View on GitHub

Pinball Rule Sheets

A repository of rulesheets for pinball machines

Halloween

Game Information & Overview:

John Carpenter’s immortal horror classic Halloween tells the story of Laurie’s attempts to kill Michael Myers, a serial killer wrecking havoc on the citizens of her suburban town. In the pinball machine adaptation, the player takes on the role of Laurie as they fend off against Myers in different scenes from the film. Only by successfully evading Myers’ clutches will the player be able to unveil the mystery behind this boogeyman.

Rules Overview:

Layout:

Skill Shots:

Two types of skill shots are available at the start of each new ball:

Jack-O-Lantern Modes:

Complete the center drop targets, then shoot the Jack-O-Lantern scoop to select and start a main mode using the flippers. Each drop target completion also lights blood at three shots for about 20 seconds. For each mode that has been successfully won on the same ball, an orbit shot will be required to raise the drop targets to qualify the next mode. The number of orbit shots increases by 1 for each mode won on the same ball. Winning two modes in a game lights the extra ball.

Jack-O-Lantern modes can be started during any multiball mode, but the player will not get a choice of mode like they normally would; instead, the easiest mode that hasn’t been completed will start.

At the end of every Jack-O-Lantern mode, one of the three hedge shots (randomly determined) will light for a final hurry-up value (how is this determined?). The hurry-up doesn’t need to be collected to win the mode, but is quite valuable. Once the hurry-up times out or has been collected, six more blood shots will light and can be collected before the 20 second timer runs out.

Multiball Modes:

There are three multiball modes in Halloween, and each mode has a super jackpot that must be collected in order to complete it. Once a super jackpot has been scored in any multiball, that multiball cannot be played again until the player has played the Boogeyman mini-wizard mode, started by scoring super jackpots in all three multiball modes.

Hedge Multiball:

Lock a ball at all three of the hedge shots to start Hedge Multiball. During this 3-ball multiball, your goal is to shoot either the left ramp or one of the targets next to a scoop to reveal one of the figures of Myers behind the hedges for about 15 seconds. Shoot the corresponding scoop to score a jackpot, and repeat this process for all three scoops to light the middle scoop for a super jackpot worth the total of all jackpots collected. The first super jackpot during Hedge Multiball also functions as an add-a-ball.

If the player drains out of Hedge Multiball without scoring a single super jackpot, the Jack-O-Lantern scoop will light for about 15 seconds to restart the multiball.

Sanitarium Multiball:

Sanitarium Multiball is progressed towards on the middle playfield, and has two distinct phases: “Sanitarium Mode” (the process of qualifying it), and then the multiball itself.

House Multiball:

House Multiball is progressed towards on the upper playfield, and has two distinct phases: “House Attack” (the process of qualifying it), and then the multiball itself. To light House Attack, the player must first make five shots to the center ramp. House Attack can also be qualified by completing Hedge Multiball and Sanitarium Multiball, and can be started instantly by making a shot to the ramp that passes through the left and right drop targets.

Other Features:

Blood & Store:

After lighting or successfully winning a Jack-O-Lantern mode, certain shots will light to score blood - three for lighting a mode, six for winning a mode. Blood is accumulated throughout the game and once the player has collected any amount of blood, the Jack-O-Lantern scoop will light to access the blood store, where the following can be purchased:

Combos:

Shots to the left orbit, left ramp, center ramp, or right orbit count as combo shots and score increasing amounts of points. To keep the combo going, the player must alternate shots - they can’t shoot the same one over and over.

Extra Ball:

Extra balls are collected at the Jack-O-Lantern scoop after:

End-of-Ball Bonus:

Boogeyman (Wizard Mode):

Qualify the mode by completing a Super Jackpot during Hedge Multiball, Sanitarium Multiball, and Hedge Multiball. The goal of the mode is to relock six balls into each of the physical ball locks in the game.

The Night He Came Home (Wizard Mode):

Qualify the mode by starting or completing the required number of Jack-O-Lantern modes, as determined by an option in the games menu. The goal of the mode is to advance locations from Smith Grove to the Myers’ House. There is a running clock throughout the mode and players can race against their previous times to finish the mode as quickly as possible.

Blood Target: The standup blood targets are lit red. Collect them to light the pumpkin scoop to unlock bonus items. The bonus items are those items that Michael stole from the hardware store: Halloween Mask, Rope, and Knives. Each will have an effect on the playfield for a certain period of time.

Super Jackpot: Shoot the Judith Tombstone to qualify a super jackpot. When knocked down the drop target resets back up immediately, mimicking a series of in-line drop targets. When qualified the drop target will remain down, allowing the player to shoot the target behind for a super jackpot worth 10 million times the number of balls in play. Only one super jackpot can be collected per location.

Fuel / Timer: During the Wizard Mode the fuel gauge acts as a timer. If the player runs out of fuel that’s the end of the Wizard Mode. The timer will refill at the start of each new location, however each subsequent location will add less fuel, making it harder to avoid running out of gas. Once per location, when the gas gauge goes below 10-seconds the center drop targets will raise, each drop target will add additional fuel. Additionally, the spinners can be hit to add fuel at any time.