Table of Contents
- Game Overview
- Rules Overview
- Layout
- Character Select
- Skill Shot
- Quests
- Vault Modes / Find the Lunchbox!
- Multiball Modes
- S.P.E.C.I.A.L.
- Other Scoring and Mechanics
- Legendary Weapons
- Extra Balls
- End-of-Ball Bonus
- Wizard Modes
Game Overview
- Lead Designer: Keith Elwin
- Code: Andrew Wilkening, Brett Z Rubin, Raymond Davidson, Rick Naegele
- Mechanical Engineering: Harrison Drake
- Art: Sam Gilbey, Jeremy Parker (Zombie Yeti)
- Displays/Animation: David Liskovec, Olivia Jensen, Phillip Gullett, Zac Stark
- Sound/Music: Jerry Thompson
- Callouts: Jerry Thompson, Johnny Pemberton
- Release Date: September 2026
- Game Code Version: v0.81
Rules Overview:
- Skill shot: time the full plunge so the ball rolls over the flashing Nuka-Cola insert. Then rip the spinner to score as many caps as possible. Caps are used to purchase items from sundries.
- Light quests at the scoop by shooting the left orbit or right ramp to increase HP. Quest timers are based on the player’s current HP. Four of the quests are single-ball, while Wedding Day and The Kings quests are 2-ball multiballs. Complete modes to earn legendary weapons that double certain playfield features.
- Shoot Deathclaw to start Deathclaw multiballs. Time your shots to the bash toy when the FIRE insert is flashing to guarantee progress. Complete radroach targets during multiball for add-a-ball.
- Complete the right nuke standup targets to light the pipboy ramps to load the Fat Man nuke launcher. Complete the lit right standup targets (Pro model) or use the nuke launcher to fire the ball at lit upper playfield targets (Premium/LE model) to start Wasteland Multiball.
- Spell VAULT at the lit VAULT shots to light the center ramp to either start Find the Lunchbox! (Pro model - shoot any lit shot followed by the scoop) or one of seven vault experiments (Premium/LE model - follow the display instructions for each experiment).
- Vault Multiball is awarded from odd-numbered vault completions. Shoot the jackpot that starts on the left side of the playfield and moves to the right with each shot. Then score a double jackpot at the upper loop (Pro model) or lower playfield (Premium/LE model), followed by a super jackpot at the center ramp.
- Earn XP by completing playfield objectives. Once the player has leveled up, shoot either pipboy ramp to add 1 skill point and advance a SPECIAL perk. Read the pipboy display to learn what each perk does.
- Start radio modes by hitting the radio tower target then any music note shot. Keep hitting music notes to enable radio jackpots and increase the multiplier with each one earned.
- Earn wasteland items by shooting white, yellow, and blue inserts at the left ramp, U-turn, and right ramp shots. Given in the following order: stimpak (outlane ball save), trusty companion (use the flippers to rotate while the final yellow shot is lit), light side quest (at the scoop as the next quest started).
- Side quests are long risk / reward modes that take priority over all other game modes.
- Hit flashing radroach targets to light extra ball, and light green shots for radaway.
- After scoring 3 radaway shots, the upper pipboy ramp will start radaway hurry-up. Make all 3 ramp shots to enable the lucrative radaway jackpot award at the upper loop.
- Hit the left pop bumper to advance the fusion core percentage. Once the percentage is more than 50%, hold the action button to boost all playfield scores by 2x for the duration of the power armor. Hold the action button again to end the multiplier.
- Collect junk with slingshot or left standup target hits to upgrade weapons. Weapons re-enable Deathclaw multiball and boost playfield scoring.
- Shoot either pipboy ramp to light the ? target for mystery award.
Layout
| Pro | Premium/LE |
|---|---|
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Character Select
Use the flipper buttons to choose a character before you launch your first ball. Each character has different perks:
- Lucy
- Vault Familiarity: Easier letters and longer timers when dealing with vaults
- Stat Bonuses: +1 Perception, +1 Luck
- Maximus
- Efficient Power Armour Usage: +2 seconds per fusion core level
- Stat Bonuses: +1 Strength, +1 Agility
- The Ghoul
- Radiation Immunity: Radroaches Build HP
- Stat Bonuses: +1 Endurance, +1 Charisma
Skill Shot
Time your plunge to the flashing Nuka Cola insert on the right inlane to lower the Nuka Cola spinner for a few seconds. Immediately rip the spinner from the right flipper. Rewards a base of 3M point + 75,000 points per spin and 3 seconds of ball save. Additional successful cap stash skill shots add 1M points to the base and 50,000 points for each rip of the spinner.
Quests
Quests are the main modes in the game. The timer for these modes is based on your HP (1 HP = 1 second, with a maximum of 100 HP / 100 seconds). Attacking Radroaches (stand-up targets on the playfield) inflicts you with RAD (radiation), which lowers your maximum HP until you collect radaway.
To qualify for a quest, you must have a minimum of 50 HP.
- Shoot the left orbit or the right ramp (for the first 2 quests only) to collect food, increasing the player’s HP. Repeatedly shoot the left orbit to add more HP with each successive shot.
- Once you have a minimum of 50 HP, shoot the right scoop to begin the quest mode.
- The blinking yellow insert under “Quests” is the quest you’ll start when entering the scoop.
- Hitting the “Junk” stand-up target will rotate to the next available quest if one is currently lit. With level 2 Charisma, the flippers will rotate the lit quest.
Each quest completed awards a Legendary Weapon. For the 2-ball multiball modes, this constitutes scoring a super jackpot. Otherwise, making the final shot of any mode will award it.
Quest List
- Wedding Day: A 2-ball multiball mode. Earn add-a-ball by hitting the Deathclaw 5 times during the multiball.
- Pro model:: Four of the shots are blue, and four of the shots are yellow. Making a blue shot will light a yellow shot. Yellow shots will progress towards super jackpot. (Need more info)
- Premium/LE model: The lower playfield is also active for this quest mode! Shots made in the lower playfield will light the shots on the main playfield, while shots made in the main playfield will light shots in the lower playfield at +1x multiplier. Hit each shot on the main playfield to light the super jackpot and 2x super jackpot, collected with two shots to the open vault door (the second one has to be hit in quick succession after the first). The process then resets with higher jackpots.
- Radscorpion Attack: Jump ramp mode with a build mechanic.
- Shoot any lit shots to light the center jump ramp for 2x the base shot value (500k + 250k per shot). Other lit shots increase the multiplier by +1x for the next jump ramp shot only. After 4 center jump ramp shots have been made, the final blow is lit. On the Pro model, this is the flashing right standup target. On the Premium/LE model, the ball must be loaded into the Fat Man launcher and aimed towards the Radscorpion spinner. If stacked with multiball, only the upper pipboy ramp will load the Fat Man; otherwise both pipboy shots will load it.
- The Kings: A 2-ball multiball mode. Earn add-a-ball by hitting the Deathclaw 5 times during the multiball.
- All lit shots score jackpots with a multiplier starting at 1x. Comboing the lit shots together starts a killing spree, advances the multiplier by +1x and rewards a multiplied jackpot. Light the super jackpot at the flashing right standup target (which moves from top to bottom and back) by either reaching the maximum multiplier of 8x, or starting 3 killing sprees. The process then repeats with higher jackpots. The base value of jackpots is 500k + 50k per shot.
- Mind Control: Ramp + spinner mode.
- Hit the lit ramp shots to lower the spinner for a certain amount of time. While the spinner is lowered, further lit shots will increase the multiplier for the next spinner rip. With enough spins, the next test (level) of the mode will start. Each level requires a different amount of spins and has a different base reward value. Complete all three tests (levels) to complete the mode.
- NOVAC: Hit the lit ramps.
- Shoot the left orbit and right ramp. Base score: 2M + 250k per shot. The left orbit increases in multiplier with each successive combo shot. Hit 6 shots to light the final shot at either pipboy shot, scoring 2x the current ramp value, which can be further increased with up to 6 additional ramp shots while the final shot is lit.
- Find the Target: A three-phase mode.
- Find the target by hitting 3 of the yellow shots. You cannot normally hit the same shot again, but when you reach the 3rd shot, you will be prompted to hit the shot again to find the target or hit another shot to increase the value and make that shot the target. Once the target is found, hit the scoop. The right ramp will then light. After hitting it, load the Fat Man launcher with a shot to either pipboy ramp, then shoot the random flashing right standup target to defeat the target and complete the mode. On the Pro model, the target must be hit from the flippers. On the Premium/LE model, the target must be hit from the Fat Man launcher, and only the upper pipboy ramp will feed the launcher if multiball is active.
Vault Modes / Find the Lunchbox!
Spell VAULT by shooting the lit “VAULT Letter” shots around the playfield. This will light “Open Vault” at the center ramp.
On Pro model, shoot the center ramp again to start Find the Lunchbox! This mode is timed for 15 seconds (unless playing as Lucy who has longer timers). Multiple shots will be lit blue. Hit one of these shots to light the scoop to open the lunchbox. For sequential rounds of Find the Lunchbox!, the shot you hit will be removed.
On Premium/LE model, shoot the ball to the center ramp to hit the vault door behind it. The ball will be held while the vault door physically opens up. Shoot the ball past the vault door to start a Vault Mode. The lower playfield activates and becomes the focus point for the duration. The pipboy will display how much time you have left.
Lunchboxes provide the following awards in order:
- Odd-numbered Lunchboxes - Vault Multiball
- Even-numbered Lunchboxes - Legendary Weapon
During the opening vault door animation, the number of the vault is displayed. This hints at what specific vault mode you will be playing.
Vault Mode List
Available only on Premium/LE models. There are a total of 6 different vault modes as of version 0.81:
- Vault 13 - Repair the Waterchip! (Limited Flips and Extended Timer)
- Hit the lit roving shot (moving between targets or loop) to collect a component needed to repair the water chip. The pipboy screen displays how many flips are left. Once you’ve collected all 6 components, hit the loop to collect a lunchbox!
- Vault 32 - Raiders! (Defend the Vault!)
- Hit the standup targets and loop to deal damage. Each hit reduces the raiders’ HP by 10, requiring 3 shots to each standup target and the loop to complete. Once all raiders are defeated, hit the loop and collect a lunchbox!
- Vault 33 - Populate the Vault (Gather supplies and attract vault dwellers)
- Hit each standup target 3 times to collect resources, or shoot the loop to spot a target hit. Once the resources have been collected, shoot the loop to collect a vault dweller. Then shoot the loop again to complete the vault mode and collect a lunchbox!
- Vault 87 - Radiation Leak (Escape the Vault!)
- Shoot the loop to escape the vault, with standup targets increasing the value per loop, and loop shots made as combos doubling the value. Once the arrow inserts are blue, shoot the loop again to escape and collect a lunchbox!
- Vault 108 - Gary? (Hah Hah, Gary!)
- Hit the three stand up targets and/or the loop to add clones of Gary. Reach 100% Gary then shoot the loop to collect a lunchbox!
- Vault 111 - Open Cryo-Pods! (Hit the same target twice in a row)
- Hit the same standup target twice in a row to open one of the three cryo-pods. If a different target or the loop shot is made, it will unlight and must be hit again. Open all three pods and then shoot the orbit to collect a lunchbox!
Multiball Modes
Deathclaw Multiballs
Shoot the Deathclaw bash toy to advance towards Deathclaw Multiball. Each successful hit will cripple a limb of the deathclaw. Four insert lights just below the bash toy consistently rotate from left to right and back. These insert lights indicate which limb will be hit. When all four insert lights and “Fire!” are flashing, the multiball is ready and will start the next time you hit the bash toy. With Mr. Handy as the active companion, pressing the action button (once per level) will spot a Deathclaw hit but won’t start the multiball. There are three different Deathclaw multiballs played in the same order each game.
Once a Deathclaw multiball has been played, upgrade your weapon to enable the next one. The timing of each weapon upgrade does not matter i.e. if you upgrade your weapon before playing Deathclaw Multiball 1, then Deathclaw Multiball 2 will be available to work towards straight afterwards.
For Premium/LE models: Hitting a limb of the deathclaw that is already crippled will cause the Deathclaw to fire the ball back to the player. Make sure to time the shot correctly. The “Fire!” insert will indicate when to hit the bash toy.
- Deathclaw Multiball 1:: For 20 seconds, hit red shots to build the Deathclaw jackpot value, which starts at 2M and increases by 250k per lit shot. Once time expires, hit the Deathclaw bash toy to collect jackpots for 12 seconds. Repeated shots to the bash toy apply a stacking multiplier. After enough jackpots have been collected, the next shot before time runs out will score a super jackpot worth the total of the previous jackpots. The number of jackpots that need to be collected to enable super jackpot carry over across phases. Once enough time has passed, the build phase begins again and the jackpot value resets to its minimum.
- Deathclaw Multiball 2:: Charge your weapon by hitting red shots and switches. Shots will charge the weapon by 20% each or 30% if quickly flashing; and shooting the right ramp will lower the spinner to quickly add switch hits. Once the weapon is charged, the Deathclaw will light to score the jackpot, then reset the process with the weapon being needed to be recharged. Collect 5 jackpots to qualify the super jackpot at the Deathclaw worth the total of the previous jackpots and reset the process.
- Deathclaw Multiball 3: All shots are lit to light the Deathclaw for jackpot. If the same shot that lit jackpot is hit again, shooting it again will score a 2x jackpot and unlight it. Once all shots are cleared out, shoot the Deathclaw when “Fire!” is lit to score the super jackpot worth the jackpot total and end the multiball. Hitting the Deathclaw weak points before scoring the super jackpot increases the super jackpot multiplier, once per weak point.
During any Deathclaw multiball, complete all 4 Radroach targets to add-a-ball and briefly extend the ball save timer.
Wasteland Multiball
Once the player hits all shots in the shooting gallery, Wasteland Multiball will begin. Enemies come out in waves and must be eliminated. Shoot the lit shots, which include the left orbit, U-turn, and right ramp, to eliminate enemies. Jackpots are worth 3M + 500k per shot, and the base super jackpot value is 15M + 2.5M per jackpot scored x wave number. Super jackpot is lit at the upper pipboy ramp after 2 jackpots (+1 per super jackpot scored). On the Pro model, the player must make the center right standup target to score it. On the Premium/LE model, the Fat Man will point towards the 3-bank stand-up target. Aim for the center right standup target and fire with the action button to score the super jackpot. Scoring the first super jackpot in Wasteland Multiball awards a legendary weapon.
The first two super jackpots also add-a-ball to the multiball.
Vault Multiball
A 3-ball multiball that starts when awarded from odd-numbered lunchbox awards. Multiple shots are lit blue to score awards, with one shot blinking faster then the others (and having its corresponding “Spell VAULT” insert lit) to score a jackpot worth 2M + previous award values + 500k per jackpot. The jackpot shot moves from left to right with each shot in the following order: lower pipboy shot, upper pipboy shot, U-turn, center jump ramp, right ramp. Once the jackpot is made at the right ramp, either shoot the upper loop (Pro model) or complete all four lower playfield shots (Premium/LE model) to score a double jackpot and then light the center jump ramp for super jackpot worth the total of all prior jackpots. Scoring the first super jackpot in Vault Multiball awards a legendary weapon.
The player’s progress on lighting super jackpot is carried over between Vault Multiballs if the player starts more than one in the same game, and hasn’t scored a super jackpot yet.
Hit the Deathclaw 5 times during Vault Multiball to add-a-ball.
S.P.E.C.I.A.L.
The classic Fallout stat mechanism is present. Earn XP during quest modes, by looting / killing enemies, and by traveling to wasteland locations. When you have collected enough XP to level up, shooting either pipboy ramp while outside of a mode will allow the player to select a SPECIAL perk. Each stat provides a perk for the duration of the game and has a maximum level of 2. The screen on the pipboy informs you what the perk at said level will provide.
- Srength
- Level 1 - Discover and carry more loot. Easier to light junk target
- Level 2 - Carry 2 stimpaks at once
- Perception
- Level 1 - All shop items can now be stolen
- Level 2 - Right flipper will move the stimpak between the outer lanes
- Endurance
- Level 1 - Longer Ball Save Timer
- Level 2 - Easier wasteland items, once per set (next shot to a flashing lane scores all 3 currently lit wasteland items)
- Charisma
- Level 1 - Sundries Shop is now 20% off. You also earn more XP from junk
- Level 2 - Flipper buttons can now be used to select quest
- Intelligence
- Level 1 - Easier to light Fat Man (lane behind upper flipper lights all right standup targets to enable Fat Man). -1 shot to enable radio jackpots.
- Level 2 - Guaranteed advanced hacking. -2 shots to enable radio jackpots.
- Agility
- Level 1 - Easier to light VATS. The timer to hit the escape shots after a failed steal attempt is extended.
- Level 2 - Even easier to light VATS as you need even less AP, easier to upgrade weapons
- Luck
- Level 1 - Earn more caps, better stealing odds, and better junk items
- Level 2 - Earn even more caps from the spinner & better junk items
Bobbleheads of different types can be earned from sundries as legendary junk trades, or from reaching the third phase of a side quest. Each bobblehead instantly upgrades one stat.
Other Scoring
Radio Modes
Build the radio signal by shooting the radio tower target located next to the Nuka Cola spinner; every time a radio mode is started, one additional radio tower hit is needed. The current strength of the radio signal is displayed at the backboard screen on the top left area. Once the signal is at full strength, each music note insert will light up with different colors. The colors signal which song will be played. The duration of the song determines the timer of the mode. You cannot pause the timer for Radio modes by trapping/cradling the ball.
Songs: As of version 0.81, there are a total of 6 songs that can be played during Radio Mode. Below is the list of songs and includes the duration of the radio mode, the number of shots needed to activate the jackpot, and the corresponding color to hit to start the song.
- In the Mood
- Shot to start - fusion core bumper
- Color - Purple
- Scoring - TBD
- Duration - 2:05
- Shots needed: 7
- Anything Goes
- Shot to start - lower pip-boy ramp
- Scoring - all switches add 1k to shot value, which starts at 100k
- Color - White
- Duration - 3:07
- Shots needed: 7
- The Yellow Rose of Texas
- Shot to start - junk target
- Scoring - TBD
- Color - Blue
- Duration - 3:00
- Shots needed: 5
- Uranium Fever
- Shot to start - left orbit
- Scoring - left orbit stays lit and adds 50k to shot value
- Color - Yellow
- Duration - 2:17
- Shots needed: 6
- Some Enchanted Evening
- Shot to start - upper loop
- Scoring - TBD
- Color - Cyan
- Duration - 2:32
- Shots needed: 7
- Big Iron
- Shot to start - right ramp
- Scoring - right ramp to junk target scores combo award worth more points
- Color - Orange
- Duration - 3:55
- Shots needed: 7
Fat Man
An iconic weapon of the Wasteland. The player qualifies the Fat Man by shooting the the 3-bank of stand up targets on the right, collecting a mini nuke. Once collected, shoot either lit pipboy ramp to load the launcher. Once all three targets have been hit, Wasteland Multiball begins. Each enemy killed lights the scoop for loot as well.
- For Pro model: The ball feeds to the left flipper. Shoot the lit shots at the 3-bank of standup targets.
- For Premium/LE model: The ball feeds into the Fat Man launcher mechanism. Shoot any of the lit targets/spinner on the upper playfield.
For the second round, the enemy difficulty increases (requiring two shots to kill), but the value per shot also increases.
The Fat Man also lights once the player has found a glowing radroach. In this case, the launcher will aim towards the lower right radroach target instead of any of the upper playfield shots.
VATS
The Vault-Tec Assisted Targeting System will make it easier to progress the shooting gallery, as it attacks a target for you. Hitting switches collects AP. The amount of AP you have is shown on the backboard screen at the bottom right. Once the AP bar is filled, VATS is ready.
- For Pro model: VATS will spot a target for you at the 3-bank stand-up targets. Use the flipper buttons to select a target and action button to confirm.
- For Premium/LE model: VATS will completely guide the ball launcher when using the Fat Man, acting as a spot mechanic. Use flipper buttons to select a target and action button to confirm. If a glowing radroach is available, VATS will always prioritize it.
Wasteland Items
The left ramp, U-turn, and right ramp all have rows of three inserts in front of them. Completing all three inserts of the same color gives a wasteland item, and filling out all three rows will light the scoop to start a side quest. After the first side quest, the inserts must be completed by making the shots from left to right.
The awards for each set of inserts are listed below. The inserts are lit in the following order: white, yellow, then blue.
Outlane Ball Save (Stimpak)
Completing the three white inserts will light the right outlane for Stimpak. Stimpaks save the ball when the ball drains down a lit outlane. The location of the lit stimpak changes with hits to the fusion core pop bumper or right slingshot. Stimpaks can also be earned from sundries.
The following SPECIAL perks help with stimpaks:
- Strength level 2 - player can have stimpaks at both outlanes at once.
- Perception level 2 - stimpaks can be lane-changed with the flippers.
Trusty Companions
Completing the three yellow inserts will enable a trusty companion. While the third yellow insert is flashing, using the left or right flipper will change the qualified companion clockwise (right flipper) or counterclockwise (left flipper). The player can only have one companion active at a time.
Each companion has a passive and active ability. Press the action button to use the companion’s active ability. Leveling up refreshes the companion’s active ability.
Your four trusty companions are:
- Victor
- Active Ability: Instant Cap Stash (action button drops the spinner)
- Passive Ability: Great Deals. Boosts all luck
- Smooth Talker
- Protectron
- Active Ability: Spots all lit Radaway Awards
- Passive Ability: Max Quest Timers (at 100 HP). Heals radiation over time
- Not A Doctor
- Dogmeat
- Active Ability: Collects lit junk (3 charges per refresh)
- Passive Ability: Lights more radroaches to kill
- Your Best Friend
- Mr. Handy
- Active Ability: Spots a Deathclaw shot (can’t be used to start multiball)
- Passive Ability: Easier Fusion Core
- Very Handy
Side Quests
Side quests are single-ball modes that take priority over all other game features besides radio modes. To light side quests, complete all three of the blue inserts, and make sure that your HP is above 50. Once available, the scoop will start the next side quest. During side quests, completing each phase will light the scoop to either cash out the current value or continue the mode with time added. Every time the cashout is lit, a bonus award is added: junk, then legendary weapon, then a random bobblehead, then ?.
- Filly — TBD
- Gulper — 4-phase mode. Clear out 6 shots, with the first shot in each phase becoming a multiplier shot and being able to be hit as many times as the multiplier number allows. The 7th shot of each phase is at either pipboy ramp. Each phase increases the max multiplier.
- Super Duper Mart — TBD
Radroaches / Radaway
Radroaches: One of the four radroach stand up targets is always flashing. Hitting this stand-up target kills the radroach and awards points. Another radroach will then spawn at one of the remaining stand-up targets. Killing a radroach causes the insert to remain lit solidly. If you hit the lit stand-up target again, you will be inflicted with RAD (Radiation), resulting in your maximum HP being lowered.
Killing all four radroaches will spawn a Glowing Radroach that can be killed with the Fat Man for 20M + 10M per glowing radroach, or hit directly from the flippers for 1/2 the value. Glowing radroaches can also be looted.
If you collect Dogmeat as your companion, you will have more than one radroach stand-up target active.
Radaway: Upon being inflicted with RAD, a green shot becomes lit at the ramps to indicate that radaway is available. Hitting the green shot rewards hurry-up points and reduces the amount of RAD the player has incurred, which increases their maximum HP. Collecting 3 Radaway shots enables the upper pipboy ramp to start Radaway Hurry-Up. If Rad X was obtained from Sundries, radaway shots will be lit for longer until the next Radaway Hurry-Up is started.
Radaway Hurry-Up / Radaway Jackpot
Once 3 Radaway shots have been been collected, the player is qualified for the Radaway Hurry-Up. Shoot either pipboy ramp in single-ball play to start it. 1 more Radaway shot is required to light subsequent hurry-ups.
To light the Radaway Jackpot, shoot all 3 ramps (upper pipboy ramp, center jump ramp, and right ramp), which score hurry-up values based on the individual value of the prior Radaway shots. Once lit, the Radaway Jackpot, worth the total of all 3 hurry-up values, is lit at the upper loop. Shoot the upper loop from the mutant flipper as many times as possible to score it with each successive shot. The player has 10 seconds to repeat this outer loop shot as many times as they can, and the timer starts as soon as the first Radaway Jackpot is collected.
The value of Radaway Hurry-Up, and thus the Radaway Jackpot, massively increases over the course of the game. Collecting Radaway from Sundries further boosts this value.
Playfield X
There are two types of playfield multipliers. The Power Armor is a timed 2x playfield multiplier while weapon upgrades act as a passive playfield multiplier with no timer.
Power Armor
Charge the Power Armor by hitting the fusion core pop bumper enough times or earning fusion cores from Sundries. Once the fusion core power is at least 50% (shown via the meter near the pop bumper), the Power Armor can be equipped by holding the action button for two seconds. While Power Armor is equipped, all scoring is +100% (2x) multiplied, and this scoring is additive with your weapon multiplier. You can toggle the playfield multiplier on and off by holding the action button while the timer is running.
Weapons
You’ll need production when roaming the wasteland! The game starts you off with a simple weapon that can be upgraded. Upgrading the weapon awards:
- A playfield X multiplier of +20% (0.2x) for each upgrade
- +1x bonus multiplier for each upgrade
Upgrading your weapon requires a certain amount of Junk items of certain quality, becoming more demanding as you continue to upgrade. Once you have the material, shoot the scoop to upgrade your weapon. The junk material requirement for upgrading your weapon is as listed:
- Level 2:
- Any Junk x5
- Level 3:
- Common Junk: x8
- Rare Junk: x3
- Level 4:
- Common Junk: x13
- Rare Junk: x5
- TBD
Each upgrade also enables the next level of Deathclaw multiball to be played.
The backboard screen displays your current bonus X and playfield X, along with the amount of junk needed to upgrade it at the bottom left.
Loot
After each glowing radroach and enemy in the shooting gallery that you kill, shoot the scoop to loot their corpse and collect 2 to 3 rewards from the list below. The rewards are random:
- Caps
- Nuka Cola
- Jet
- Common Junk
- Rare Junk
- Legendary Weapon
Various locations found from wasteland loops can also be looted. The items at these locations are the same every time.
Junk
Collect junk items around the wasteland to upgrade your weapon. Each junk item can be one of three qualities, and the higher your luck, the higher the chance of getting a rare or legendary junk piece:
- Common
- Rare
- Legendary
You can collect junk by:
- Hitting the Junk standup target when qualified.
- Cashing out at least one phase of a side quest.
- Looting corpses or wasteland locations. Super Duper Mart (at 50 loops) guarantees one legendary junk piece.
- Buying them from Sundries
The junk standup target lights once 10 slingshot / bumper hits are made. Hitting the target will award a random piece of common or rare junk. Rolling through the right inlane and then hitting the junk target awards 2 pieces of junk. If the player has Dogmeat as their companion, pressing the lit action button will spot the lit junk target.
Wasteland Locations
Shoot the outer loop shot from the mutant flipper to advance towards wasteland locations, then shoot the scoop to loot the location. This is the main method of lighting Nuka-Cola Quantum at the shot behind the mutant flipper (which doubles XP gain for a short time). The pipboy display shows what awards will be given at enough loop thresholds. Reaching 35 loops qualifies Vault 4 multiball.
The loop thresholds and locations are:
- 5 Loops: Red Rocket Service Station - light Nuka Quantum, common junk
- 10 Loops: Sunset Sarsaparilla Bottling Plant - ?
- 20 Loops: Cabin - bobblehead, ?
- 35 Loops: Vault 4 - light Vault 4 multiball
- 50 Loops: Super Duper Mart - legendary junk, 2x rare junk, ?
Caps & Sundries
Cap Stash: Caps are the currency of the wasteland. The amount of caps the player has is displayed at the top right of screen on the backboard. The main method of earning Caps is by lighting both Nuka Cola inlanes to qualify Cap Stash, then rolling through the flashing inlane (which can be lane changed) to drop the Nuka Cola spinner. Rip the spinner to collect caps and score more and more points. One cap stash rip is also available as the skill shot at the start of each ball. With Victor as your companion, pressing the action button once per level will lower the spinner for one cap stash rip.
Sundries (The Shop): The player can spend their caps at Sundries. Hit the right scoop when qualified to enter the shop. The shop will sell 4 items at most with each visit. Certain items have a quantity listed. This indicates how many times you can buy the item in a single game.
You have the option to steal items. The success rate will be displayed.
Upon failing to steal an item, the player has 10 seconds to escape by shooting the right ramp.
- On failing to escape: The player is robbed and loses all caps and the item they attempted to steal.
- On succeeding an escape: The player is rewarded the item they attempted to steal, but their reputation is tarnished and all items in the next visit to Sundries will be doubled in price.
List of Items at Sundries:
| Item | Function | Cost | Requirements |
|---|---|---|---|
| Fusion Core (33%) | Adds Power Armor | 75 Caps | |
| Fusion Core (66%) | Adds Power Armor | 120 Caps | |
| Fusion Core (83%) | Adds Power Armor | 150 Caps | |
| New Fusion Core | Max Power Armor | 250 Caps | |
| Sugar Bombs | Max HP | 80 Caps | |
| Mentats (3) | Advanced Hacking (next mystery award is improved) | 80 Caps | Intelligence must not be at level 2 |
| Rad X (2) | Longer Timer (on lit radaway shots, resets when radaway hurry-up is played) | 80 Caps | |
| Nuka Cola (4) | Award Inlanes | 30 Caps | Cap stash must not be lit |
| Radaway (3) | Resets Rads (+1 shot towards radaway hurry-up) | 80 Caps | |
| Stimpak (2) | Outlane Ball Save | 80 Caps | |
| Nuka Quantum | Lights 2x XP (or extends timer if Nuka Quantum is already active) | 150 Caps | |
| Buffout (2) | Extend Multiball | 150 Caps | Player can only possess 1 Buffout at once |
| Psycho | Add tilt warning | 120 Caps | Must have used one tilt warning already |
| Various Common Junk | +1 to common junk counter | 30 Caps | |
| Various Rare Junk | +1 to rare junk counter | 100 Caps | |
| Grognak the Barbarian Issue | 300M Points (non-multipliable) | Legendary Junk | |
| Gold Pinball | Extra Ball | Legendary Junk | |
| Various Bobbleheads | +1 level to SPECIAL perk for this bobblehead type | Legendary Junk | |
| Holotape | Red Menace video mode | Legendary Junk |
Hacking
Hacking is the game’s mystery award. Shoot either pipboy ramp to light the lower left stand-up target for the award. Without mentats or level 2 intelligence, though, hacking has an approx. 50% chance of failure and scoring nothing. Possible awards are:
- 10M
- +25 XP
- Light radio mode
- Light Fat Man
- Common junk
- Rare junk
- To be discovered and documented
Legendary Weapons
There are various legendary weapons to collect within the wasteland. These award perks for the rest of the game. Collect legendary weapons by…
- Completing quests
- Scoring a super jackpot in vault multiball, or earning them from even-numbered lunchboxes
- Scoring a super jackpot in wasteland multiball, or earning them as very rare loot
- Cashing out a side quest at phase 2
In standard play, the perks are psuedo-random (first 4 are weak, then subsequent ones are chosen from the others). In competition mode, they are chosen in the same order every game. After finding all 11 legendary weapons, subsequent ones will give point awards.
- Alien Blaster - 2x Wasteland Loops progress
- Atom’s Judgement - 2x Radaway awards (only base value, not radaway hurry-up or jackpot)
- Big Boy - 2x Wasteland Multiball scoring
- Big Jim - 2x Wasteland Loops value
- Cryolator - 2x Nuka Quantum timer
- Experiment 18-A - 2x Companion ability uses
- Grognak’s Axe - 2x Vault Multiball scoring
- Le Fusil Terribles - 2x Deathclaw Multiball scoring
- Old Reliable - 2x Radio Jackpots
- Righteous Authority - 2x Quest scoring
- Rockville Slugger - 2x Action Points (easier VATS)
Extra Balls
Extra balls can be collected at the stand-up target that is located on the side area of the lower pipboy ramp. Extra balls can be lit by:
- Playing 3 quests
- Killing 5, then 25 lit Radroach targets
- Purchasing a Gold Pinball from Sundries, or finding it at the Super Duper Mart after making 50 loops (instantly scored)
On competition mode, extra balls are worth 15M and subject to multipliers from power armor and weapons.
End-of-Ball Bonus
When the player drains, a bonus will be awarded based on the following.
Base Bonus:
- 1M per Character Level
- 5K per Total Caps
- 100K per Common Junk
- 250K per Rare Junk
- 1M per Legendary Junk
Bonus Multiplier (Bonus X):
- Weapon Level: +1x per level
- Tilt Warnings: +1x per remaining warning (up to +2x max)
Wizard Modes
Vault 4 Multiball (Mini-Wizard Mode)
Make a total of 35 wasteland loops to qualify the scoop (Pro model) or center jump ramp (Premium/LE model) to start Vault 4 multiball when no other modes are running.
Vault 4 is a phase-based multiball where each completed phase adds a ball. The jackpots are multiplied based on # of balls in play.
- Phase 1 - shoot the jump ramp or U-turn for jackpots. Collect 6 to light scoop (Pro model) or center jump ramp (Premium/LE model) to complete.
- Phase 2 - hit all lit shots for jackpots. The same shot cannot be hit twice in succession. Collect 10 to light super jackpot at the jump ramp to complete.
- Phase 3 - hit all lit shots for jackpots. All major shots must be hit before they can be scored again. Collect 13 to light super jackpot at the jump ramp to complete.
- Phase 4 - victory laps. Hit all lit shots for jackpots. Clear out all 8 jackpots to relight them.
If the player drains down to a single ball during any phase, a 20-second last chance is given to score any remaining jackpots and attempt to start the next phase. Normal play resumes once the timer expires.
What Makes YOU Special (Mini-Wizard Mode)
TBD
Observatory (Mini-Wizard Mode)
TBD
Cold Fusion (Wizard Mode)
TBD

