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Pinball Rule Sheets

A repository of rulesheets for pinball machines

John Wick

[Official Rulesheet]

Game Information & Overview:

Following the death of his beloved pet dog Daisy at the hands of a Russian crime family, John Wick comes out of retirement from his old life as a cold-blooded assassin with the sole goal of taking revenge on those who wronged him. Worse comes to worse when former associates and fellow assassins aim to take John down. With the help of Winston, owner of the New York Continental, and other allies, John must defeat the members of the High Table. **John Wick** is the first pinball machine designed by former mechanical engineer Elliot Eismin and takes influence from all four mainline films in the series.

Rules Overview:

Layout:

| Premium/LE: | Pro: | — | — |

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

Skill Shots:

Jobs:

Shoot the weapons crate or the right VUK to advance the blue lights in front of the crate. Once all three are lit solid, the right VUK will light to start the next job. Allies can be used during jobs if qualified by shooting their respective shots.

Each job is timed for 60 seconds, with 3 seconds added for each shot made, and every 4th job having +30 seconds added to the base timer. The timer can also be extended by 30 seconds, once per job, by completing the weapons crate targets and then shooting the right VUK to boost the timer.

There are seven factions to complete jobs for and each of the seven jobs is assigned to one of the factions. You can select which faction you want to start a job for by shooting the associated shot for that faction to light its insert before you start a job. Play 3 jobs in a game to light extra ball.

Faction Directory:

Shot Faction Faction color Job In-game Instructions Perk
Left Eject Bowery Purple Night Watch Make all lit shots Add +5 seconds to all ball savers.
Left Orbit New York Continental Green Assassination Reveal 3 targets Marker ball save now lights at both outlanes instead of just one.
Left Ramp Osaka Continental Red Security Detail Shoot lit shots All multiballs will now be extended when the player drains down to 1 ball. Can only be used once per ball in play.
Red Circle High Table White VIP Award Lit shot moves VIP Bonus multiplier now starts at 2x every ball.
Center Ramp Ruska Roma Yellow Heist Shoot lit shots Motion sensors can now be used during Lights Out 2x scoring.
Right Orbit Marquis de Gramont Blue Gather Intel Shoot lit ramps Add +20 seconds to Lights Out default timers.
Right Ramp Tarasov Family Orange Task a Crew Shoot the lit spinner Add-a-ball to any multiball by holding the action button. One add-a-ball can be used per ball in play so long as the multiball extend perk isn’t available for that multiball.

The final shot for each job is at the left eject shot, and awards 20% of the total score from the completed job along with the job’s completion perk described above.

Play a job for all seven factions to light a wizard mode.

Detailed rules for each job:

Adversaries:

Defeat 10 enemies during single-ball play to light the left eject (the administration shot) for adversary battle. Enemies can still be defeated during multiball modes, but they won’t count towards lighting battle.

Adversary battles are 200-second timed modes that can be changed (from left to right) with shots to the left standup targets to change which battle will start. These represent the one-on-one battles from the films, and take priority over all other game features. After enough shots are made during the battle, the blood marker will light to qualify the cashout, or a “Be Seeing You” bonus will be awarded which scores 25M instantly, adds 10M to end-of-ball bonus, and awards an extra ball the first time this bonus is scored in a game. The 25M award will be doubled if collected during Lights Out.

Each adversary battle features an “escape jackpot” that is built up as lit shots are made but must be collected, and ends the battle once scored. To light the escape jackpot, make enough lit shots (half of the ones required for “Be Seeing You”), then shoot the blood marker to light the left eject. If the player opts to continue the battle at this time, the multiplier for the battle’s scoring will increase by +1x to a maximum of 4x.

Once any adversary battle has been played (doesn’t have to be completed), the blood marker’s obligation will be fulfilled, and ball save will be requalified at the left standup targets if it has been used. If a lit ball save hasn’t been used before a battle starts, +30 seconds will be added to the battle’s initial ball save timer of 40 seconds.

When the administration light is lit, the selected adversary battle can be toggled via the blood oath standup targets or the pop bumper.

The five adversaries are:

Play all five adversary battles to qualify a wizard mode.

Multiballs:

There are three perks that can be awarded to extend the duration of all multiballs, once per ball-in-play. Only one of these perks can be used per multiball.

Multiballs can also have their duration increased by cashing out night watch, which adds +5 seconds to multiball ball savers.

Play all 6 multiballs to light a mini-wizard mode.

Car Chase Multiballs:

Bash the car to light the left orbit for Car Chase Multiball. On Prem / LE models, the car can be hit from multiple angles and will lock the ball once the multiball starts.

The first multiball requires only two car hits to light, and is 2-ball (3-ball on Prem / LE). Subsequent multiballs add +1 more car hits to qualify, to a maximum of 4 (8 on Prem / LE, one hit for both front-facing and side-facing positions). On the Pro, the car must be lit by ripping the spinner first. Every car multiball played adds another ball to the multiball; after playing all four it resets to the base number +1 ball.

The car jackpot starts at 2M, and pink “award” shots during the multiballs score 20% of the car jackpot. It increases in the following ways:

There are four different Car Chase Multiballs. The game starts with helipad showdown lit, but the car multiball changes down the list every time the car is hit before starting it, wrapping around from 4 to 1.

Excommunicado Multiball:

Shoot the Red Circle bumper and the targets surrounding it to increase the dance floor level. When the level is at max, the next shot to the Red Circle, either directly or through the VIP lane, will start Excommunicado Multiball.

Excommunicado Multiball starts with a 15-second timed single-ball phase, with a ball save, where the player can hit shots to increase the jackpot value during the subsequent multiball (200k per shot, 125k per target). During this phase, orange target hits will add 5 seconds of time. This “build phase” ends when time runs out or the ball drains. (On the Prem / LE model, short-plunging the ball into the Red Circle will lock balls and increase the super jackpot value - up to four balls can be locked this way).

Once the timer expires, 2-ball multiball begins. Hit the gold flashing shots for jackpots and the Red Circle when lit for super jackpot. The shots pan outwards from the center, starting at the left ramp and right ramp, and ending with the left eject and right ramp. The super jackpot lights once all six jackpots have been scored.

The super jackpot starts at 5M + (2.5k x enemies this game) + (25k x enemies this ball) + (150k x enemies defeated this mode).

Deconsecrated Multiball

Shoot the captive ball under the Continental to spell WINSTON and light the lock at the center ramp (virtual on Pro, physical on Prem / LE). The first multiball only requires three captive ball shots to light all three locks but the difficulty increases over the course of the game. Lock 3 balls there for Deconsecrated Multiball.

During Deconsecrated Multiball, shoot the green shots to score jackpots worth 500k + (75k x enemies this mode) + (5k x enemies this ball) + (50k boost from captive ball). Hitting the captive ball will increase the super jackpot value by 200k if the super jackpot isn’t already lit. The first wave of jackpots can be scored at any shot besides the one that was just made, but subsequent jackpot waves have to be scored at unique shots and only relight once all 7 shots are made.

After scoring 7 jackpots (14 jackpots for 3rd+ super jackpot phases), shoot the captive ball to start the super jackpot phase. For the next 15 seconds, the captive ball will score repeated super jackpots worth 2.5M + (2.5k x enemies this game) + (25k x enemies this ball) + (250k x enemies this mode). Once the phase ends, the player will return to scoring jackpots to relight the captive ball for super jackpots.

Other Scoring:

Enemies:

“Enemies” are represented by the blue lit circles in front of each major shot. They have two functions: (1) they serve as a shot multiplier when the corresponding shot is lit during Jobs and Multiballs; and (2) they qualify Adversary Battles.

Enemies are created (“spawned”) at the start of each ball (1 + 1 enemy per ball in play), and after scoring 50 switch hits, with the following rules:

A “phone ring” sound accompanies each spawn during play, and all of the blue circles on the playfield will briefly flash. The initial placement of enemies is partially random, but may be influenced by player performance during the game and based on what shots are currently lit to score the highest points.

Enemies act as shot multipliers during Jobs and Multiballs for the shots they’re placed in front of (each lit blue circle corresponds to +1x shot multiplier, up to the maximum of 3 enemies, which is a 4x multiplier for that shot). When the shot is made, the enemy is “defeated,” and is no longer lit. Defeating enemies also increases the shot values during Jobs and Multiballs by substantial amounts on the same ball, and lower amounts over the course of the game.

During single-ball play, defeating a total of 10 enemies will qualify the next Adversary Battle. This rule is disabled during multiball play.

Defeat 10 enemies during either single-ball or multiball play to light extra ball.

Allies:

The Ally system’s purpose is to help manipulate the location of enemies. Shoot the gold coin targets while no modes are running to qualify allies. Only one ally can be used per job; once all three have been used, the player can use them again.

The three allies are:

Lights Out / Motion Sensors:

Spell YAGA to light the action button to enable Lights Out, by cycling the lit inlanes - you can only collect YAGA letters if spotted at a lane where an insert in BABA is already lit.

Lights Out turns off a majority of the playfield lighting (excluding inlanes / outlanes, the blood marker, and the shoot again insert), but doubles all scoring for 30 seconds (+20 seconds if the gather intel job was cashed out).

If the player was able to cash out the heist job mode successfully (shooting the center ramp to qualify Ruska Roma before shooting the crate), motion sensors can be used by pressing the action button during Lights Out. Motion sensors briefly relight the playfield and recharge 5 seconds after they are used.

Lights Out remains lit across balls if it isn’t used but progress towards spelling YAGA resets at the end of every ball.

Gold Coins:

Bounces into the gold coin targets (above the weapons crate) light random shots for gold coins, or increase the coin value if they are already lit. The coin value starts at 10k and only one shot can be lit for a gold coin at a time. Gold coins add 1M to end-of-ball bonus, and scoring 10 gold coins over the course of a game lights extra ball.

Gold coin target hits also light allies when the player isn’t in a mode, and collect all lit mode shots during the heist job mode (but only during single-ball play).

Marker Ball Save:

Hit any of the left standup targets 4 times (+2 times per ball save lit) to light an outlane for marker ball save. The flashing outlane can be changed by pressing the flippers. If a ball save is already lit, the targets will add to the value. Ball save can be re-qualified by playing an adversary battle, fulfilling the blood marker’s obligation in the process.

If a ball save has been used before the player starts an adversary battle, the player will be given +10 seconds of ball save time during the battle. The outlane ball save cannot be used during battles.

If the player was able to cash out the assassination job mode successfully, both outlanes will be lit to award marker ball saves instead of just one.

Extra Balls:

Extra ball is lit at the left eject after:

Extra balls score 10M if disabled. The compensation score is multiplied by Lights Out but not by enemies.

End-of-Ball Bonus:

End-of-ball bonus is determined by the following:

All multiplied by the bonus multiplier which increases as BABA is spelled at the inlanes. The bonus multiplier caps out at 5x, and if the escort the VIP job mode was cashed out, the bonus multiplier starts each ball at 2x.

Wizard Modes:

Light wizard modes at the left eject and the crate by completing all of any task in the game:

Red Circle Reckoning is unique among the wizard modes. The player only needs to start one job, one battle, and one of each multiball type (car, Deconsecrated and Excommunicado) to light it.

The second, third, and final wizard modes are lit once all of one task are completed.

The wizard modes are played in the same order every game, as listed below.

Note: Lights Out cannot be used during any wizard mode except Red Circle Reckoning.

Red Circle Reckoning (Mini-Wizard Mode):

The easiest of the four mini-wizard modes to reach, Red Circle Reckoning is a 60-second timed 4-ball multiball where the player must clear every shot for 10M each, with a final shot at the Red Circle worth 30M, ending the mode, and awarding an extra ball.

Collecting enough switch hits in the Red Circle bumper area will add 10 seconds to the mode. A bonus is awarded of 1M per second remaining when the player makes the final Red Circle shot.

Lights Out can double any scoring in the mode, including the final shot and time bonus.

The Staircase (Wizard Mode 1):

This is a three-level wizard mode. Ascend the staircase and defeat the enemies on each level! There is a lengthy ball save at the beginning of the mode.

Making the lit enemies shot at each level, scores 5M per shot, and lights a white arrow at that shot. Defeating all of the enemies on a level will light the center ramp for a completion bonus of 20M / 20M / 40M point base value. If you collect the white arrow shots after defeating the enemies, you earn a +1 multiplier to the completion bonus for each arrow shot (maximum +2/+4/+6, as you can only collect the arrow shots once per level). Maximum completion bonus scoring is:

Shooting the center ramp to finish level 3 will start the final part of the mode where Wick & Caine have to fight all the way back to the top of the stairs. This repeats the first three levels of the mode, but as a 2-ball multiball, and hitting the center ramp at the end of level 3 will complete the mini-wizard mode and send a new ball to the plunger.

The Duel (Wizard Mode 2):

This is a three-level wizard mode that starts as 2-ball multiball and has a lengthy ball save at the start of the mode. The goal of the mode is to keep both balls in play for as long as possible to double the scores for every shot.

The player must first hit the Red Circle, then the left & center ramps, then the left orbit & right ramp, before locking the two balls at both the left eject and crate within 10 seconds of each other. All shots on this mode are on a hurry-up timer: the first shot of each level starts at 5M, the next four shots start at 10M, and the final two shots start at 15M (but only if the player locks both balls in time).

Once the player locks the two balls, the player must press the action button at the right time as Caine and Wick fire at each other. The timing of the crosshair on the display indicates when the player can score the maximum points from the action button, up to 25M for a perfectly timed press.

Repeat this sequence 3 times to light the final four shots at the left eject, Red Circle, right orbit, and crate: the first three starting at 25M and the final one awarding 50M & completing the mode.

As mentioned, if the player keeps both balls in play throughout the entirety of the mode, all scores from the mode are doubled.

Special Assignment (Final Wizard Mode):

Special Assignment is the final mode of the game. Once the player completes it, either by making all of the required shots or by running out of flips, the game automatically ends awarding end-of-ball bonus one last time in the process.

This mode is a single-ball limited flip mode where Wick must finally defeat Viggo’s son, Iosef. Starting with 60 flips, the player must clear out enemies at all major shots with shots to them. Comboing lit shots scores 2x the value, every lit shot adds 6 flips, and draining the ball removes 5 flips.

Once all seven waves of enemies are defeated, all shots will light for a chance to find and kill Iosef. He will be hiding at one of the shots, chosen at random, and no more flips can be added during this phase, only lost. Defeating Iosef completes the mode and the game, awarding 1M per flip remaining at the time the mode was completed.