score Golden Tickets to start wizard modes. Each Golden Ticket corresponds to a different task and most tasks can be progressed towards while others are running.

Factory Tour Modes:

There are three types of Factory Tour modes that can be started at the saucer, each qualified at a different shot and each corresponding to a different colored border on the playfield. One Factory Tour mode of each type can be lit at the saucer at a time. Starting one mode of each type also lights the spinner for Super Lock. Start all 12 modes to collect the Factory Tour Golden Ticket.

Gobstopper Multiball:

Shoot the target blocking the Most Secret Machine to increase the Bonus Multiplier and open up the hole to lock a ball. Only one hit to the target is needed for per lock for the first Multiball on default settings, increasing by one each time. Balls that enter the lock hole will be deposited into the plunger lane. Virtually lock 3 balls to start the Multiball.

During Gobstopper Multiball, each shot up the left and right ramp will score a Jackpot, and the center ramp will score a Double Jackpot (and count two Jackpots towards the Gobstopper Jackpot progression). Hits to the Most Secret Machine will also increase the Jackpot value by a small amount. After collecting 3 Jackpots at the ramps, the hole in front of the Most Secret Machine will light to collect a Gobstopper Jackpot, worth 5x the value of a normal Jackpot. Collecting five Gobstopper Jackpots - one for each Kid - will award the Golden Ticket for Gobstopper Multiball.

Balls can be added by shooting the factory target.

If the player has a terrible Gobstopper Multiball (barely any Jackpots scored), the hole in front of the Most Secret Machine will light for about 20 seconds to restart the Multiball with two balls in play.

Kid Multiball:

There are 5 kids to qualify and collect throughout the game, and each kid adds a ball to the Multiball if qualified & increases the jackpot multiplier for all jackpot lanes corresponding to collected kids by +1x if collected. Once a kid has been qualified or collected, shoot the captive ball when lit for “Collect Kid” to light Kid Multiball at the left target. Kid Multiball deactivates if the player drains when it is lit, though it remains lit between balls if all 5 kids have been qualified. Each Kid also has their own jackpot lane during the multiball, listed below.

During Kid Multiball, all qualified kid jackpot lanes are lit; if kids have been collected, these jackpots multiplied by up to +1x for each collected kid, though they can only be collected at their corresponding lanes. The center ramp is constantly lit to score a double jackpot (also subject to the multiplier), and collecting 5 jackpots lights the left lane for a Super Jackpot (also subject to the multiplier!). Collect one jackpot of each type to score the Kid Multiball Golden Ticket.

Wonkavator Multiball & Super Locks:

Completing certain tasks during the game lights the spinner for Super Lock. Super Locks are maintained between games on default settings, meaning a player who scores the third Super Lock - at any time - can start Wonkavator Multiball. Super Locks can be lit by:

After locking 3 balls in the elevator, virtually on SE or physically on LE / CE, Wonkavator Multiball begins. The multiball is split into 3 different phases, and the Super Jackpot must be won during each to score the Wonkavator Multiball Golden Ticket.

Gumball Machine:

Various tasks throughout the game - many not done on purpose - will count as achievements and award you gumballs from the Gumball Machine. A Golden Ticket will be hidden randomly in the Gumball Machine, meaning it could either be a gimme at the start of the game or a really difficult task a player has to go for on purpose. Achievements score various point values which vary depending on the difficulty of the achievement.

Wizard Modes:

After collecting Golden Tickets, one of the game’s major shots lights to start a wizard mode, played in the following order. Wizard modes are mutually exclusive and take priority over all other features once started.

Other Scoring:

Wonka Bars & Ransom:

Wonka Bars contribute to end-of-ball bonus and qualify the Computer Award at certain thresholds. Shooting the left ramp will award 1 Wonka Bar, shooting the right ramp will collect 2 Wonka Bars, and shooting the center ramp will collect 3 Wonka Bars. The numbers in front of the left lane correspond to the number of Wonka Bars that you’ve collected.

At certain thresholds of Wonka Bars, the Bonus (and thus, the number of Wonka Bars) will be held. These thresholds are called Golden Bonus Levels and are, on default settings: 10, 25, 50, 100, 200, 300, and 400 Wonka Bars.

After scoring 200 Wonka Bars, Wonka Bar Ransom is active for the rest of the ball. Shoot the roving ramp shot to score points and add those points to the value collected for each lit ramp during the Ransom. The mode ends, and the player can return to collecting Wonka Bars as normal, once the ball drains.

Computer Awards:

Collecting (5 + 1 per award) Wonka Bars, or making a skill shot up the center ramp, will qualify the saucer to collect a Computer Award. Shoot the standup target to the right of the center ramp to change the lit Computer Award. Certain Computer Awards can only be started after enough have been qualified by progressing through the game.

Captive Ball Mystery:

Shoot ramps to increase the number in front of the captive ball, which reduces if enough time passes without any ramp shots, then shoot the captive ball when “?” is lit to collect a mystery award. For further mystery awards, combo shots must be made to the two ramps to advance the captive ball. The center ramp permanently advances the captive ball by +1 when shot. Mystery awards are:

Scrumdidilyumptious Combo:

Shooting combo shots will add letters to “Scrumdidilyumptious”, shown at the top left of the display. Cash out the combo with a shot to the Most Secret Machine. The number of letters when the combo was collected determines how much the value for the next combo increases - completing the full word gives a substantial increase to the current combo and future build up.

Standup Target Awards:

Collecting enough hits to the standup targets scattered throughout the playfield collects an award:

Candy Jar:

Add Candy to the Jar through successful skill shots, completing the two outer inlanes which cycle with the flipper buttons, or through certain other awards. The more Candy is in the Jar, the more points the spinner is worth (regular spins and super spinner).

Extra Balls:

Extra balls can be lit at the saucer through:

End-of-Ball Bonus:

Bonus is simply calculated by awarding 500 points per Wonka Bar, times the Bonus Multiplier. The end-of-ball bonus can be scored during a ball, with any applicable multipliers, through the Collect Bonus Factory Tour mode.