{"id":109,"date":"2026-08-11T21:59:12","date_gmt":"2026-08-11T21:59:12","guid":{"rendered":"https:\/\/randomflips.com\/?page_id=109"},"modified":"2026-08-12T03:14:19","modified_gmt":"2026-08-12T03:14:19","slug":"games-rules-2","status":"publish","type":"page","link":"https:\/\/randomflips.com\/?page_id=109","title":{"rendered":"Games &#038; Rules"},"content":{"rendered":" <style> .rf-games-page{--rf-cyan:#00e5ff;--rf-pink:#ff2bb5;--rf-navy:#071326;color:#f7fcff;background:#050a15;margin:0 calc(50% - 50vw);padding-bottom:72px;font-family:inherit} .rf-games-hero{position:relative;min-height:520px;display:flex;align-items:flex-end;background:linear-gradient(90deg,rgba(3,8,20,.92) 0%,rgba(3,8,20,.56) 48%,rgba(3,8,20,.18) 100%),linear-gradient(0deg,#050a15 0%,transparent 48%),url('https:\/\/randomflips.com\/wp-content\/uploads\/2026\/08\/random-flips-games-rules-original-web.jpg') center 46%\/cover no-repeat;border-bottom:2px solid var(--rf-cyan);box-shadow:0 18px 55px rgba(0,229,255,.12)} 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16px;margin-top:16px;color:#8fa0b9;font-size:.72rem}.rf-production-key span{display:inline-flex;align-items:center;gap:6px}.rf-dot{width:7px;height:7px;border-radius:50%}.rf-published{background:#00e5ff;box-shadow:0 0 8px #00e5ff}.rf-estimated{background:#9d7bff}.rf-rumoured{background:#ff2bb5;box-shadow:0 0 8px rgba(255,43,181,.7)}.rf-undocumented{background:#68758a}.rf-empty-state{margin:20px 0 0;padding:14px 16px;border-left:3px solid var(--rf-pink);border-radius:5px;background:rgba(255,43,181,.07);color:#bdc8da;font-size:.9rem} .rf-placeholder-copy{margin:0;color:#b7c4d9;line-height:1.65}.rf-guide-list{display:grid;gap:12px;margin:0;padding:0;list-style:none}.rf-guide-list li{position:relative;padding:16px 18px 16px 42px;border:1px solid rgba(0,229,255,.14);border-radius:10px;background:linear-gradient(120deg,rgba(0,229,255,.045),rgba(255,43,181,.035));color:#d9e3f3;line-height:1.6}.rf-guide-list li:before{content:\"\";position:absolute;left:17px;top:24px;width:9px;height:9px;border-radius:50%;background:var(--rf-pink);box-shadow:0 0 11px rgba(255,43,181,.8)} @media(max-width:760px){.rf-games-hero{min-height:440px}.rf-games-hero-inner{padding:70px 0 48px}.rf-intro{grid-template-columns:1fr;gap:18px}.rf-feature-grid{grid-template-columns:1fr}.rf-games-content{padding-top:42px}.rf-game-controls{grid-template-columns:1fr;padding:20px}.rf-browser-head,.rf-tab-panels{padding:24px 20px}.rf-game-tabs{padding:0 12px}.rf-info-grid{grid-template-columns:1fr 1fr}}@media(max-width:480px){.rf-info-grid{grid-template-columns:1fr}} <\/style> <main class=\"rf-games-page\"> <section class=\"rf-games-hero\"> <div class=\"rf-games-hero-inner\"> <p class=\"rf-eyebrow\">THE RANDOM FLIPS GAME LIBRARY<\/p> <h1 class=\"rf-games-title\">Games <span>&amp;<\/span> Rules<\/h1> <p class=\"rf-games-lede\">Choose a machine and get the information that matters: release details, production numbers, rules, modes, multiballs, wizard paths and practical tournament strategy.<\/p> <\/div> <\/section> <section class=\"rf-games-content\"> <div class=\"rf-intro\"> <div><p class=\"rf-section-label\">Know the game. Make the shot.<\/p><h2 class=\"rf-section-title\">Everything you need before the first plunge.<\/h2><\/div> <p>Each game page will bring the essentials together in one clear place\u2014from basic machine history and specifications to quick-start priorities and deeper rules. Whether you&#8217;re learning on location or preparing for competition, the aim is to help you play with a plan.<\/p> <\/div> <div class=\"rf-feature-grid\"> <article class=\"rf-feature\"><strong>Machine information<\/strong><p>Manufacturer, designer, release date, production numbers, theme and key hardware details.<\/p><\/article> <article class=\"rf-feature\"><strong>Rules &amp; objectives<\/strong><p>Shots, modes, multiballs, scoring systems and the route towards each wizard mode.<\/p><\/article> <article class=\"rf-feature\"><strong>Competitive strategy<\/strong><p>Safer options, valuable stacks, risk versus reward and tournament-focused priorities.<\/p><\/article> <\/div> <section class=\"rf-game-browser\" aria-labelledby=\"rf-game-browser-title\"> <div class=\"rf-browser-head\"><p class=\"rf-section-label\">Game directory<\/p><h2 id=\"rf-game-browser-title\">Find your machine<\/h2><p>Choose from 169 commercially released machines dating from 2000 onward. Select a manufacturer first, then choose a game title.<\/p><\/div> <div class=\"rf-game-controls\"> <div class=\"rf-field\"><label for=\"rf-manufacturer\">1. Manufacturer<\/label><select id=\"rf-manufacturer\"><option value=\"\">Select a manufacturer<\/option><\/select><\/div> <div class=\"rf-field\"><label for=\"rf-game-title\">2. Game title<\/label><select id=\"rf-game-title\" disabled><option value=\"\">Choose a manufacturer first<\/option><\/select><\/div> <\/div> <div class=\"rf-game-tabs\" role=\"tablist\" aria-label=\"Game guide sections\"> <button class=\"rf-game-tab\" type=\"button\" role=\"tab\" aria-selected=\"true\" aria-controls=\"rf-panel-info\" id=\"rf-tab-info\">Game Info<\/button> <button class=\"rf-game-tab\" type=\"button\" role=\"tab\" aria-selected=\"false\" aria-controls=\"rf-panel-rules\" id=\"rf-tab-rules\">Rules<\/button> <button class=\"rf-game-tab\" type=\"button\" role=\"tab\" aria-selected=\"false\" aria-controls=\"rf-panel-modes\" id=\"rf-tab-modes\">Modes &amp; Multiballs<\/button> <button class=\"rf-game-tab\" type=\"button\" role=\"tab\" aria-selected=\"false\" aria-controls=\"rf-panel-strategy\" id=\"rf-tab-strategy\">Strategy<\/button> <\/div> <div class=\"rf-tab-panels\"> <section class=\"rf-tab-panel\" id=\"rf-panel-info\" role=\"tabpanel\" aria-labelledby=\"rf-tab-info\"><h3>Game information<\/h3><div class=\"rf-info-grid\"> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Game title<\/span><span class=\"rf-info-value\" data-rf-field=\"title\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Release date<\/span><span class=\"rf-info-value\" data-rf-field=\"releaseDate\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Production quantity<\/span><span class=\"rf-info-value\" data-rf-field=\"produced\">\u2014<\/span><\/div><div class=\"rf-info-item\"><span class=\"rf-info-label\">Production evidence<\/span><span class=\"rf-info-value\" data-rf-field=\"productionBasis\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Game designer<\/span><span class=\"rf-info-value\" data-rf-field=\"gameDesigner\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Sound designer<\/span><span class=\"rf-info-value\" data-rf-field=\"soundDesigner\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Artist<\/span><span class=\"rf-info-value\" data-rf-field=\"artist\">\u2014<\/span><\/div> <div class=\"rf-info-item\"><span class=\"rf-info-label\">Mechanical engineer<\/span><span class=\"rf-info-value\" data-rf-field=\"mechanicalEngineer\">\u2014<\/span><\/div> <\/div><div class=\"rf-production-key\" aria-label=\"Production quantity evidence key\"><span><i class=\"rf-dot rf-published\"><\/i>Published<\/span><span><i class=\"rf-dot rf-estimated\"><\/i>Estimated<\/span><span><i class=\"rf-dot rf-rumoured\"><\/i>Community rumour<\/span><span><i class=\"rf-dot rf-undocumented\"><\/i>Not documented<\/span><\/div><p class=\"rf-empty-state\" id=\"rf-game-status\">Select a manufacturer and game to view its information.<\/p><\/section> <section class=\"rf-tab-panel\" id=\"rf-panel-rules\" role=\"tabpanel\" aria-labelledby=\"rf-tab-rules\" hidden><h3>Rules<\/h3><div class=\"rf-guide-content\" data-rf-guide=\"rules\"><p class=\"rf-placeholder-copy\">Select a game to view its rules.<\/p><\/div><\/section> <section class=\"rf-tab-panel\" id=\"rf-panel-modes\" role=\"tabpanel\" aria-labelledby=\"rf-tab-modes\" hidden><h3>Modes &amp; multiballs<\/h3><div class=\"rf-guide-content\" data-rf-guide=\"modes\"><p class=\"rf-placeholder-copy\">Select a game to view its modes and multiballs.<\/p><\/div><\/section> <section class=\"rf-tab-panel\" id=\"rf-panel-strategy\" role=\"tabpanel\" aria-labelledby=\"rf-tab-strategy\" hidden><h3>Strategy<\/h3><div class=\"rf-guide-content\" data-rf-guide=\"strategy\"><p class=\"rf-placeholder-copy\">Select a game to view its strategy guide.<\/p><\/div><\/section> <\/div> <\/section> <\/section> <script id=\"rf-game-browser-script\"> (function(){ var library={\"Jersey Jack Pinball\":[{\"title\":\"Avatar: The Battle for Pandora\",\"releaseDate\":\"September 2024\",\"produced\":\"Up to 6,000 across the announced editions: Limited Edition capped at 5,000 and Collector's Edition capped at 1,000\",\"productionBasis\":\"Official Jersey Jack edition limits; this is maximum authorised production, not confirmation every numbered slot was built\",\"gameDesigner\":\"Mark Seiden, with Eric Meunier credited by Jersey Jack for the title\",\"soundDesigner\":\"Stemage\",\"artist\":\"Lea Faske; displays and animation by Jean-Paul de Win, Mark Molitor and Olaf Gremie\",\"mechanicalEngineer\":\"Rachael Freriks, Dan Molter, Nick Jensen, Ernesto Velazquez and Dan Lachcik\",\"rules\":[\"Choose and complete Omatikaya or Metkayina Songcord modes; every completed Songcord awards a letter in PANDORA.\",\"Play Sivako modes and shoot their flashing objectives, gathering arrows and using the action button to maintain the event multiplier.\",\"Light Battle of the Hallelujah Mountains locks at Jake and Neytiri, then lock balls through the orbit and upper-loop routes.\",\"Qualify Battle of Awa'Atlu through the Avatar 2 side of the playfield; the two major multiballs cannot stack with each other but can stack with modes.\",\"Build eight different Bond Combos and finish at the scoop for a Bond Jackpot plus a PANDORA letter; large Eclipse Jackpots can also award letters.\",\"Spell PANDORA for Eywa'Eveng, and complete the wider I See You requirements for the deeper Oel Ngati Kameie wizard mode.\"],\"modes\":[\"Omatikaya Songcords cover the first film, including First Encounter, Thanator Chase, Banshee Rookery, First Flight and Assault on Hometree.\",\"Metkayina Songcords cover The Way of Water, including Maglev Raid, Learning to Dive, A Warrior's Mount, Nalutsa Attack and Payakan Hunt.\",\"Battle of the Hallelujah Mountains and Battle of Awa'Atlu use the same progressive jackpot sequence but different qualification paths.\",\"Sivako modes are shorter combat and traversal features that can be stacked with a Songcord or multiball.\",\"Arrows power event multipliers, while Bond Combos, Meuia, Eywa, Eclipse and lane awards provide persistent supporting progress.\",\"Eywa'Eveng is the PANDORA wizard mode; Oel Ngati Kameie is the broader I See You finale.\"],\"strategy\":[\"Pick a Songcord whose required shots match your strongest side of the playfield; completion is more valuable than starting many modes.\",\"Mash the action button promptly after lit shots to replenish arrows and keep the event multiplier alive during stacked play.\",\"Start a Songcord immediately before a major multiball because both battles can protect the timed mode even though they cannot stack together.\",\"Use Bond Combos as an alternate PANDORA-letter route when a particular Songcord's final shot is proving unreliable.\",\"During battle multiballs, focus on the ordered red jackpot and ten-shot add-a-ball requirement rather than spraying unlit shots.\",\"In competition, combine one completable Songcord, a Battle multiball and an Eclipse or Bond letter before attempting the full wizard path.\"]},{\"title\":\"Dialed In!\",\"releaseDate\":\"July 2017\",\"produced\":\"Production totals for Standard, Limited and Collector editions not publicly documented\",\"productionBasis\":\"No reliable factory or complete serial-range total located; deliberately not estimated\",\"gameDesigner\":\"Pat Lawlor\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"Eric Meunier, Dan Molter, Wally Welch and Yolanda Whisenton\",\"rules\":[\"Start one of eleven Disaster modes at the phone scoop and complete its changing lit-shot objective before time expires.\",\"Shoot both main ramps to light a lock, collect locks at the side ramp and start Under Attack Multiball at the phone.\",\"Play the four Quantum Theater features\u2014Kilowatts, Spiders, Drones and Transit\u2014then shoot the theater for Quantum Theater Multiball.\",\"Complete Disaster modes and quick multiball requirements to light SIM cards; collect them at the side scoop to multiply future mode totals.\",\"Hit Big Bang during a Disaster to complete its remaining shots, or during multiball to collect every lit jackpot; stacked play receives both effects.\",\"Play all eleven Disasters for Armageddon, or collect eight SIM cards spelling DIALED IN and shoot the theater for Showdown.\"],\"modes\":[\"Eleven Disaster modes form the city grid and use ramps, orbits, theater and targets in varied timed patterns.\",\"Under Attack Multiball uses four red jackpot shots, side-ramp doubles and attacking Super Jackpots that can temporarily disable a flipper.\",\"Quantum Theater Multiball combines Transit, Spider, Drone and Kilowatt jackpots before a theater super based on prior feature work and holds.\",\"Crazy Bob and the three Crazy modes provide short side objectives with their own completion rewards.\",\"SIM cards multiply completed mode totals and are the qualification path for Showdown.\",\"Armageddon is the Disaster-completion wizard; Showdown is an unlimited-save battle against Dialed In Electronics until either side loses.\"],\"strategy\":[\"Use the skill shot to collect holds because they increase the eventual Quantum Theater Super Jackpot.\",\"Complete a Disaster before taking its lit lock, then defer Under Attack if necessary so the next Disaster can be stacked into multiball.\",\"Collect every lit SIM card before draining; losing one permanently sacrifices a future mode multiplier.\",\"Save Big Bang for a difficult late mode while a multiball is running, collecting both the remaining mode shots and all lit jackpots.\",\"In Under Attack, watch the light trails and shoot their origin before they reach a flipper and disable it.\",\"For tournaments, stack a favourable Disaster with Under Attack and collect two or three SIM cards; Showdown requires much broader completion.\"]},{\"title\":\"Elton John\",\"releaseDate\":\"October 2023\",\"produced\":\"Production totals for Platinum and Collector editions not publicly documented\",\"productionBasis\":\"No final factory total located; both editions were sold as premium runs without a verified complete count\",\"gameDesigner\":\"Steve Ritchie\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Jean-Paul DeWin and the Jersey Jack Pinball art team; individual package credits vary by edition\",\"mechanicalEngineer\":\"Jersey Jack Pinball engineering team; individual mechanical credits not publicly documented\",\"rules\":[\"Select a song at the start; shoot flashing song shots to qualify three wardrobe items at Backstage, then collect victory laps for the rest of the track.\",\"Complete the Rocka-Box drop targets to collect albums; each album has a ladder of awards and its fifth award unlocks an Encore mode.\",\"Hit Tiny Dancer to light locks at the crocodile and lock two balls for the first Crocodile Rock Multiball, three on later starts.\",\"Collect Rocket Fuel from tasks around the game, then start Rocket Man Multiball or keep building fuel to strengthen it.\",\"Collect all nine ELTON JOHN stars, lock three balls in the piano and choose one of four Signature Stage Multiballs.\",\"Earn four of the ten different Milestones to qualify Final Tour; more Milestones increase its scoring, while all five Encores lead to Champ Multiball.\"],\"modes\":[\"Songs use changing flashing shots, three Backstage wardrobe collections and end-of-song victory laps.\",\"Crocodile Rock Multiball lights jackpots before a crocodile Super Jackpot; a quick second crocodile lock doubles the super.\",\"Rocket Man Multiball converts accumulated fuel into starting strength and can stack with Crocodile Rock for doubled jackpots.\",\"Four Signature Stage Multiballs represent the 1970, 1975, 2009 and 2023 tours, trading easier ball save against higher potential value.\",\"Five timed Encore modes unlock through album award ladders; playing all five qualifies Champ Multiball.\",\"Ten Milestones measure mastery of separate features, with four required for Final Tour and extras boosting the finale.\"],\"strategy\":[\"Choose an opening song with shots you can repeat safely and collect all three wardrobe items early enough to leave time for victory laps.\",\"Use the plunge award to advance Crocodile Rock when available; the first two-ball start is a fast, reliable tournament objective.\",\"Build Rocket Fuel before starting its multiball, then stack it with Crocodile Rock so both jackpot sets score double.\",\"When spelling ELTON JOHN, avoid wasting risky shots solely for a star if a song, album or fuel objective can light it naturally.\",\"Select the Signature Stage version to suit the situation: older tours for survival, newer tours when you need a higher ceiling.\",\"For Final Tour, earn four achievable Milestones across different systems instead of repeatedly over-investing in one feature.\"]},{\"title\":\"Guns N' Roses: Not In This Lifetime\",\"releaseDate\":\"October 5, 2020\",\"produced\":\"More than 5,000 sold; Limited Edition was capped at 5,000 and Collector's Edition at 500, while Standard production was unlimited\",\"productionBasis\":\"Jersey Jack states over 5,000 games sold; official flyer supplies LE and CE edition limits, not a final all-edition total\",\"gameDesigner\":\"Eric Meunier and Slash\",\"soundDesigner\":\"David Thiel, with original music and instrument recordings by Slash and members of Guns N' Roses\",\"artist\":\"Original hand-drawn game art; individual artist credits not consistently published\",\"mechanicalEngineer\":\"Jersey Jack Pinball engineering team; individual mechanical credits not publicly documented\",\"rules\":[\"Collect all seven band members from their associated lanes and features to assemble the band and improve song play.\",\"Choose a song at the center scoop; each of the 21 tracks becomes a timed multiball with its own shot sequence and jackpot values.\",\"Build the Rock-It Meter by making lit shots and playing actively; letting the ball sit causes the meter and scoring potential to fall.\",\"Return to the center scoop during a song to advance stages and add a ball, then decide whether to cash out a jackpot or continue.\",\"Complete a song with a full Rock-It Meter to earn an Encore and stronger end-of-song rewards.\",\"Complete concert objectives, band-member work, songs and supporting multiballs to qualify the Not In This Lifetime final wizard mode.\"],\"modes\":[\"Twenty-one Song Multiballs recreate a concert set, with stage advances, add-a-ball opportunities and a risk-versus-cashout decision.\",\"Band members are qualified through Axl lanes, Slash record, Duff ramp, Richard spinner, keyboard features, Frank jets and related shots.\",\"Six-ball band locking becomes available as members are collected and feeds the game's largest concert starts.\",\"Booster Multiballs and patch awards modify song scoring, add time, improve meters or strengthen later features.\",\"The Rock-It Meter rewards continuous attacking play and penalises long cradles, making song scoring unusually tempo-sensitive.\",\"Not In This Lifetime is the final wizard-mode concert reached through broad set-list and feature completion.\"],\"strategy\":[\"Collect several band members before starting an important song so more balls and stronger band benefits are available.\",\"Choose songs whose lit shots match the safest routes on the installed machine; song value depends as much on control as base scoring.\",\"Keep one ball under control while using the others to maintain the Rock-It Meter instead of cradling the entire multiball.\",\"Use the center scoop stage advance when ball count is falling because it can add a ball and preserve the song.\",\"Take the offered jackpot when control is deteriorating; continuing only pays if you can survive the next stage and rebuild the meter.\",\"In tournaments, target a repeatable song plus a Booster Multiball stack rather than attempting broad set-list completion.\"]},{\"title\":\"Harry Potter\",\"releaseDate\":\"June 2025\",\"produced\":\"Production total across Arcade, Wizard and Collector editions not publicly documented\",\"productionBasis\":\"Jersey Jack advertises limited premium editions but has not published a verified completed all-edition total\",\"gameDesigner\":\"Eric Meunier\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Jersey Jack Pinball art and animation team; complete individual art credits not publicly documented\",\"mechanicalEngineer\":\"Dan Lachcik and the Jersey Jack Pinball engineering team\",\"rules\":[\"Choose a Hogwarts House, then progress through the story years and film chapters by starting encounters and completing their indicated spell shots.\",\"Build House Points, collect lessons and explore Hogwarts locations to unlock persistent benefits and advance school progression.\",\"Use the wand and spell features to qualify and strengthen story objectives; successful spell combinations improve later jackpots and battles.\",\"Qualify Golden Trio Multiball and improve it through supporting tasks such as Ollivanders, which can add ball-save time, raise jackpots and improve combos.\",\"Play Explore Hogwarts Multiball and collect its jackpots and Super Jackpots; major feature completions award Rings and deeper progression.\",\"Complete the required years, encounters and major multiballs to advance toward the Battle of Hogwarts and final confrontation.\"],\"modes\":[\"Story-year modes follow Harry's journey from his first Hogwarts letter through the later-film conflicts and final battle.\",\"Hogwarts exploration, lessons, House Points and House selection create an interconnected school-progression layer.\",\"Golden Trio Multiball focuses on Harry, Ron and Hermione and can be upgraded before it starts through side objectives.\",\"Explore Hogwarts Multiball rewards broad location progress; collecting its Super Jackpots contributes to Ring awards.\",\"Ollivanders and other wizarding locations provide timed support modes, spell improvements and qualifications.\",\"Battle of Hogwarts and the final duel form the late-game culmination of the seven-year story path.\"],\"strategy\":[\"Choose the House benefit that supports your safest repeatable shots, then pursue House Points alongside story progress rather than as a separate task.\",\"Complete Ollivanders upgrades before Golden Trio Multiball when possible; longer save and stronger jackpot rules greatly improve its value.\",\"Start a difficult story encounter with a multiball ready so dangerous castle, wand and center shots have protection.\",\"Prioritise lessons or spells that persist across the ball; small immediate awards matter less than benefits affecting every later chapter.\",\"During Explore Hogwarts, collect the required Super Jackpots for a Ring before abandoning controlled play for lower-value shots.\",\"In tournaments, concentrate on one early-year completion and a well-prepared Golden Trio or Explore Hogwarts Multiball rather than rushing all seven years.\"]},{\"title\":\"Pirates of the Caribbean (Jersey Jack)\",\"releaseDate\":\"September 2018\",\"produced\":\"Approximately 1,000 machines: 150 Standard, 650 Limited and 200 Collector editions\",\"productionBasis\":\"Edition figures reported by pinball databases and owner records; Jersey Jack describes it as a limited release but has not published a detailed factory audit\",\"gameDesigner\":\"Eric Meunier\",\"soundDesigner\":\"David Thiel\",\"artist\":\"J Zielinski\",\"mechanicalEngineer\":\"Dan Molter, Wally Welch and Yolanda Whisenton\",\"rules\":[\"Choose a pirate character at the start; each character supplies a distinct permanent power affecting chapters, multiballs or awards.\",\"Use the compass and map to choose chapters from the five films, then complete their timed shot sequences and collect skulls.\",\"Build the six multiballs\u2014including Black Pearl, Tortuga, Dead Men Tell No Tales and film-specific battles\u2014through their dedicated ship, chest and character mechanisms.\",\"Collect gold and treasure, use Pirate lanes for awards and plunder another character or resource when the opportunity appears.\",\"Complete a film\u2019s chapters and its associated multiball requirements to qualify that film\u2019s mini-wizard mode.\",\"Finish the five film wizard paths and required treasure progression to reach Break the Curse, added as the final wizard mode in version 1.00.\"],\"modes\":[\"Chapters cover scenes across all five Pirates films and are selected from the rotating compass\/map system.\",\"Black Pearl Multiball uses the rocking ship; Tortuga, Dead Men Tell No Tales and other multiballs employ the chest, Maelstrom, cannon and orbit mechanisms.\",\"The five film mini-wizards include Dead Man\u2019s Chest, At World\u2019s End and On Stranger Tides themed conclusions.\",\"Liar\u2019s Dice is an interactive video feature, while Boarding Party, Arr Frenzy and treasure hoards support the main journey.\",\"Character powers from Jack, Elizabeth, Barbossa, Davy Jones and the broader crew alter qualification, scoring and holds.\",\"Break the Curse is the final wizard mode, added in the completed 1.00 rules package.\"],\"strategy\":[\"Choose a character whose power supports the intended plan; Elizabeth accelerates chapters while other pirates strengthen multiballs, gold or holds.\",\"Qualify a chapter before starting a multiball so both can run together and the difficult film shots are protected.\",\"Use the rocking Black Pearl and cannon only from controlled feeds; the five-flipper layout rewards patience over random flipping.\",\"Collect skull holds, gold and treasure opportunistically because they strengthen film wizard scoring and the final journey.\",\"In competition mode, account for de-randomised plundering and avoid Liar\u2019s Dice unless its risk is understood.\",\"For tournaments, one compatible chapter\/multiball stack plus Super X is the practical route; completing all five films is a marathon objective.\"]},{\"title\":\"Sonic the Hedgehog\",\"releaseDate\":\"June 23, 2026\",\"produced\":\"Currently in production; no final total announced for Arcade, Special or made-to-order Collector editions\",\"productionBasis\":\"Official 2026 release information; Collector edition is individually numbered and made to order, so a final count does not yet exist\",\"gameDesigner\":\"Steve Ritchie\",\"soundDesigner\":\"Pierce Colbert, with exclusive guitar performances by Slash\",\"artist\":\"Darryl Young\",\"mechanicalEngineer\":\"Cam Mastoras, Dan Lachcik, Mike Vega, Myles Emmons, Zofia Bil, Eric Miller, Joe Ernest, Luna Silverfang, Will Mercado and Williams Ray\",\"rules\":[\"Race through seven Zones, completing each Zone's required shots and then defeating its Dr. Eggman Boss Battle.\",\"Collect Rings through fast combos and playfield features; maintaining flow builds scoring and supports Zone objectives.\",\"Complete the inline drop targets to lock balls and start Chaos Emerald Multiball, then complete Zone goals to collect all seven Emeralds.\",\"Build character teams before a multiball because each completed team multiplies the eventual Super Jackpot.\",\"During multiball, hit the left stand-up for Bash Dash, which holds a ball and multiplies jackpots for a limited window.\",\"Collect every Chaos Emerald to qualify Super Sonic and complete the Zone and boss progression toward the final battle.\"],\"modes\":[\"Seven Zone adventures recreate familiar Sonic environments and end in animated Dr. Eggman Boss Battles on the upper playfield.\",\"Chaos Emerald Multiball awards Cyan, Yellow, Red, Purple, White, Blue and Green Emeralds through distinct Zone-goal tasks.\",\"Character-team features reward combining Sonic's allies before multiball and directly multiply the Super Jackpot.\",\"Bash Dash is a timed captive-ball lock and jackpot multiplier available during multiball.\",\"The magnetic accelerator loop, Spin Dash action button, spring targets and upper playfield create speed- and combo-driven side features.\",\"Super Sonic is qualified by collecting all seven Chaos Emeralds and leads into the game's deepest endgame progression.\"],\"strategy\":[\"Preserve speed through complete loops and ramps; weak shots break combos and often return more dangerously than committed full shots.\",\"Finish character teams before starting Chaos Emerald Multiball so the Super Jackpot multiplier is already established.\",\"Use Bash Dash only when jackpots are ready and you can exploit the full timed multiplier window, not immediately at multiball start.\",\"Prioritise upper-playfield jackpots during Chaos Emerald Multiball because they score double while also advancing Emerald goals.\",\"Treat the inline drop targets as controlled lock progress; repeated uncontrolled center shots can be riskier than building them during ball save.\",\"Because the 2026 code is still developing, base tournament strategy on repeatable Zone completion and one prepared multiball rather than an evolving wizard path.\"]},{\"title\":\"The Godfather\",\"releaseDate\":\"March 2023\",\"produced\":\"Production total across Limited and Collector editions not publicly documented\",\"productionBasis\":\"No reliable factory total located; edition availability is known but does not establish the completed run\",\"gameDesigner\":\"Eric Meunier\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Christopher Franchi and Jesper Abels; art direction and animation by Jean-Paul DeWin\",\"mechanicalEngineer\":\"Jersey Jack Pinball engineering team; individual mechanical credits not publicly documented\",\"rules\":[\"Choose one of five families at game start; each family grants a different ability that shapes scoring and progression.\",\"Build your family, collect Soldiers and visit the Don's Office to accept Jobs with changing lit-shot objectives.\",\"Complete Jobs to earn Rings and advance control of New York's boroughs against the four rival families.\",\"At key Job milestones, play Tribute, Turnpike, Raid and Boxing; all four Job Award modes are required to reach Honor.\",\"Use weapons and spinner-built multipliers to increase Job and territory value, while the Compound and subway alter ball routing.\",\"Collect enough Rings and complete the required family progression to qualify Honor and the Kiss the Ring final wizard mode.\"],\"modes\":[\"Jobs are the core modes assigned by the Don and use changing combinations of ramps, orbits, stand-ups and compound shots.\",\"Tribute, Turnpike, Raid and Boxing are the four milestone Job Award modes on the route to Honor.\",\"Rings grant perks at one, three, six and twelve, turning completed Jobs into persistent game-long advantages.\",\"Territory and rival-family features track control of the boroughs and feed the family power progression.\",\"Multiballs use the physical lock, Compound area and other family business to create jackpot and weapon-scoring opportunities.\",\"Honor and Kiss the Ring are the late-game achievements, with Kiss the Ring demanding extensive Rings and Job completion.\"],\"strategy\":[\"Pick the family ability that complements the machine's safest shots; the best choice changes with competition setup and player confidence.\",\"Take Jobs that overlap with a qualified lock or multiball so dangerous lit shots can be attempted with more than one ball in play.\",\"Build Rings early because the one-, three- and six-Ring perks improve the rest of the game rather than paying only immediate points.\",\"Use spinner multipliers before collecting a valuable Job completion or jackpot instead of shooting them after the award.\",\"Prioritise completion of all four Job Award modes if the game is running long; repeating easy Jobs alone will not reach Honor.\",\"For short tournament games, secure a reliable Job, an early Ring perk and a controlled multiball before pursuing Kiss the Ring.\"]},{\"title\":\"The Hobbit\",\"releaseDate\":\"March 2016\",\"produced\":\"Approximately 4,000 machines across editions\",\"productionBasis\":\"Widely reported production estimate; Jersey Jack has not published a model-by-model factory breakdown\",\"gameDesigner\":\"Joe Balcer\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Jean-Paul de Win, with early playfield work by Jeff Busch\",\"mechanicalEngineer\":\"Eric Meunier\",\"rules\":[\"Qualify the 31 scene modes through six families: Gandalf at the left ramp, Bilbo at the right ramp, Radagast at the right VUK and Elf, Dwarf or Man at their drop banks.\",\"Collect the thirteen dwarves from exposed touch targets, the captive ball and VUK awards to strengthen journey progress.\",\"Complete the four centre LOCK rollovers, then lock three balls at the right ramp to start Smaug Multiball.\",\"Light Warg, Orc, Goblin and Spider hurry-ups from their inlanes; bash all four creatures to start Beast Frenzy Multiball.\",\"Advance both outer spinner loops toward Erebor, collect Bag End pop progress and build the game\u2019s Super Spinner and Super Pops features.\",\"Complete the required film modes and journey objectives to open Battle of the Five Armies and the deeper final confrontation.\"],\"modes\":[\"Thirty-one main modes cover Bilbo, Gandalf, Radagast, Elf, Dwarf and Man scenes from the film trilogy.\",\"Smaug Multiball lights loops, VUKs, ramps and captive ball for jackpots, resetting the full set after completion.\",\"Beast Frenzy Multiball is earned by completing all four central creature hurry-ups.\",\"Super Spinner, Super Pops and related Super features reward sustained progress at the loops and Bag End.\",\"The Ring button controls held awards, delayed locks and Precious-style saves depending on the current feature.\",\"Battle of the Five Armies is the broad mini-wizard journey, with deeper completion resolving the adventure at Erebor.\"],\"strategy\":[\"Start several mode families early so overlapping arrows let one controlled shot advance multiple long-term goals.\",\"Use drop-bank completions to expose dwarf targets, but attack them from trapped balls because centre rebounds are hazardous.\",\"Delay a lit Smaug lock with the Ring control when the right ramp is needed to start a valuable mode first.\",\"Bring a scene mode into Smaug or Beast Frenzy Multiball so its difficult timed shots are protected.\",\"Use the outer loops for safe Erebor and spinner progress whenever the centre is not under control.\",\"For tournaments, Smaug Multiball plus two or three compatible scene modes is the reliable scoring package; all 31 modes are a long-game pursuit.\"]},{\"title\":\"The Wizard of Oz\",\"releaseDate\":\"April 2013\",\"produced\":\"1,000 numbered Emerald City Limited Editions; total Standard and anniversary production not publicly documented\",\"productionBasis\":\"The Emerald City cap is documented; the 75th Anniversary edition was initially announced at 1,500 but later made unlimited\",\"gameDesigner\":\"Joe Balcer\",\"soundDesigner\":\"Chris Granner and Rob Berry\",\"artist\":\"Jerry Vanderstelt, Greg Freres and Matt Riesterer\",\"mechanicalEngineer\":\"Bryan Hansen and Eric Meunier\",\"rules\":[\"Advance the Yellow Brick Road at the left orbit and complete Dorothy\u2019s four companion characters around the playfield.\",\"Spell RAINBOW at the seven stand-ups, BALL at the Crystal Ball targets and WIZARD at the throne-room saucer for their awards.\",\"Lock balls through Munchkinland to start Emerald City Multiball, then collect its lit jackpots and supers.\",\"Activate the Winged Monkey, capture Dorothy and complete RESCUE on the Witch\u2019s Castle mini-playfield to start Rescue Multiball.\",\"Enter the castle, complete Battle the Wicked Witch and make the ramp-to-witch combo to Liquidate the Witch and earn a jewel.\",\"Collect the required characters, jewels and major features to light Somewhere Over the Rainbow, the final wizard mode.\"],\"modes\":[\"Munchkinland modes and Haunted Forest modes are qualified from their dedicated upper-playfield and bumper progress.\",\"Emerald City Multiball is the main lock-based multiball reached through Munchkinland.\",\"Rescue Multiball follows the Flying Monkey capture and the upper-left castle RESCUE sequence.\",\"Battle the Wicked Witch culminates in Liquidate the Witch and a four-ball Ding Dong the Witch Is Dead celebration.\",\"Horse of a Different Color, Crystal Ball, Glinda awards and inlane hurry-ups supply supporting progress and scoring.\",\"Somewhere Over the Rainbow is the wizard mode, requiring broad completion of Dorothy\u2019s journey and the game\u2019s major features.\"],\"strategy\":[\"Choose a plunge that feeds the upper-right flipper and take the Witch, Haunted Forest or BALL skill shot you can hit reliably.\",\"Advance Yellow Brick Road with controlled left-orbit shots while using the return to prepare the next upper-flipper objective.\",\"Stack Emerald City Multiball with a Munchkin or Haunted mode and activate Super X before collecting high-value jackpots.\",\"When Dorothy is captured, prioritise the castle RESCUE targets; delaying them holds up both Rescue Multiball and broader completion.\",\"Use Glinda to spot awkward RAINBOW or BALL progress instead of forcing dangerous stand-ups.\",\"For tournaments, Emerald City Multiball with Super X is the repeatable plan; Somewhere Over the Rainbow requires deliberate feature breadth.\"]},{\"title\":\"Toy Story 4\",\"releaseDate\":\"June 2022\",\"produced\":\"Production total for Limited and Collector editions not publicly documented\",\"productionBasis\":\"No complete factory total or reliable serial-range estimate located\",\"gameDesigner\":\"Pat Lawlor\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"Ted Estes and the Jersey Jack Pinball engineering team\",\"rules\":[\"Complete the seven main scenes\u2014Road Trip, Buzz, Rescue Forky, Carnival, Super Spinners, Duke Caboom and Bo Peep\u2014to advance toward the carousel.\",\"Make three physical locks to begin Road Trip Multiball and complete its scene objective through lit jackpot shots.\",\"Spell FORKY and finish the left-ramp sequence to start Rescue Forky; qualify Carnival features and tickets for Carnival Multiball.\",\"Advance Buzz for his quick multiball, shoot repeated spinners for Super Spinners, complete Bo Peep loops and make Duke Caboom's jump.\",\"Collect all eight Take A Chance wheel awards to start Take A Chance Multiball; other major multiballs include Gabby Gabby and Tiki Party.\",\"Complete the scene set to reach Meet Me at the Carousel, then ultimately finish both Woody and Buzz paths of the final wizard sequence.\"],\"modes\":[\"Road Trip Multiball is the lock-based main multiball and one of the seven required scene completions.\",\"Buzz Quick Multiball is a shorter feature qualified through Buzz progression and useful for protecting another scene.\",\"Rescue Forky, Carnival, Super Spinners, Duke Caboom and Bo Peep each use a recognisable playfield task as a scene.\",\"Take A Chance awards provide eight wheel results before their own multiball becomes available.\",\"Gabby Gabby Multiball and Tiki Party Pinball Multiball are substantial side objectives with separate jackpot structures.\",\"Meet Me at the Carousel and the two-path Woody\/Buzz finale form the late-game wizard progression.\"],\"strategy\":[\"Work on several scene qualifications together, but finish the safest scene first so a drain does not erase a nearly completed timed objective.\",\"Start Road Trip Multiball with another qualified scene ready; the extra balls make Duke, Forky or difficult carnival shots less punishing.\",\"Use Take A Chance awards deliberately\u2014collect them when a scene or multiball can benefit from time, ball-save or scoring help.\",\"For Super Spinners, shoot clean full orbits rather than weak partial spinner hits that return dangerously down the middle.\",\"Treat Duke Caboom as a precision objective and attempt it with ball save or during multiball whenever possible.\",\"Tournament players should favour Road Trip, Buzz and repeatable spinner value before committing to the broad seven-scene wizard path.\"]},{\"title\":\"Willy Wonka & the Chocolate Factory\",\"releaseDate\":\"May 2019\",\"produced\":\"Production total across Standard, Limited and Collector editions not publicly documented\",\"productionBasis\":\"No reliable factory-wide total located; edition-specific claims are not treated as a complete run\",\"gameDesigner\":\"Pat Lawlor\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"Ted Estes and the Jersey Jack Pinball engineering team\",\"rules\":[\"Start a Factory Tour mode at the Factory Gate, then shoot the indicated character and candy shots to complete that child's chapter.\",\"Spell GOBSTOPPER at the stand-up targets and load balls into the gobstopper mechanism to start Gobstopper Multiball.\",\"Qualify Kid Multiball by advancing the five golden-ticket children; jackpots move among their corresponding playfield shots.\",\"Build Super Locks through factory progress, lock balls at the Wonkavator and release them for Wonkavator Multiball.\",\"Collect Wonka Bars from lit shots and features; bars reveal Golden Tickets and advance the long-term factory progression.\",\"Finish the required Factory Tour chapters and major multiballs to reach the game's wizard-mode sequence and final Wonka challenge.\"],\"modes\":[\"Factory Tour modes follow Augustus Gloop, Violet Beauregarde, Veruca Salt, Mike Teavee and Charlie Bucket with distinct shot patterns.\",\"Gobstopper Multiball uses the physical Gobstopper device, roaming jackpots and a built super-jackpot payoff.\",\"Kid Multiball links the five children to their shots and rewards controlled jackpot collection across the playfield.\",\"Wonkavator Multiball is fed by Super Locks and turns factory progress into a high-value multiball.\",\"The Gumball Machine, Candy Jar, Computer, Captive Ball Mystery and Scrumdiddlyumptious Combo provide valuable side progression.\",\"Wonka Bars, Golden Tickets and the Factory Tour converge in the late-game wizard modes.\"],\"strategy\":[\"Prioritise Wonka Bars whenever several awards are available because Golden Tickets underpin the deepest progression.\",\"Use the safer ramps and orbits to build mode progress before committing to the dangerous central Factory Gate or captive-ball area.\",\"Bring a Factory Tour mode into a qualified multiball so missed mode shots are protected by extra balls.\",\"During Gobstopper Multiball, establish control before chasing the moving jackpot; the central mechanism can create unpredictable returns.\",\"Use side-feature awards to complete or strengthen difficult objectives rather than collecting them with no valuable mode running.\",\"In competition, a completed early Factory Tour mode plus a controlled multiball is usually safer than spreading progress across every feature.\"]}],\"Pedretti Gaming\":[{\"title\":\"Funhouse Remake\",\"releaseDate\":\"May 2024\",\"produced\":\"Limited Edition capped at 750; Classic Edition total not publicly documented\",\"productionBasis\":\"Official\/distributor edition information; the 750 figure is a cap for LE only, not a complete all-edition total\",\"gameDesigner\":\"Pat Lawlor (original layout); Pedretti Gaming for the remake and optional 2.0 rules\",\"soundDesigner\":\"Pedretti Gaming audio team; original and 2.0 packages vary\",\"artist\":\"Original Williams art for Classic; Brian Allen \/ Flyland Designs for Limited Edition\",\"mechanicalEngineer\":\"Original Williams mechanisms recreated by Planetary Pinball and Pedretti Gaming\",\"rules\":[\"Advance the clock to midnight by shooting the steps, ramps and lit time advances, then put Rudy to sleep to open his mouth.\",\"Shoot Rudy's mouth while it is open to lock balls; reach midnight and complete the lock sequence to start the main multiball.\",\"During multiball, shoot Rudy for jackpots and repeat the qualification cycle for additional jackpot opportunities.\",\"Build FUNHOUSE letters and collect awards around the ramps, mirrors and hidden-hallway routes.\",\"Choose original-style 1.0\/1.5 play or the optional 2.0 Rudy's Nightmare rules, which adds modern modes, multiballs and progression.\",\"In Rudy's Nightmare, complete the expanded Funhouse objectives and new mode ladder to wrest control of the attraction from Rudy.\"],\"modes\":[\"Classic FunHouse progression revolves around advancing time, putting Rudy to sleep, locking balls and shooting his mouth for jackpots.\",\"Steps, mirrors, the hidden hallway, trapdoor and gangway provide the principal side awards and clock advances.\",\"Rudy's Nightmare 2.0 is a separate modern ruleset with colour-display scenes, added modes and additional multiballs.\",\"The physical talking Rudy head remains the central lock, taunt and jackpot mechanism in every software choice.\",\"Classic, enhanced-classic and 2.0 packages allow operators to choose period-correct or expanded play.\",\"The 2.0 endgame requires broad completion of its new attraction objectives rather than only repeating classic midnight multiball.\"],\"strategy\":[\"Prioritise safe clock advances and avoid shooting Rudy before his mouth is properly qualified and open.\",\"Use the left ramp and controlled returns to build time; the central steps can produce less predictable rebounds.\",\"At midnight, secure ball control before taking the final start shot so the multiball begins with useful separation.\",\"During classic multiball, trap one ball and use the other for repeated Rudy jackpots whenever the feed allows.\",\"For 2.0 competition, learn which added modes share ramp and Rudy shots, then stack compatible progress before starting multiball.\",\"Confirm the installed software before play because Classic and Rudy's Nightmare have materially different objectives and scoring.\"]},{\"title\":\"FunHouse Rudy's Nightmare Pinball Kit\",\"releaseDate\":\"November 21, 2021\",\"produced\":\"Upgrade-kit production total not publicly documented\",\"productionBasis\":\"Aftermarket conversion for existing Williams FunHouse machines; no verified shipment count located\",\"gameDesigner\":\"Pedretti Gaming rules team, expanding Pat Lawlor's original FunHouse layout\",\"soundDesigner\":\"Pedretti Gaming audio team\",\"artist\":\"Brian Allen \/ Flyland Designs and Pedretti Gaming display artists\",\"mechanicalEngineer\":\"Uses the host Williams FunHouse mechanisms with Pedretti electronics and display integration\",\"rules\":[\"Install and select the 2.0 Rudy's Nightmare software to replace the original single-progression game with a modern campaign.\",\"Advance through new Funhouse modes by completing their lit ramp, hallway, steps and Rudy-shot objectives.\",\"Qualify new multiballs through the mode-specific tasks while retaining Rudy's mouth as a central lock and payoff shot.\",\"Use the colour display to track mode goals, timers, accumulated progress and the current state of Rudy's takeover.\",\"Complete attraction objectives across multiple modes instead of relying only on the original midnight clock sequence.\",\"Finish the required nightmare chapters and major multiballs to regain control of the Funhouse from Rudy.\"],\"modes\":[\"Rudy's Nightmare is the kit's principal campaign and reframes the original attraction as a battle for control.\",\"New timed modes reuse the steps, ramps, trapdoor, hidden hallway and Rudy head with changing shot patterns.\",\"Additional multiballs supplement the original midnight structure and give individual chapters their own jackpot rules.\",\"Modern animations, callouts, music and RGB lighting communicate the expanded state of the unchanged physical layout.\",\"Original-style rules can remain available depending on the installed package, allowing classic and 2.0 play on one machine.\",\"The final nightmare progression is qualified through broad chapter completion rather than a single repeated lock cycle.\"],\"strategy\":[\"Read the display at every mode start because identical physical shots can have different priorities in each nightmare chapter.\",\"Exploit safe left-ramp and hallway returns to build mode progress before committing to Rudy's mouth.\",\"Bring a qualified multiball into a difficult timed chapter whenever the software permits stacking.\",\"Use controlled single-ball play to finish precision objectives; random multiball shooting can waste short mode timers.\",\"Check switch and Rudy-head calibration on the donor machine because the kit's scoring depends on thirty-year-old mechanisms registering cleanly.\",\"For tournaments, publish the selected rules version in advance so players do not confuse classic FunHouse strategy with 2.0.\"]},{\"title\":\"Ligabue Pinball\",\"releaseDate\":\"June 21, 2025\",\"produced\":\"Numbered limited run announced; exact cap and completed production total not publicly documented\",\"productionBasis\":\"Pedretti announcement confirms a signed limited edition but does not state a unit count\",\"gameDesigner\":\"Pedretti Gaming design team; individual lead designer not publicly documented\",\"soundDesigner\":\"Pedretti Gaming audio team using officially licensed Ligabue music\",\"artist\":\"Paolo De Francesco\",\"mechanicalEngineer\":\"Pedretti Gaming engineering team; individual credits not publicly documented\",\"rules\":[\"Select and play licensed Ligabue songs, shooting the lit concert and music shots to progress each track.\",\"Complete song missions whose shot patterns represent key moments and imagery from Ligabue's catalogue.\",\"Build audience and concert energy through combos, repeated flow shots and successful timed objectives.\",\"Qualify multiball through the principal stage features, then collect lit song jackpots and a final concert super.\",\"Use side awards to extend modes, add scoring multipliers and advance songs that are difficult to finish directly.\",\"Complete the required song and concert milestones to reach the final show sequence; exact rules remain subject to production-code updates.\"],\"modes\":[\"Song missions form the main mode ladder and are built around Ligabue's best-known tracks.\",\"Concert progression links completed songs, audience energy and stage features into the long-term campaign.\",\"Stage multiball turns accumulated show progress into jackpot shots across the main music routes.\",\"Combos and timed missions reward flowing play and provide the accessible layer promised for new players.\",\"Mystery and side awards support mode time, multipliers and song advancement.\",\"The final concert is the intended late-game payoff, though the manufacturer has not yet published a complete public rulesheet.\"],\"strategy\":[\"Choose early songs whose lit shots follow the safest repeatable flow on the installed game.\",\"Build concert energy before starting multiball so jackpots begin at a useful value.\",\"Use multiball to protect the hardest song shots rather than starting it with no active objective.\",\"Take mode-time or advancement awards when a difficult song is close to completion; use raw points only in short games.\",\"Because the public rules are still limited, watch the display prompts and operator code revision closely.\",\"Treat this guide as provisional until Pedretti publishes final production rules and update it when verified details appear.\"]},{\"title\":\"Tales of the Arabian Nights Remake\",\"releaseDate\":\"June 15, 2026\",\"produced\":\"Announced as a limited-production remake; unit cap and production total not yet published\",\"productionBasis\":\"Pedretti teaser and industry reporting as of 2026; the game has been announced but full production specifications remain unconfirmed\",\"gameDesigner\":\"John Popadiuk (original 1996 design); remake development credits not yet announced\",\"soundDesigner\":\"Not yet publicly documented\",\"artist\":\"Original and reimagined artwork editions announced; individual remake artist credits not yet documented\",\"mechanicalEngineer\":\"Pedretti Gaming with Planetary Pinball support; individual credits not yet announced\",\"rules\":[\"Spell TALES by shooting the five story shots to light the Bazaar and begin one of the Arabian tale modes.\",\"Spin the Magic Lamp to build lamp value and qualify attacks on the Genie; strike the Genie target to collect awards and letters.\",\"Shoot the captive ball to battle the evil Roc and build its associated hurry-up and bonus features.\",\"Collect jewels from tale completions and major features, working toward all seven jewels required to rescue the princess.\",\"Lock balls and complete the main multiball qualification, then collect jackpots across the ramps, orbits and Genie area.\",\"Collect all seven jewels and complete the required tale progression to start the Rescue the Princess wizard mode.\"],\"modes\":[\"Seven Tales of the Arabian Nights are started through TALES and use different timed shot patterns.\",\"The Magic Lamp spinner and Genie target combine into a progressive battle and high-value payoff.\",\"Harem Multiball is built by repeating the left orbit and spelling HAREM, creating a valuable secondary multiball.\",\"The captive-ball Roc, Bazaar awards, fireball and flying-carpet routes provide supporting scoring and jewel progress.\",\"Main multiball uses locks and broad jackpot shooting while major feature completions award jewels.\",\"Rescue the Princess is the seven-jewel wizard mode and the classic game's central completion goal.\"],\"strategy\":[\"Prioritise tale completion over starting multiple unfinished tales because jewels, not mode starts, unlock the wizard mode.\",\"Rip the Magic Lamp spinner with clean full shots; weak spins add risk without meaningful progress.\",\"Build HAREM letters naturally through safe left-orbit play and stack its multiball with a difficult tale if the remake permits classic behaviour.\",\"Use multiball to attack the Genie and captive ball, both of which can return sharply during single-ball play.\",\"Track which jewels remain so Bazaar or feature awards are directed toward missing progress rather than duplicate value.\",\"This entry uses the verified original rules until Pedretti publishes any remake-specific changes; update before relying on it for new-code competition.\"]},{\"title\":\"Whirlwind Total Chaos Pinball Kit\",\"releaseDate\":\"June 29, 2023\",\"produced\":\"Upgrade-kit production total not publicly documented\",\"productionBasis\":\"Aftermarket Pedretti kit for existing Williams Whirlwind machines; no verified shipment count located\",\"gameDesigner\":\"Pedretti Gaming rules team, expanding Pat Lawlor's original Whirlwind layout\",\"soundDesigner\":\"Pedretti Gaming audio team\",\"artist\":\"Pedretti Gaming display and graphics team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Uses the host Williams Whirlwind mechanisms with Pedretti electronics and display integration\",\"rules\":[\"Build storm intensity through compass targets, cellar shots and directional playfield objectives.\",\"Advance storm locations with the ramps and orbits, then complete their lit shots to progress toward Total Chaos.\",\"Use the spinning discs and fan area as central storm features, with changing awards as weather severity increases.\",\"Qualify the kit's added modes and multiballs through completed storm tasks rather than only the original three-lock sequence.\",\"Collect jackpots during the modern multiballs and complete their super-jackpot requirements before the storm subsides.\",\"Finish the required regional storms and major features to reach the Total Chaos finale.\"],\"modes\":[\"Modern storm modes expand the original Whirlwind map with timed regional objectives.\",\"Added multiballs supplement the original lock-based multiball and use the ramps, cellar and compass shots for jackpots.\",\"The three spinning discs remain the physical centrepiece and create both chaos and mode progress.\",\"Compass targets, toll and cellar features provide qualification, awards and directional control of the storm.\",\"Colour display, new sound and lighting packages communicate deeper progress on the unchanged donor playfield.\",\"Total Chaos is the kit's broad-completion endgame and payoff for mastering the expanded storm map.\"],\"strategy\":[\"Finish compass and regional objectives while the ball is controlled, then use multiball for the volatile spinning-disc shots.\",\"Aim through the discs with full-speed shots; hesitant feeds create unpredictable lateral drains.\",\"Stack a timed storm mode with an added multiball whenever allowed so the same ramp and orbit shots score twice.\",\"Use the cellar deliberately for qualification, but avoid repeated desperate shots when its return is not controllable.\",\"Verify the donor machine's disc, opto and ramp switches before competition because missed registrations can block modern progression.\",\"Confirm the installed code revision and rules options: Total Chaos strategy differs materially from original Whirlwind.\"]}],\"Wonderland Amusements\":[{\"title\":\"Alice Goes to Wonderland Pinball\",\"releaseDate\":\"February 2026\",\"produced\":\"Kickstarter and retail production total not publicly documented\",\"productionBasis\":\"Manufacturer confirms Kickstarter units were produced and retail machines are shipping, but no verified total count is available\",\"gameDesigner\":\"Wonderland Amusements design team; individual designer not publicly documented\",\"soundDesigner\":\"Wonderland Amusements audio team; individual credits not publicly documented\",\"artist\":\"Carlos Mendoza III\",\"mechanicalEngineer\":\"Wonderland Amusements engineering team; individual credits not publicly documented\",\"rules\":[\"Complete the Mad Hatter, Cheshire Cat, White Rabbit and other character objectives by shooting their associated targets, loops and ramps.\",\"Build character progress in any order; the approachable rules largely reward completing every major playfield feature.\",\"Start the timed hurry-up challenges when qualified, then shoot the flashing feature before its value counts down.\",\"Qualify the physical multiball through the lock route and release the stored balls for lit jackpot shots.\",\"Use loops, spinners, pop bumpers and drop targets to advance levels, bonuses and character awards between major starts.\",\"Current production code has a deliberately light ruleset and no well-documented wizard mode; Wi-Fi updates may expand progression.\"],\"modes\":[\"Character challenges use the Mad Hatter, Cheshire Cat, White Rabbit and other Wonderland figures as short objectives.\",\"Two principal hurry-up style modes provide the timed mode play documented by early owners.\",\"Three-ball multiball is the main major feature, built through the compact mechanical lock.\",\"Loops, drop targets, pops and spinners behave like classic-era scoring features with modern display feedback.\",\"Local and online high-score tracking provide a long-term competitive layer outside the rules campaign.\",\"Later firmware may add or revise modes, so this entry reflects the shipped early-2026 code rather than promised future depth.\"],\"strategy\":[\"Treat the game like a classic machine: complete groups cleanly instead of searching for a deep mode ladder that is not currently present.\",\"Prioritise the safer loop and ramp feeds when building character progress; the smaller 22 mm ball moves quickly off posts.\",\"Start multiball before taking a difficult hurry-up so the timed target can be attacked with drain protection.\",\"Watch the lock gate register each ball; early owner reports show adjustment can affect reliable multiball qualification.\",\"Use nudging lightly because the 80-percent cabinet and lighter construction react more sharply than a commercial machine.\",\"Check the installed Wi-Fi firmware before competition and publish it, since scoring and mode behaviour may change between updates.\"]},{\"title\":\"Teenage Mutant Ninja Turtles: Battle in the Sewer Pinball\",\"releaseDate\":\"May 22, 2026\",\"produced\":\"Currently in presale\/development; no final production total announced\",\"productionBasis\":\"Manufacturer lists an estimated October 2026 ship date and has not published a unit cap or completed count\",\"gameDesigner\":\"Wonderland Amusements design team; individual designer not publicly documented\",\"soundDesigner\":\"Not yet publicly documented\",\"artist\":\"Official TMNT artwork under licensor review; individual artist not yet publicly documented\",\"mechanicalEngineer\":\"Wonderland Amusements engineering team; individual credits not publicly documented\",\"rules\":[\"Choose a Turtle and battle through sewer objectives using the ramps, rails, stand-ups and pop bumpers shown on the development layout.\",\"Defeat Foot Clan enemies by completing their target groups, then advance toward higher-value villain encounters.\",\"Build team progress through combos and character shots so all four Turtles contribute to the current battle.\",\"Qualify multiball through the sewer lock sequence, then collect lit team jackpots across the main shots.\",\"Use Wi-Fi-delivered updates to receive final rules and balance changes as development moves through licensor approval.\",\"The manufacturer has not released a final rulesheet, mode list or wizard-mode path; detailed objectives must remain provisional until gameplay code ships.\"],\"modes\":[\"Turtle-selection and team features are intended to distinguish the four heroes and reward completing the full group.\",\"Foot Clan battles provide the expected introductory enemy objectives through targets and aggressive combo shooting.\",\"Sewer Multiball is the announced multiball layer, using ramps, targets and physical steel-ball play.\",\"Villain encounters and story progression are shown as the likely campaign structure but final names and qualifications are unpublished.\",\"Ramps, targets, pop bumpers and slingshots form the core mechanical feature set shared by all announced editions.\",\"Final endgame and wizard-mode details are not public while the machine remains in active development.\"],\"strategy\":[\"Do not publish speculative shot sequences as settled rules; follow the display and update this guide when final gameplay footage and code are released.\",\"Build team and Foot Clan progress through the safest ramp returns before attacking central stand-ups.\",\"Reserve multiball for a qualified villain or high-value team objective if the final code permits stacking.\",\"Use controlled full shots because the compact cabinet and 22 mm ball make weak ramp rejects especially fast.\",\"Confirm Wi-Fi code revision before any organised play; prerelease and production rules may differ substantially.\",\"For now, judge tournament suitability only after the manufacturer releases final gameplay, service documentation and licensor-approved software.\"]}],\"Stern Pinball\":[{\"title\":\"24\",\"releaseDate\":\"February 2009\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable public factory total found\",\"soundDesigner\":\"Ken Hale\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Complete C-T-U in the top lanes to raise the end-of-ball bonus multiplier; flipper buttons change the lit lane.\",\"Build the pop-bumper countdown, then shoot the revealed sniper during the hurry-up to start Sniper Multiball.\",\"Shoot the left ramp to qualify the suitcase, then the right ramp to lock balls and start Suitcase Multiball.\",\"Hit the Safe House drop targets to defeat terrorists, then shoot the Safe House during its hurry-up to start Safe House Multiball.\",\"Complete the Mole targets and collect the hurry-up at the left ramp to light Mole shot multipliers.\",\"Advance the 24 scenes at lit arrows or by completing CHLOE targets; completing the main feature grid qualifies Master Agent.\"],\"modes\":[\"Sniper Multiball begins as a two-ball mode: build three sniper values through bumpers and jackpots, collect the Super Jackpot, then spell S-N-I-P-E-R in victory laps.\",\"Suitcase Multiball uses physical locks in the briefcase and generally provides the game\u2019s strongest repeatable jackpot opportunity.\",\"Safe House Multiball follows the terrorist hurry-up and rewards shots that evacuate allies and clear the occupied building.\",\"Mole Hurry-Up lights multipliers on major shots; collect and exploit them before the timed window expires.\",\"The 24 Scenes are short story objectives advanced by the blue-arrow shots and CHLOE completion.\",\"Master Agent is the late-game mode lit after completing the central feature inserts and major progression.\"],\"strategy\":[\"Use the right ramp during the Sniper hurry-up to collect and add value before finishing at the difficult sniper target.\",\"Prioritise Suitcase Multiball: the left-ramp qualification and right-ramp locks are more controllable than repeated sniper shots.\",\"Stack Mole multipliers with a multiball so more balls can repeatedly reach the valuable lit lanes.\",\"Bumper progress toward Sniper happens naturally from plunges and orbit feeds; do not over-risk the sniper lane before it is ready.\",\"Safe House targets reset immediately and can rebound sharply, so make those shots from a cradle rather than on the fly.\",\"In tournaments, build Suitcase while taking natural Sniper progress, then use multiball to finish scene arrows safely.\"]},{\"title\":\"AC\/DC\",\"releaseDate\":\"March 2012\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"500 Limited Edition total: 300 Back in Black and 200 Let There Be Rock; other edition totals not published\",\"productionBasis\":\"Published limited-edition figures\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O\u2019Connor; John and Charles Youssi credited on related artwork\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Choose one of twelve songs before plunging. Each song acts as a mode and changes which playfield feature scores most strongly.\",\"Song-mode points feed the Song Jackpot. Spell F-I-R-E three times to light the cannon\/right ramp collection; the built value is lost if the ball drains.\",\"Shoot ramps to build Jam Multiball, loops to build Tour Multiball and target banks to build Album Multiball; collect each at the right ramp when lit.\",\"During multiball, complete the five principal shots to add a ball. A VIP Pass earned from the A-X-E skill shot can spot one missing shot.\",\"Hit the Bell three times for timed 2X playfield scoring; three more hits during 2X start timed 3X scoring, and later Bell hits refresh the timer.\",\"Complete and change through all twelve songs to qualify Encore, a wizard mode that replays the songs as a three-ball challenge.\"],\"modes\":[\"Hells Bells rewards Bell progress and naturally combines with building playfield multipliers.\",\"War Machine concentrates scoring at the left spinner and can support a simple, repeatable single-song route.\",\"Rock N Roll Train and Highway to Hell reward ramp and loop progress that also advances multiballs.\",\"Jam, Tour and Album Multiball correspond respectively to ramps, loops and target banks, with jackpots on the shots that qualified them.\",\"Premium and LE games add the Hell lower playfield and additional hardware interactions; the Pro retains the core song and multiball rules.\",\"Encore is reached after playing through all twelve songs and changing song once more; its ordered shots rescore the completed song values.\"],\"strategy\":[\"Hells Bells is a clear tournament route: build multiball while working the Bell, then collect a developed Song Jackpot under 2X or 3X playfield.\",\"War Machine is effective when the left spinner is feeding safely; repeated spinner shots can outscore a broader but less controlled strategy.\",\"Do not overbuild the Song Jackpot if the cannon collection is available\u2014the entire uncollected value is lost on a drain.\",\"Backhand a safe ramp repeatedly to qualify Jam Multiball, then change to a song whose scoring overlaps the multiball jackpot shots.\",\"Save VIP Passes for the final dangerous add-a-ball shot during multiball rather than spending them on an easy arrow.\",\"Encore is a long-game objective. In short matches, one developed song, a multiball and a multiplied Song Jackpot are more reliable.\"]},{\"title\":\"Aerosmith\",\"releaseDate\":\"April 2017\",\"gameDesigner\":\"John Borg\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Bob Baffy and Ken Hale\",\"artist\":\"Donny Gillies (Dirty Donny)\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Choose one of nine Aerosmith songs at the start of each ball. Shoot the flashing arrows before time expires to complete the song.\",\"Completing a song immediately starts its corresponding Super Mode, changing or enhancing scoring for a limited period.\",\"Spell A-E-R-O-S-M-I-T-H at the stand-up targets to light Mystery and shot multipliers at the scoop.\",\"Make the Toy Box lock shot to store balls; after enough locks, Jacky launches them back onto the playfield to begin Toy Box Multiball.\",\"Shoot the centre scoop after making progress in a song to start Crank It Up, which raises the crowd and concert scoring.\",\"Build the audience through songs, multiballs and Super Modes to reach Final Tour, the game\u2019s major wizard-mode objective.\"],\"modes\":[\"Nine song modes\u2014such as Walk This Way, Dude (Looks Like a Lady), Sweet Emotion and Last Child\u2014use timed sequences of flashing shots.\",\"Toy Box Multiball can begin with a selectable number of balls; shoot all lit jackpot arrows to relight the Toy Box for the Super Jackpot.\",\"Elevator Multiball is qualified through the Love in an Elevator mechanism on Premium and LE machines.\",\"Crank It Up is a repeatable concert feature that converts completed mode work into higher-energy scoring.\",\"Super Modes follow completed songs and can be stacked with other features, making clean song completion much more valuable.\",\"Final Tour is the long-form finale reached by completing the game\u2019s concert and song objectives.\"],\"strategy\":[\"Choose a song with repeatable ramp and orbit shots and finish it cleanly; the following Super Mode is a major part of its value.\",\"Work Toy Box locks early, but control rebounds from the lock area because missed centre shots can return dangerously.\",\"Stack a fresh song with Toy Box Multiball so ball save covers the timed arrows and helps secure the Super Mode.\",\"Complete AEROSMITH targets opportunistically; shot multipliers become strongest when placed on the Toy Box or another repeatable jackpot shot.\",\"Save Smart Missile for a difficult final mode shot, a high-value jackpot or a moment when control is more valuable than raw points.\",\"For tournament consistency, build one multiplier, complete one song and combine it with Toy Box Multiball before considering Final Tour.\"]},{\"title\":\"Austin Powers\",\"releaseDate\":\"June 2001\",\"gameDesigner\":\"Lonnie D. Ropp\",\"produced\":\"Approximately 800 machines\",\"productionBasis\":\"Published database estimate\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"Not publicly documented\",\"mechanicalEngineer\":\"John Borg and Wesley Chang\",\"rules\":[\"Plunge through the flashing top lane for the skill shot and an immediate 6X bonus multiplier.\",\"Shoot the left orbit for Mini-Me, the toilet ramp for Fat Bastard, the left ramp for the laser, the centre Time Machine, the right ramp for Subterranean Drill and the right orbit for Henchmen.\",\"Spell M-O-J-O at the left targets to start MOJO Multiball, then bash the raised Dr. Evil target and collect the Time Machine Super Jackpot.\",\"Spell S-H-A-G in the lower lanes for SHAG awards; use the flippers to change the lit letters before the ball reaches the lanes.\",\"Starting four different modes lights Extra Ball; starting all six lights Virtucon Multiball.\",\"Complete all six principal modes to qualify Moonbase Multiball, the game\u2019s final progression award.\"],\"modes\":[\"Mini-Me is a left-orbit hurry-up that can run alongside several other single-ball features.\",\"Fat Bastard is a four-ball multiball started at the toilet ramp; complete flashing shots while keeping the multiball alive.\",\"Frickin\u2019 Laser Beam begins at the left ramp and gives a retry window if the first laser attempt misses.\",\"Time Machine is a multiball started through the centre disc mechanism and locks out other modes while active.\",\"Subterranean Drill and Evil Henchmen are repeatable shot modes that complete two more pieces of the six-mode grid.\",\"Virtucon Multiball lights after all six modes are started; completed modes score double jackpots. Completing all six also qualifies Moonbase Multiball.\"],\"strategy\":[\"Take the 6X skill shot seriously: bonus multipliers and mode start\/completion awards make it one of the safest large awards.\",\"Fat Bastard is the most accessible multiball and is a strong first objective, especially if Mini-Me or Subterranean Drill is already running.\",\"Use MOJO Multiball to attack Dr. Evil repeatedly, then make the centre Time Machine shot for the Super Jackpot.\",\"Start different modes rather than replaying favourites because four starts light Extra Ball and six starts unlock Virtucon.\",\"The Time Machine can reject or release unpredictably; shoot it from a controlled right-flipper cradle when possible.\",\"In tournaments, combine a safe mode start with Fat Bastard or MOJO rather than forcing all six modes for the distant Moonbase finale.\"]},{\"title\":\"Avatar\",\"releaseDate\":\"August 2010\",\"gameDesigner\":\"John Borg and Lonnie D. Ropp\",\"produced\":\"250 Limited Edition; standard-edition total not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Plunge through the flashing top lane for the skill shot, then use the main arrows to build the game\u2019s four principal feature inserts.\",\"Spell N-A-V-I at the stand-up targets to start Na\u2019vi scoring and advance toward the final battle.\",\"Shoot the Link saucer repeatedly to reveal Jake Sully, lock balls and start Link Multiball.\",\"Complete the A-M-P targets and related shots to qualify AMP Suit Multiball against Colonel Quaritch.\",\"Shoot the Banshee ramp and complete its required sequence to light the Banshee feature.\",\"Collect Na\u2019vi, Banshee, Link and AMP progress, then shoot the lit start shot to begin Final Battle.\"],\"modes\":[\"Na\u2019vi Scoring begins from the four N-A-V-I targets and raises the value of lit Na\u2019vi objectives.\",\"Link Multiball uses the transporter link and Jake Sully reveal mechanism; shoot lit arrows for jackpots and the Link for its larger award.\",\"AMP Suit Multiball is the major target-driven multiball, qualified by repeated hits to the moving AMP bank and suit.\",\"Banshee is a ramp-focused feature that rewards controlled repetition of the left-side flight path.\",\"Hallelujah Mountains and RDA\/pop-bumper progress supply supporting scoring and help complete the playfield feature set.\",\"Final Battle is qualified by collecting all four main inserts\u2014Na\u2019vi, Banshee, Link and AMP\u2014and serves as the wizard-mode finale.\"],\"strategy\":[\"Link Multiball is the safest early target: controlled saucer shots advance locks and give multiball protection for other objectives.\",\"Work N-A-V-I targets on safe rebounds rather than shooting the dangerous stand-ups repeatedly from a moving ball.\",\"Stack a scoring feature with Link or AMP Suit Multiball whenever possible so ball save protects the harder feature shots.\",\"The AMP area can send the ball back quickly; trap first and shoot the bank from the more reliable flipper angle.\",\"Use the Banshee ramp as a control shot when it feeds predictably, but abandon repeated attempts if the return becomes wild.\",\"For tournament play, one developed Link Multiball plus Na\u2019vi scoring is usually a better risk than forcing every insert for Final Battle.\"]},{\"title\":\"Avengers: Infinity Quest\",\"releaseDate\":\"September 2020\",\"gameDesigner\":\"Keith Elwin\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Harrison Drake\",\"rules\":[\"Choose and assemble Avengers by completing their associated shots. Each recruited hero adds a capability that affects quests, scoring or the eventual battle with Thanos.\",\"Qualify Infinity Stone quests through the central portal and related hero progress. Complete the displayed quest shots to claim a Stone.\",\"Collected Stones can be placed on Avengers. The hero carrying a Stone gains its special effect, so assignment is an important strategic choice rather than a cosmetic award.\",\"The six Stones\u2014Space, Mind, Reality, Power, Time and Soul\u2014each have a separate quest and a distinct ongoing scoring or rules benefit.\",\"Build portal locks for multiball, then complete the lit hero and portal jackpots. Premium and LE games use the physical Doctor Strange portal, while the Pro represents the same progression more simply.\",\"Complete enough hero, Stone and multiball progress to confront Thanos and reach the late-game Gem Mania and Battle Thanos objectives.\"],\"modes\":[\"Infinity Stone quests are the core modes. Each quest uses a different shot pattern and tests a different part of the playfield.\",\"Thor Multiball is tied to repeated Thor shots and rewards powerful ramp and orbit combinations.\",\"Iron Man Multiball is built through Iron Man progress and uses the principal lit shots for jackpots and a final collection.\",\"Black Order battles are supporting combat modes that advance the larger Thanos confrontation.\",\"Gem Mania is a major late-stage feature that becomes stronger with the Stones and Avengers assembled during the game.\",\"Battle Thanos is the principal wizard objective and requires broad progress rather than repetition of one safe feature.\"],\"strategy\":[\"Plan Stone placement before collecting one. Put the strongest utility on the hero whose shot you can make consistently, not merely the most valuable hero on paper.\",\"Start a Stone quest before a multiball so multiple balls protect its timed objectives.\",\"The centre portal and stand-ups can reject dangerously. Use ball save or a controlled flipper for these shots.\",\"Build the playfield multiplier and hero advantages before cashing large quest completions or multiball jackpots.\",\"For tournament play, focus on one achievable Stone and a multiball stack. Trying to assemble every Avenger too early spreads progress too thinly.\",\"Premium and LE portal feeds differ from the Pro; learn whether the physical portal return is controllable before choosing a portal-heavy route.\"]},{\"title\":\"Batman (The Dark Knight)\",\"releaseDate\":\"July 21, 2008\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Production total not publicly documented; a later Standard Model run is reported at 48\",\"productionBasis\":\"Published edition record; main production figure unavailable\",\"soundDesigner\":\"Ken Hale\",\"artist\":\"Kevin O'Connor and Margaret Hudson\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"At the plunge, choose a Joker, Scarecrow or Batmobile skill shot and send the ball through the corresponding lit top lane.\",\"Hit the Joker mechanism to rotate the cylinder, reveal the villain and qualify locks for Joker Multiball.\",\"Strike the Scarecrow crane ball at its required positions to advance and start Scarecrow Multiball.\",\"Complete the Batmobile shots to start its hurry-up; collect the moving value before it counts down.\",\"Shoot the right orbit to reach the Bat-gadget mini-playfield and collect weapons and supporting awards.\",\"Complete Joker Multiball, Scarecrow Multiball and the Batmobile Hurry-Up to light Bat Signal Challenge at the left orbit.\"],\"modes\":[\"Joker Multiball uses the rotating reveal mechanism; collect lit jackpots before returning to Joker for the larger award.\",\"Scarecrow Multiball begins after enough successful crane strikes and turns major shots into jackpot opportunities.\",\"Batmobile Hurry-Up is a timed value built through Batmobile progress and collected at its indicated shot.\",\"Batpod Multiball is built from right-loop progress and provides a separate two-ball scoring window.\",\"Bat-gadget mini-playfield awards useful tools and scoring bonuses through controlled upper-flipper shots.\",\"Bat Signal Challenge is a four-ball mini-wizard mode: complete three escalating lit shots after finishing Joker, Scarecrow and Batmobile.\"],\"strategy\":[\"Choose the skill shot that advances the feature you plan to pursue first; Joker is often the most direct multiball route.\",\"Control rebounds from Joker and Scarecrow\u2014the toys are central to progress but can return the ball very quickly.\",\"Finish Joker, Scarecrow and Batmobile efficiently rather than spreading shots across every minor feature, because that lights Bat Signal.\",\"Stack Batpod Multiball with Joker or Scarecrow when the game allows it to extend ball save and multiply lit-shot coverage.\",\"Use the upper mini-playfield only from a controlled feed; random upper-flipper swings can turn a gadget attempt into an outlane drain.\",\"In tournament play, Joker Multiball followed by Bat Signal progress is a clearer, safer plan than repeatedly attacking the crane.\"]},{\"title\":\"Batman 66\",\"releaseDate\":\"December 2016\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Limited Edition and Super Limited Edition produced; exact totals not consistently documented in public manufacturer material\",\"productionBasis\":\"Editions confirmed; quantities not reliably documented\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Christopher Franchi and Stern art team\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Select and start television episodes through the Batcomputer and mode-start shots. Episodes are grouped around major villains and seasons of the 1966 series.\",\"Complete the flashing episode shots before time expires; successful episodes advance their villain and season progress.\",\"Build Batmobile and Batcave features through their related ramps, targets and locks to qualify the principal multiballs.\",\"Collect gadgets from the Utility Belt and use their awards to spot shots, extend modes or improve scoring.\",\"Advance Joker, Penguin, Riddler and Catwoman objectives to unlock deeper villain encounters and super features.\",\"Complete the required episodes, villains and multiballs to reach the late-game Bat-turn and final-season objectives.\"],\"modes\":[\"Joker, Penguin, Riddler and Catwoman each anchor a group of episode modes with different lit-shot patterns.\",\"Batmobile Multiball is tied to repeated vehicle and ramp progress and uses the major playfield arrows for jackpots.\",\"Batcave Multiball is built through Batcave locks and character progress.\",\"Villain features and escape modes provide shorter timed objectives between television episodes.\",\"Gadget and Utility Belt modes offer rule assistance and scoring boosts rather than full story episodes.\",\"The final wizard progression requires broad episode completion across the major villains and seasons.\"],\"strategy\":[\"Choose an episode whose required shots are feeding safely; mode completion is more valuable than starting a difficult villain and timing out.\",\"Start an episode before Batmobile or Batcave Multiball so multiple balls protect the timed objectives.\",\"Use Utility Belt awards on the last difficult mode shot or a valuable jackpot rather than spending them immediately.\",\"The central targets and crane area can reject sharply; attack them under ball save or from a controlled flipper.\",\"Track villain progress and finish one branch before spreading shots across every episode group.\",\"For tournament play, completed episode plus multiball is the reliable route; full season progression is a long-game objective.\"]},{\"title\":\"Big Buck Hunter Pro\",\"releaseDate\":\"January 2010\",\"gameDesigner\":\"John Borg\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable public factory total found\",\"soundDesigner\":\"Ken Hale\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Hit the moving buck to light shotgun shells; collecting the required shells starts Big Buck Multiball.\",\"Shoot the elk targets and associated lit shots to qualify Elk Multiball.\",\"Complete the moose objectives to start Moose on the Loose, a timed feature built around the main hunting shots.\",\"Hit bird targets and lit bird lanes to build and start Bird Multiball.\",\"Complete animal objectives and trophy progress to increase later scoring and move toward Open Season.\",\"Shoot the Monster Buck when available for a major award and, during multiball, possible add-a-ball progress.\"],\"modes\":[\"Big Buck Multiball is the central mechanical multiball, qualified by striking the motorised buck and collecting shotgun shells.\",\"Elk Multiball is a three-ball feature qualified through elk progress and rewards repeated lit animal shots.\",\"Bird Multiball turns bird targets and lanes into jackpot shots and can be prepared independently of the buck.\",\"Moose on the Loose is a timed hunting mode that rewards quickly following its flashing shot sequence.\",\"Trophy and animal features cover elk, moose, ram and other quarry, with completed hunts contributing to the overall progression.\",\"Open Season is the broad late-game scoring feature reached by completing the principal animal hunts.\"],\"strategy\":[\"The moving buck is valuable but dangerous; shoot it when centred and from a controlled flipper rather than accepting random rebounds.\",\"Develop Big Buck and another animal multiball together so one safe multiball can protect progress toward the next.\",\"Monster Buck can add a ball during multiball, so identify when it is lit and prioritise it before jackpot cleanup.\",\"Use the long orbit and ramp shots for control and take animal targets when the return angle is predictable.\",\"Elk Multiball is often a clearer tournament objective than completing every hunt for Open Season.\",\"Keep track of which animal is closest to completion; the rules are broad, so focused progress scores better than scattering shots.\"]},{\"title\":\"Black Knight: Sword of Rage\",\"releaseDate\":\"April 2019\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"600 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Kevin O\u2019Connor, Joshua Clay and Stern art team\",\"mechanicalEngineer\":\"Harrison Drake, John Rotharmel, Elliot Eismin\",\"rules\":[\"Complete the required centre ramp, Knight and Shield hits to light a Battle, then shoot beneath the raised Shield to begin it.\",\"During a Battle, make the lit attack shots before time expires. Filling the Sword Meter lights POWER at the centre target for help and 2X Battle scoring.\",\"Complete W-A-R in the top lanes to start War Hurry-Ups and advance bonus X. Successful Battles and Hurry-Ups award K-N-I-G-H-T letters.\",\"Hit the lock target, then shoot beneath the Shield to lock balls. Three locks start Triple Knights Challenge Multiball.\",\"Build the right-side targets to light Magna-Save and use the cabinet button to rescue a ball when it crosses the magnet lane.\",\"Complete K-N-I-G-H-T and the major Battles to reach the final Black Knight confrontation.\"],\"modes\":[\"Battle modes pit the player against the Black Knight\u2019s skeleton army and evil allies, each with a different set of attack shots.\",\"Triple Knights Challenge is the principal three-ball multiball, with jackpots at the major shots and Shield area.\",\"War Hurry-Ups begin from completed W-A-R lanes and award K-N-I-G-H-T progress when finished.\",\"Super modes are qualified through spinner progress and collected at the centre target.\",\"Retro mode recreates elements, scoring and audio from the earlier Black Knight games.\",\"The final battle is the wizard objective after sufficient Battle, WAR and KNIGHT completion.\"],\"strategy\":[\"Build Sword of Rage power before starting a Battle, then use POWER on the hardest stage for 2X scoring and easier completion.\",\"The Shield and centre target are dangerous rejection shots; attack them during ball save or from a settled ball.\",\"Light Magna-Save early and keep the button ready\u2014hesitation after the ball enters the save lane is usually too late.\",\"Start Triple Knights Challenge during an active Battle so jackpots and attack shots overlap.\",\"War Hurry-Ups are useful KNIGHT progress, but do not chase a nearly expired value through a dangerous centre shot.\",\"For tournament play, one Battle plus Triple Knights Challenge is a stable route; the complete KNIGHT endgame requires a long ball.\"]},{\"title\":\"CSI: Crime Scene Investigation\",\"releaseDate\":\"November 2008\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable public factory total found\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi and Margaret Hudson\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Complete C-S-I in the lower lanes and collect the lit bonus at the central saucer; use the flippers to change lit lanes.\",\"Shoot the Skull ramp to light and collect two locks in the skull\u2019s eyes, starting Skull Multiball.\",\"Spin the Centrifuge until its countdown reaches zero, then lock a ball there to begin the Centrifuge Multiball build phase.\",\"Shoot the Microscope loop to light Evidence at major shots; collect five pieces of one colour, then return to the loop for Microscope Multiball.\",\"Complete bullet targets and laboratory objectives to advance supporting awards and improve multiball scoring.\",\"Complete all three multiballs to light the game\u2019s 50-million wizard shot.\"],\"modes\":[\"Skull Multiball has four repeating levels: six yellow arrows, six bullet targets, paired skull shots, then Morgue and right-loop finishers.\",\"Centrifuge Multiball first traps one ball while switches and flipper-button spins build the jackpot; release it to start two-ball play.\",\"Microscope Multiball requires coloured Evidence and then runs through six stages totalling at least twenty-three shots.\",\"Suspect Shakedown feeds the upper bumper and mini-flipper area and supplies supporting scoring and control opportunities.\",\"AV Lab and Morgue awards are collected at the saucer, including points, Extra Ball and Special when enabled.\",\"Completing Skull, Centrifuge and Microscope lights a single 50-million wizard shot rather than a conventional wizard mode.\"],\"strategy\":[\"Light Evidence at the Microscope early so ordinary shots immediately begin building the hardest multiball.\",\"Skull and Centrifuge can be stacked, as can Centrifuge and Microscope; Skull and Microscope cannot normally overlap.\",\"Use Centrifuge as the bridge in a multiball stack, then release the trapped ball only after building a worthwhile jackpot.\",\"The Skull ramp becomes progressively harder to qualify, so take early locks while it requires the fewest setup shots.\",\"Change the lower lanes to complete CSI and collect the saucer bonus regularly; it does not automatically carry between balls.\",\"For tournaments, a Skull-plus-Centrifuge stack is more realistic than chasing the full Microscope sequence and 50-million wizard shot.\"]},{\"title\":\"Dale Jr.\",\"releaseDate\":\"September 7, 2007\",\"gameDesigner\":\"Pat Lawlor and Louis Koziarz\",\"produced\":\"Approximately 600 machines\",\"productionBasis\":\"Widely reported collector estimate; not confirmed by a published Stern factory total\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Shoot the outer race track to build laps and improve race position; controlled gates and magnets keep the ball circulating.\",\"Shoot the garage or hauler to collect parts and garage awards that strengthen later racing features.\",\"Lock two balls through the lit hauler\/ramp sequence, then make the start shot to begin Race Multiball.\",\"When a ball is running on the race track, hit the captive ball to freeze the current jackpot value before collecting it.\",\"Hit the spinning test car and advance through the field toward first place; race position increases several awards.\",\"Complete infield and party objectives to qualify Infield Party and Super Party multiball features.\"],\"modes\":[\"Race Multiball locks two balls, puts a racing ball on the magnetic track and scores jackpots from the main racing shots.\",\"Infield Party is a multiball reached through the infield objectives, with jackpots spread across ramps and loops.\",\"Super Party is a larger follow-up multiball with different jackpot rules and stronger scoring.\",\"Race features track position from the back of the field to first place using car hits, laps and feature awards.\",\"Garage awards grant parts and bonuses that modify racing, multiball or end-of-ball scoring.\",\"Victory Laps become available after winning a race and convert the fastest repeatable track shots into escalating points.\"],\"strategy\":[\"Build a strong race-track jackpot first, then hit the captive ball while the racing ball is circulating to lock that value.\",\"The loop can run repeatedly with little flipper risk, so exploit a clean feed instead of immediately shooting dangerous centre targets.\",\"Race Multiball is the most dependable early plan: prepare two locks while naturally advancing laps and race position.\",\"Stack a party feature with Race Multiball when possible; overlapping jackpot shots make every controlled orbit more valuable.\",\"The spinning car can return the ball unpredictably, so advance position from a cradle rather than using desperation shots.\",\"Dale Jr. uses the NASCAR rules and layout; in tournaments, focus on race value and locks instead of attempting every garage award.\"]},{\"title\":\"Deadpool\",\"releaseDate\":\"August 2018\",\"gameDesigner\":\"George Gomez\",\"rules\":[\"Battle villains by starting a qualified battle and completing its lit attack shots. The principal villains include Sabretooth, Juggernaut, Mystique and Sauron.\",\"Recruit team members by completing their associated shots. Wolverine, Domino, Dazzler and Colossus add assistance or scoring benefits to later battles.\",\"Finish a villain battle to earn its completion and advance toward the final battle. Better performance and remaining health improve the result.\",\"Ninja Multiball is qualified through the ninja targets and locks. Shoot the lit ninja jackpots, then complete the displayed Super Jackpot objective.\",\"Disco Multiball is built through Dazzler and disco progress, while Mechsuit Multiball is tied to the central Mechsuit target and lock sequence.\",\"Katanarama is a timed Katana feature that rewards rapid, accurate shots and grows through repeated successful sequences.\",\"Complete the major villain battles and required team progress to qualify the Final Battle wizard sequence.\"],\"modes\":[\"Sabretooth, Juggernaut, Mystique and Sauron are the main villain battles. Each uses a different arrangement of attack shots and defensive responses.\",\"Team-up features add Wolverine, Domino, Dazzler or Colossus to the current battle and can make difficult objectives safer or more valuable.\",\"Ninja Multiball is the accessible lock-based multiball and a useful feature to stack with a villain battle.\",\"Disco Multiball is associated with Dazzler and places emphasis on the lit disco shots and jackpot sequence.\",\"Mechsuit Multiball is qualified at the Mechsuit assembly and provides another route for battle stacking.\",\"Katanarama is a repeatable timed feature rather than a conventional multiball; accuracy increases its value quickly.\",\"Final Battle is the late-game wizard objective reached by defeating the necessary villains and completing the broader battle progression.\"],\"strategy\":[\"Start a villain battle before a multiball. Ninja Multiball is especially useful for protecting the more dangerous battle shots.\",\"Recruit a useful team member before beginning a difficult villain. The extra assistance can be more valuable than rushing directly into battle.\",\"Watch the health and objective display. Concentrate on the currently lit attack shots rather than continuing to shoot a favourite ramp.\",\"The Mechsuit and centre targets can return the ball dangerously. Use early ball save or a controlled forehand instead of attacking them on the fly.\",\"Katanarama is valuable when the required shots are flowing, but abandon a broken combo and regain control rather than forcing a low-percentage recovery.\",\"For tournament play, one completed villain stacked with Ninja Multiball is a repeatable foundation. Final Battle is usually a long-game objective.\",\"Use the action button and team-up benefits deliberately during high-value battle stages rather than spending them on low-value early shots.\"],\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Robert Blakeman\"},{\"title\":\"Dungeons & Dragons: The Tyrant's Eye\",\"releaseDate\":\"January 2025\",\"gameDesigner\":\"Brian Eddy\",\"produced\":\"740 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Vincent Proce\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Choose a character class and form a party; each class has different statistics, special powers and upgrade priorities.\",\"Travel between Faer\u00fbn locations, select encounters and complete lit shots while protecting the party\u2019s shared hit points.\",\"Shoot the raised dungeon entrance to begin a Dungeon Crawl; complete rooms, collect treasure and defeat the boss before the party is defeated.\",\"Hit Rath the Relentless and complete dragon objectives to build and start Dragon Multiball, whose level grows with continued campaign progress.\",\"Collect weapons, armour, spells and healing potions to improve the party; equipment and campaign progress can be saved through Insider Connected.\",\"Complete campaign chapters and major bosses through one of the branching paths to confront Tiamat and determine one of three endings.\"],\"modes\":[\"Twenty-one campaign story modes are distributed across towns, wilderness encounters and three branching end-game routes.\",\"Dungeon Crawl uses a raised scoop and a sequence of procedurally arranged rooms, enemies, treasure and a final boss.\",\"Dragon Multiball is built through Rath; each party member retains a Dragon Multiball level up to ten when saved online.\",\"Gelatinous Cube Multiball on Premium and LE physically traps a ball in the cube before releasing it into the scoring sequence.\",\"Mimic and monster encounters convert familiar treasure or target shots into surprise battles and supporting multiball opportunities.\",\"Infinity Dungeon Crawl is a standalone challenge mode added with 1.0 software, separate from the normal campaign.\"],\"strategy\":[\"Pick a class whose power supports the format: survival and healing are safer in tournaments, while damage scaling rewards longer home games.\",\"Preserve party hit points; a modest treasure award is often better than extending a dangerous room with no healing available.\",\"Start a story encounter before Dragon or Cube Multiball so ball save protects mission shots and reduces incoming damage pressure.\",\"Spend equipment on a coherent build rather than taking every item; match weapons and spells to the character\u2019s strongest statistics.\",\"Use green healing shots between Town Dungeon phases before moving to the next level when the party has potions.\",\"For one-game competition, favour an early dungeon plus Dragon Multiball; the full persistent campaign is intentionally a long-term objective.\"]},{\"title\":\"Elvira's House of Horrors\",\"releaseDate\":\"November 2019\",\"gameDesigner\":\"Dennis Nordman\",\"produced\":\"At least 1,149 across documented editions, including 400 Limited Edition and 50 Signature Edition machines\",\"productionBasis\":\"Published edition limits; combined figure includes documented later editions\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Greg Freres\",\"mechanicalEngineer\":\"Tom Kopera\",\"rules\":[\"Qualify a House Haunt, then shoot the front-door ramp to enter the mansion. Choose among the lit rooms and complete the timed B-movie shots.\",\"Completed Haunts light windows in the house and build the Haunt-O-Meter. Progress unlocks House Party, the Attic and the Director\u2019s Cut path.\",\"Hit the targets in front of Junk in the Trunk, then shoot the left ramp to lock balls and collect game-enhancing trunk awards.\",\"Knock down the gravestone and shoot the Garage to lock balls for its rotating selection of haunted multiballs.\",\"Open the Crypt with the required silver-ball and target progress to reveal the Deadhead bash toy and its features.\",\"Complete the principal Haunts and house progression to reach the Attic final mode and Director\u2019s Cut scoring.\"],\"modes\":[\"The six main Haunts include Werewolf of Washington, Manos: The Hands of Fate, Teenagers from Outer Space, Night of the Living Dead and The Brain That Wouldn\u2019t Die.\",\"Junk in the Trunk Multiball is built at the trunk and also awards enhancers that improve other parts of the game.\",\"Garage multiballs include Wild Women, Add-A-Zombie and Attic Attack, selected through the house and garage progression.\",\"House Party is qualified after roughly half of the Haunts and provides a celebratory scoring feature.\",\"The Locked Room contains bonus movie Haunts after its key is collected from the trunk progression.\",\"The Attic is the house finale, while Director\u2019s Cut and Trailer Trash reward successful Haunts and accumulated film clips.\"],\"strategy\":[\"Start a Haunt before a multiball so the timed movie shots can be completed with extra balls in play.\",\"Use trunk enhancers early enough to benefit later modes; saving every enhancer for an unlikely endgame wastes their value.\",\"The house entrance and Crypt can return unpredictably. Shoot them under ball save or after trapping.\",\"Double Trouble can multiply a developed Haunt or Director\u2019s Cut value, so align it with a strong mode rather than ordinary switch play.\",\"During Garage multiball, control one ball and use the others for the active jackpot path through the house.\",\"For tournament play, one completed Haunt plus Junk in the Trunk or a Garage multiball is dependable; the Attic is a long-game target.\"]},{\"title\":\"Elvis\",\"releaseDate\":\"August 2004\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Approximately 3,500 standard plus 500 Gold edition machines\",\"productionBasis\":\"Published database figures\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Jerry Vanderstelt\",\"mechanicalEngineer\":\"John Rotharmel\",\"rules\":[\"Shoot lit music-note shots to qualify one of six song features, then start it at the jukebox or indicated feature shot.\",\"Hound Dog is a switch frenzy; every switch scores and its value rises as more switches are hit.\",\"Shoot balls into Heartbreak Hotel to qualify and begin its multiball.\",\"Complete the Jailhouse targets and locks to start Jailhouse Rock, initially a two-ball multiball with add-a-ball opportunities.\",\"Collect the five Gifts from Elvis to build permanent benefits and advance the journey toward Graceland.\",\"Play the principal song modes and major multiballs to qualify Graceland, the game\u2019s wizard-mode finale.\"],\"modes\":[\"Hound Dog is a timed frenzy whose switch value begins at 50,000 and increases with continued switch activity.\",\"Heartbreak Hotel Multiball is built by repeated shots into the hotel and scores jackpots on the main arrows.\",\"Jailhouse Rock starts with two balls, then allows further balls and a Super Jackpot through successful lock and jackpot sequences.\",\"Blue Suede Shoes and All Shook Up are shot-sequence song modes using the major ramps, loops and Elvis targets.\",\"Elvis Multiball and the animated Elvis toy provide another concert-scoring path tied to character and stage progress.\",\"Graceland is qualified through broad completion of songs, gifts and multiballs and serves as the long-form final objective.\"],\"strategy\":[\"Stack Hound Dog with a multiball: the frenzy\u2019s switch value grows quickly when several balls are striking switches.\",\"Heartbreak Hotel is a relatively direct multiball route, so build it while collecting safe music-note progress.\",\"Jailhouse Rock has a strong Super Jackpot path; trap a ball and make deliberate jackpot shots rather than flipping both blindly.\",\"Collect Gifts from Elvis early because their benefits continue to help across the remainder of the game.\",\"Mode timers slow during multiball on common software settings, making song-plus-multiball stacking especially valuable.\",\"In tournament play, Hound Dog plus Heartbreak Hotel is a safer scoring plan than forcing the much longer Graceland route.\"]},{\"title\":\"Family Guy\",\"releaseDate\":\"February 2007\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Approximately 2,500 machines\",\"productionBasis\":\"Published database estimate\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi and Margaret Hudson\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Complete P-I-N-B-A-L-L by striking the two captive balls, then shoot the scoop to enter Stewie Pinball on the miniature playfield.\",\"On Stewie\u2019s mini-playfield, complete PETER, LOIS, CHRIS, MEG and BRIAN using its tiny flippers, loop, ramp and targets.\",\"Completing all family names on the mini-playfield starts Stewie Multiball.\",\"Knock down the four-bank repeatedly to qualify Fart Multiball; later starts require more completions.\",\"Spin the Lois spinner enough times to light a TV mode, then shoot the scoop to select and start it.\",\"Build the various character features, multiballs and TV modes toward the game\u2019s larger late-stage awards.\"],\"modes\":[\"Stewie Pinball is a timed miniature game; progress on the family names is retained between visits.\",\"Stewie Multiball begins when all five family-name objectives are completed on the miniature playfield.\",\"Fart Multiball is qualified at the main drop bank and turns the broad playfield shots into jackpots.\",\"TV modes reproduce programme scenes and are lit by the Lois spinner before being started at the scoop.\",\"Lard Multiball and character features such as Crazy Chris can overlap with other eligible scoring modes.\",\"Giggity and supporting character awards provide additional multiball and hurry-up paths around the Griffin household.\"],\"strategy\":[\"Shoot the captive balls early to spell PINBALL, then use repeated Stewie visits to preserve progress toward the best multiball.\",\"When one easy shot remains on the mini-playfield, consider leaving it ready and start a valuable TV mode before returning for Stewie Multiball.\",\"Fart Multiball is a straightforward safety net and can be stacked with eligible character or TV scoring.\",\"The upper mini-flippers are small; hold and aim rather than flipping rapidly, especially when only one family letter remains.\",\"Use the super skill shot through the upper-flipper tunnel when confident; otherwise take the reliable lit drop-target skill shot.\",\"For tournaments, build PINBALL and Fart together, then stack a TV mode with the first available multiball.\"]},{\"title\":\"Foo Fighters\",\"releaseDate\":\"February 2023\",\"gameDesigner\":\"Jack Danger\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Bob Baffy\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Eddy Hicks\",\"rules\":[\"Travel between cities and start a city battle or song feature. Each city presents a different alien enemy and its own required shot pattern.\",\"Complete band-member combo shots to assemble the Foo Fighters and strengthen scoring during later battles.\",\"Collect FooBot parts by completing the related playfield objectives. The assembled parts contribute to the game\u2019s major multiball and endgame progression.\",\"Build Area 51 through the van, targets and associated shots. The Area 51 feature opens additional alien objectives and scoring opportunities.\",\"Attack Overlord features by completing the lit battle shots, then make the final collection before the opportunity times out.\",\"Complete cities, band progress, FooBot objectives and major battles to reach the deeper Overlord and final wizard progression.\"],\"modes\":[\"City modes combine a Foo Fighters song with an alien battle. Each has a distinct set of lit attack shots.\",\"FooBot Multiball is built by collecting and assembling the required robot parts, then uses lit battle shots for jackpots.\",\"Area 51 features provide a separate route built around the van and alien targets.\",\"Overlord battles are major encounters that become available after sufficient city and alien progress.\",\"Song and battle scoring are intertwined: mode progress, combos and the active music feature build one another.\",\"The final wizard progression requires successful city battles and broad completion of the FooBot and Overlord rules.\"],\"strategy\":[\"Start a city mode before multiball so the battle objectives can be completed with multiple balls in play.\",\"Prioritise band-member combos that return safely to a flipper. Long combo chains are valuable only while the ball remains controlled.\",\"The Area 51 and centre targets can reject toward the drain; attack them during ball save or multiball.\",\"Build several objectives together\u2014city progress, FooBot parts and combos\u2014rather than repeatedly shooting one low-value loop.\",\"During multiball, trap a ball and use the others for the active battle arrows; frantic shooting makes the fast layout much harder.\",\"For tournament play, one city battle stacked with the accessible multiball is safer than attempting the complete Overlord route.\"]},{\"title\":\"Game of Thrones\",\"releaseDate\":\"December 2015\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Limited Edition produced; exact total not publicly documented\",\"productionBasis\":\"Limited edition confirmed; quantity not documented\",\"soundDesigner\":\"Jerry Thompson, Ken Hale, Jon Hey, Ron Ivan Staley\",\"artist\":\"Greg Freres, Dave Link, Bob Stevlic\",\"mechanicalEngineer\":\"Robert Blakeman, John Rotharmel, Tom Kopera, Mike Redoble\",\"rules\":[\"Choose a House at the start; its ability changes qualification, scoring or control for the entire game.\",\"Battle rival Houses by completing their lit shield shots, then collect the battle award before the opportunity closes.\",\"Build playfield multipliers at the Battering Ram. Completed modes can raise the maximum beyond the normal 3X level.\",\"Combos apply a separate shot multiplier, and combo X multiplies with playfield X\u2014making planned sequences far more valuable than isolated shots.\",\"Earn Gold from battles and features, then spend it through the action-button economy on weapons, assistance and scoring benefits.\",\"Complete House battles and major features to advance through Hand of the King, Winter Is Coming and the Iron Throne endgame.\"],\"modes\":[\"Each rival House battle uses a different set of shield shots and awards that House when completed.\",\"Blackwater is a major battle feature built through the central and ramp objectives.\",\"Wall Multiball is connected to Wall and lock progress; Premium and LE games use the upper playfield and elevator hardware.\",\"Hand of the King is a mini-wizard reward for assembling sufficient House progress.\",\"Winter Is Coming is a late-game feature reached after broad battle completion.\",\"Iron Throne is the principal wizard objective for conquering the required Houses and surviving the endgame.\"],\"strategy\":[\"Choose a House whose ability supports the planned route; the best selection changes with tournament settings and machine difficulty.\",\"Build playfield X before collecting a battle completion or multiball jackpot. Combined playfield and combo multipliers are the game\u2019s largest scoring engine.\",\"Start a House battle before multiball so the extra balls protect its shield shots.\",\"Do not spend Gold automatically. Save it for a battle or feature where the purchased help converts directly into a completion.\",\"On Premium and LE games, learn the Wall exit before committing to repeated upper-playfield shots.\",\"For tournament play, concentrate on two or three compatible House battles and multipliers rather than spreading progress across every shield.\"]},{\"title\":\"Ghostbusters\",\"releaseDate\":\"April 2016\",\"gameDesigner\":\"John Trudeau\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"artist\":\"Jeremy Packer (Zombie Yeti), Dave Link, Steven Martin\",\"soundDesigner\":\"Jerry Thompson\",\"mechanicalEngineer\":\"Elliot Eismin, Mike Redoble\",\"rules\":[\"Before plunging, choose one of the available skill-shot awards with the flipper buttons. The selected top lane and blue-arrow playfield shot remain active until another qualifying switch is hit.\",\"Complete G-H-O-S-T at the stand-up target to expose Slimer. Hit Slimer, then clean the green slime shots; clearing the slime can light a Super Jackpot.\",\"Nine Scene modes are arranged into three ladders: Public Library, Sedgewick Hotel and Dana Barrett\u2019s Apartment. Start a lit Scene at the left scoop, left ramp or right loop.\",\"Scenes must be played in ladder order. Completing a ladder qualifies We Came, We Saw, We Kicked It\u2019s\u2026; progressing through all Scenes opens the later wizard path.\",\"Light Storage Facility, then shoot the lit left ramp three times to lock balls and start the main multiball. Recapture the ghosts during multiball to light the Super Jackpot.\",\"Super Jackpot is collected at the left ramp. It can be lit by Slimer, Scoleri Brothers, the captive-ball toy, pop bumpers, Tobin\u2019s Spirit Guide and certain Scenes; repeated lights can raise it to 2X or 3X.\",\"Ghost milestones award features: 20 lights Tobin\u2019s Spirit Guide, 40 lights the ESP video mode, 60 starts Loopin\u2019 Supers, 80 starts P.K.E. Frenzy and 100 starts Mass Hysteria Multiball.\",\"The 2X and 3X playfield targets multiply together, allowing 6X scoring. They must first be lit through features such as the skill shot, captive-ball toy, pop bumpers or Tobin\u2019s Spirit Guide.\"],\"modes\":[\"The Public Library ladder contains Spooked Librarian and Back Off Man. Completing the ladder contributes to the first mini-wizard qualification.\",\"The Sedgewick Hotel ladder contains We Got One, He Slimed Me and The Ballroom.\",\"Dana Barrett\u2019s Apartment contains Okay, Who Brought the Dog?, Spook Central, Gozer the Gozerian and Stay Puft Marshmallow Man.\",\"Storage Facility Multiball relights the ghosts for jackpots. Recapturing the required ghosts lights Super Jackpots, and active Scenes continue to score during the multiball.\",\"Symmetrical Book Stacking is started at the central Newton captive ball and advances through Scoleri Brothers, Terror Dog hurry-ups and Gozer hurry-up opportunities.\",\"Mass Hysteria starts at 100 ghosts. The flippers are reversed; hitting the right captive ball toggles between reversed and normal control while jackpots are collected.\",\"We Came, We Saw, We Kicked It\u2019s\u2026 is the ladder-completion mini-wizard multiball. We\u2019re Ready to Believe You! follows the full Scene progression, with Are You a God? as the ultimate objective.\",\"Negative Reinforcement on ESP Ability is a risk-versus-reward video mode: correct guesses increase the bank, while a wrong guess loses the uncollected value.\"],\"strategy\":[\"Choose the skill shot for the route you intend to play. Starting a Scene or lighting playfield multipliers is usually more valuable than taking an isolated award.\",\"Concentrate on one Scene ladder. Splitting shots among all three ladders delays the mini-wizard multiball and makes it harder to convert progress into points.\",\"Build and stack Storage Facility Multiball with an active Scene. The Scene continues during multiball, giving safer access to its flashing objectives.\",\"Use early ball save to attack G-H-O-S-T, Slimer and the captive-ball features. These are valuable but can send the ball toward the large centre drain.\",\"A lit Super Jackpot is temporary. If the left ramp is available, consider collecting it before starting another risky feature; if it has been multiplied, it becomes a priority shot.\",\"The 2X and 3X targets can create 6X playfield scoring. Time a valuable Scene, Super Jackpot or multiball for the multiplier window rather than using the multiplier on low-value switches.\",\"In Mass Hysteria, resist normal alternating-flipper habits. Cradle when control is normal, use the captive ball deliberately, and prioritise survival over frantic jackpot chasing.\",\"For tournament play, Scene ladder plus Storage Facility is the balanced route. Ghost milestone strategies can score heavily, but reaching 100 ghosts is less dependable in a short game.\"]},{\"title\":\"Godzilla\",\"releaseDate\":\"September 2021\",\"produced\":\"Community estimate: approximately 10,000\u201314,000 total; 1,000 LE confirmed\",\"gameDesigner\":\"Keith Elwin\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Harrison Drake\",\"productionBasis\":\"Community-rumoured total based on ownership\/serial comparisons; published LE figure\",\"rules\":[\"At the plunge, use the flipper buttons to choose a skill shot. A successful plunge gives an immediate award and can set up the opening feature.\",\"Choose a city, then start a Tier 1 Kaiju Battle at the scoop. Shoot the flashing battle arrows to damage the monster and complete the objective before moving on.\",\"Godzilla Power is built through major features. The power accumulated in a city contributes to the Destruction Jackpot available when that city is completed.\",\"Qualify Godzilla Multiball by repeatedly shooting the building and locking balls. In multiball, make the lit jackpot shots, then return to the building for the Super Jackpot.\",\"Build Mechagodzilla by attacking its target and completing the required shots. The magnetic chest catch is used during the final qualification and multiball sequence.\",\"Complete city objectives to earn Destruction value, then choose whether to continue developing the current city or move to another city for new battles and awards.\",\"Allies and power-ups improve later features. The action button activates a qualified Heat Ray or context-sensitive award, so its value depends on when it is used.\",\"The long-term route is to defeat Kaiju across multiple cities, complete the required major features and reach Monster Zero.\"],\"modes\":[\"Tier 1 Kaiju Battles include Ebirah, Titanosaurus, Gigan and Megalon. Each uses a different pattern of lit shots and feeds the wider city progression.\",\"Tier 2 battles become available after sufficient progress and are harder, more valuable encounters on the route toward the wizard objectives.\",\"Godzilla Multiball is the building-lock multiball. Jackpots are collected around the playfield before the building becomes the key Super Jackpot shot.\",\"Mechagodzilla Multiball is qualified at the central target and magnet assembly. It rewards attacking the lit major shots and returning to Mechagodzilla at the required stage.\",\"Bridge Attack, Tank Attack and Saucer Attack Wave are additional multiball or attack features earned through their related playfield objectives.\",\"Godzilla vs. Kong is one of the game\u2019s major late-stage multiball features and requires substantial progress through the broader rules.\",\"Monster Zero is the principal wizard goal. Reaching it requires meaningful progress through battles, cities and major multiballs rather than repeatedly playing one feature.\"],\"strategy\":[\"For a dependable opening, start a manageable Tier 1 battle and work toward Godzilla Multiball at the same time. Starting multiball while the battle is running makes the dangerous battle shots safer.\",\"The building is valuable but can return the ball unpredictably. Shoot it when ball save is active or after trapping and choosing a controlled feed.\",\"Do not use the action button automatically. Saving a charged Heat Ray for a difficult battle shot, a valuable hurry-up or a multiball situation is usually stronger.\",\"Learn which battle best suits the machine setup. A battle whose required shots are feeding safely is often better than choosing purely by theoretical value.\",\"During multiball, establish control before chasing every flashing arrow. Hold one ball whenever possible and use the other to make deliberate jackpot shots.\",\"Build a city before leaving it: allies, completed battles and power improve the Destruction Jackpot. Move city when the next objective becomes disproportionately risky.\",\"In tournament play, a battle stacked with Godzilla Multiball is a reliable scoring route. Deeper wizard progress is attractive in long qualifying formats but may be too risky in a short match.\",\"Watch the upper-flipper and right-side returns carefully. A clean nudge before the ball reaches the outlane is safer than reacting after it has already accelerated.\"]},{\"title\":\"Grand Prix\",\"releaseDate\":\"June 2005\",\"gameDesigner\":\"Pat Lawlor and Louis Koziarz\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable public factory total found\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Kevin O'Connor, Brian Rood and Don Marshall Productions\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Shoot the outer Grand Prix track to build laps and improve race position; magnets accelerate the ball around the full loop.\",\"Shoot the garage and hauler to collect parts and Garage Awards that strengthen later race features.\",\"Lock two balls through the lit hauler\/ramp route, then start the principal Race Multiball.\",\"While a ball races around the track, strike the captive ball to freeze a new jackpot value.\",\"Hit the Grand Prix car to move up the field and reach first place, increasing race and victory-lap awards.\",\"Complete infield objectives to qualify Infield Party and its larger Super Party follow-up.\"],\"modes\":[\"Race Multiball combines a ball on the magnetic track with playfield balls and scores jackpots on the main racing shots.\",\"Infield Party is a multiball based on infield progress, with lit ramps, loops and car shots acting as jackpots.\",\"Super Party is the higher-tier party multiball and changes the normal Infield Party jackpot structure.\",\"Race position advances from the rear of the grid toward first place through car hits, laps and selected awards.\",\"Garage Awards supply parts and bonuses that improve scoring or qualify supporting features.\",\"Victory Laps follow a race win and reward repeated fast orbit shots with escalating values.\"],\"strategy\":[\"Build the race-track jackpot before starting Race Multiball, then freeze it with the captive ball while the racing ball is visible.\",\"If the outer loop feeds cleanly, use repeatable laps to build value and position without exposing the centre of the playfield.\",\"Prepare two locks while collecting garage parts so a multiball is ready when a strong race value has been established.\",\"Stack an eligible party feature with Race Multiball to turn the same ramps and loops into multiple simultaneous awards.\",\"The car and captive-ball rebounds can be severe; shoot them from a cradle and regain control before repeating.\",\"Grand Prix shares its layout and principal rules with NASCAR; tournament strategy should centre on race value, locks and controlled loops.\"]},{\"title\":\"Guardians of the Galaxy\",\"releaseDate\":\"December 2017\",\"gameDesigner\":\"John Borg\",\"produced\":\"Limited Edition produced; exact total not publicly documented\",\"productionBasis\":\"Limited edition confirmed; quantity not documented\",\"soundDesigner\":\"Ken Hale\",\"artist\":\"Christopher Franchi\",\"mechanicalEngineer\":\"Robert Blakeman\",\"rules\":[\"Start a movie mode at the scoop and complete its flashing character or scene shots before time expires.\",\"Attack Groot to spell G-R-O-O-T, open the mouth and lock the required balls for Groot Multiball.\",\"Hit the Orb target to build locks for Orb Multiball; the target becomes the central jackpot and Super Jackpot feature.\",\"Complete character shots to recruit the Guardians and improve the value or behaviour of later modes.\",\"Use the Hadron Enforcer and related targets for awards, mode help and feature progress.\",\"Complete the principal modes and multiballs to qualify the Save Xandar wizard objective.\"],\"modes\":[\"Groot Multiball is the physical-lock multiball; collect the lit character jackpots and return to Groot for the larger award.\",\"Orb Multiball is built at the Orb target and uses the major playfield shots before returning to the Orb.\",\"Movie modes include Quill\u2019s Quest, Cherry Bomb, Sanctuary, Immolation Initiative and other scene-based objectives.\",\"Character features for Rocket, Gamora, Drax and Groot provide supporting scoring and qualification.\",\"Modes can be stacked with multiball, making a qualified scene valuable before locking the final ball.\",\"Save Xandar is the main wizard feature reached after completing the required modes and multiballs.\"],\"strategy\":[\"Qualify a movie mode before starting Groot or Orb Multiball so the extra balls protect timed mode shots.\",\"Groot is a large but potentially dangerous target; use ball save or a controlled shot when attacking it.\",\"Choose a mode whose arrows overlap the multiball jackpots to reduce the number of different shots required.\",\"Trap a ball during multiball and use the others for the Orb or Groot return shot when the Super Jackpot is ready.\",\"Character progress is useful, but in short games prioritise a complete mode and multiball over collecting every Guardian.\",\"Watch feeds from the right orbit and upper area; the fast layout rewards prepared flippers and early nudging.\"]},{\"title\":\"Heavy Metal\",\"releaseDate\":\"June 2020\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Approximately 100 machines produced from a planned run of 300\",\"productionBasis\":\"Community owner and serial discussions consistently report the first 100 were built before the run ended; not a published Stern factory total\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Licensed Heavy Metal magazine artwork; individual game-art credit not publicly documented\",\"mechanicalEngineer\":\"Tom Kopera\",\"rules\":[\"Advance the four genre paths\u2014fantasy, horror, metal and science fiction\u2014at their labelled playfield shots.\",\"Clear the B-17 drop bank to open the Nelson ramp and build the undead tailgunner\u2019s battle progress.\",\"Hit Taarna\u2019s feature to start her hurry-up; complete it to raise her level and advance toward Taarna Multiball.\",\"Complete Nelson\u2019s qualification and start Nelson Multiball, then follow the lit ramp and major-shot jackpots.\",\"Build the separate Metal Mayhem qualification and start its multiball; it can be combined with Taarna or Nelson play.\",\"Complete the genre and character requirements to start Heavy Metal Meltdown, the game\u2019s concluding wizard sequence.\"],\"modes\":[\"Taarna Hurry-Up leads into Taarna Multiball and increases the Taarna\/pop level when completed successfully.\",\"Nelson Multiball centres on the B-17 bank and Nelson ramp, with the display depicting his counterattack.\",\"Metal Mayhem is the third principal multiball and includes a controlled ball-hold feature.\",\"The four genre paths provide the broader feature-completion framework around the Taarna-versus-Nelson story.\",\"Pop-bumper milestones add bonus time to Heavy Metal Meltdown independently of the Taarna level in current 1.02 code.\",\"Heavy Metal Meltdown is the wizard mode reached after completing the main character, multiball and genre progression.\"],\"strategy\":[\"Use the outside genre shots to establish control before attacking the centre B-17 bank.\",\"Complete Taarna hurry-ups whenever they are safely available because successful finishes strengthen later progress.\",\"Prepare two multiballs together, start the timed character feature first and then bring in the second multiball for protection.\",\"During Nelson play, shoot the newly opened ramp from a trapped-ball setup instead of repeatedly rebounding from the drop bank.\",\"Keep pop-bumper progress moving incidentally because each fifty hits adds time to Heavy Metal Meltdown in current code.\",\"For tournaments, one clean Taarna or Nelson multiball plus Metal Mayhem is the repeatable target; the full Meltdown route requires broad completion.\"]},{\"title\":\"High Roller Casino\",\"releaseDate\":\"January 2001\",\"gameDesigner\":\"Jon Norris, Joe Balcer, John Borg and Keith P. Johnson\",\"produced\":\"Approximately 1,200 machines\",\"productionBasis\":\"Published database figure\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"John Youssi and Kevin O'Connor\",\"mechanicalEngineer\":\"Joe Balcer, John Borg, Jon Norris and Wesley Chang\",\"rules\":[\"Play and win the six casino games\u2014Blackjack, Craps, Poker, Roulette, Hi-Lo and Slot Machine\u2014at their corresponding shots.\",\"Lock three balls in the slot mechanism to start Slot Machine Multiball.\",\"Collect chips throughout the casino games; reaching 100 chips lights Break the Bank.\",\"Win all six casino games to light Casino Frenzy, where switches and major shots pay escalating casino jackpots.\",\"Shoot the upper-right Roll\u2019N\u2019Win target to step through backbox awards and eventually reach Super Surprise.\",\"Build the spinner and bonus multiplier, then collect lit saucer and slot awards before the end of the ball.\"],\"modes\":[\"Blackjack, Craps, Poker, Roulette, Hi-Lo and Slot Machine each use a distinct shot or decision rule and count as won when their objective is completed.\",\"Slot Machine Multiball starts after three locks; major shots score jackpots before the slot supplies the Super Jackpot.\",\"Casino Frenzy is qualified by winning all six casino games and turns broad switch activity into a high-value timed feature.\",\"Break the Bank lights at 100 chips and challenges the player to complete the major shots before cashing out at the bank\/slot.\",\"Roll\u2019N\u2019Win cycles through physical backbox awards, including points, features and the high-tier Super Surprise.\",\"Additional multiball awards can come from Roll\u2019N\u2019Win, though starting one may postpone a pending Casino Frenzy or Break the Bank.\"],\"strategy\":[\"Start by playing six different casino games; broad completion is more valuable than repeating an already-won game.\",\"Build Slot Machine locks between game attempts so multiball is ready to protect risky casino shots.\",\"Track chips closely and avoid starting an incidental multiball when Break the Bank or Casino Frenzy is already ready to collect.\",\"The roulette wheel and slot area can return unpredictably; shoot them from a cradle rather than from a fast feed.\",\"Use tournament mode when available to remove random Roll\u2019N\u2019Win and casino outcomes from competitive play.\",\"A practical tournament plan is Slot Machine Multiball plus two or three easy casino wins, rather than forcing all six for Casino Frenzy.\"]},{\"title\":\"Indiana Jones\",\"releaseDate\":\"April 2008\",\"gameDesigner\":\"John Borg\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable public factory total found\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Shoot the lit movie start shots to begin features from Raiders of the Lost Ark, Temple of Doom, Last Crusade and Kingdom of the Crystal Skull.\",\"Build Ark progress and locks to start Raiders Multiball, then follow the lit jackpot shots and Ark\/captive-ball finishers.\",\"Complete the Sankara-stone and Temple objectives to qualify Temple of Doom Multiball.\",\"Advance Grail and crusade shots to start Last Crusade, using its film-specific sequence of arrows and awards.\",\"Shoot the Crystal Skull and related targets to progress the Crystal Skull movie and its multiball feature.\",\"Complete the four movie paths and their principal objectives to reach the late-game adventure and larger combined awards.\"],\"modes\":[\"Raiders Multiball uses Ark locks and a staged jackpot sequence across the ramps, captive ball and Ark shot.\",\"Temple of Doom Multiball can grow into a large multiball and rewards the Sankara-stone and temple shots.\",\"Last Crusade Mode follows the Grail storyline and uses lit movie arrows to progress through the crusade.\",\"Crystal Skull Movie and Multiball focus on repeated skull progress and the related film objectives.\",\"The game includes eight multiball opportunities in total, mixing movie multiballs with supporting character and adventure features.\",\"Movie progression links the four films, so playing each principal movie feature advances the overall end-game path.\"],\"strategy\":[\"Choose the movie feature whose shots are already closest to completion, rather than dividing progress equally from the start.\",\"Raiders is a dependable multiball route; prepare its locks while taking safe ramp and Ark shots.\",\"Use any large movie multiball to finish difficult lit arrows for another film feature while ball save is active.\",\"The captive ball and central toys can rebound hard, so make their required hits from a cradle and regain control immediately.\",\"Temple of Doom\u2019s large ball count is useful for survival but can become chaotic; park balls on a flipper before attacking jackpots.\",\"For tournaments, complete one accessible movie path and stack its multiball with another ready feature instead of chasing all four films.\"]},{\"title\":\"Iron Maiden: Legacy of the Beast\",\"releaseDate\":\"March 2018\",\"gameDesigner\":\"Keith Elwin\",\"rules\":[\"Start song modes by qualifying the mode start and choosing a lit Iron Maiden track. Each song has a different shot pattern and completion requirement.\",\"Collect Souls throughout the game. Soul progress strengthens scoring and feeds several late-game objectives.\",\"Complete E-D-D-I-E and the related playfield features to advance the different Eddie characters represented around the playfield.\",\"Trooper Multiball is built through repeated ramp and lock progress. During multiball, shoot the lit jackpots and complete the required sequence for the Super Jackpot.\",\"Mummy Multiball is qualified through the Mummy target and sarcophagus area, then uses lit shots around the playfield for jackpots.\",\"Cyborg Multiball is a deeper multiball tied to Cyborg feature progress and repeated completion of its qualifying shots.\",\"Complete the required Eddie features, songs and major objectives to reach Number of the Beast and the game\u2019s deeper wizard progression.\"],\"modes\":[\"Song modes include Aces High, Fear of the Dark, Flight of Icarus, Hallowed Be Thy Name, Rime of the Ancient Mariner and 2 Minutes to Midnight.\",\"Each song mode changes the active shot layout; completing the displayed objectives awards an Eddie-related completion and increases later value.\",\"Trooper Multiball is the principal lock-based multiball and can be combined with an active song mode.\",\"Mummy Multiball uses the central target area and rewards controlled repeat shots during multiball.\",\"Cyborg Multiball is a later major multiball with its own qualification and jackpot sequence.\",\"Can I Play With Madness and related mini-wizard features reward broad progress across the rules rather than a single repeated shot.\",\"Number of the Beast is a central wizard objective and leads into the deepest endgame for players who complete the required Eddies and features.\"],\"strategy\":[\"Start a song mode before beginning Trooper Multiball so the multiball shots also advance the timed song objectives.\",\"Choose songs based on the safest shots on the machine. A lower-value mode you can complete is better than a difficult mode that ends immediately.\",\"Build the playfield multiplier before collecting large jackpots or completing a song. Multiplied mode completions are a major source of tournament points.\",\"The centre target area can reject sharply. Attack Mummy and captive-ball objectives with ball save active or from a settled flipper.\",\"During Trooper Multiball, establish a cradle and make controlled jackpot shots; uncontrolled orbit shooting can return balls quickly and end the stack.\",\"For short matches, song plus Trooper Multiball is the dependable route. Number of the Beast requires broader play and is usually a qualifying or long-game target.\",\"Use combo-friendly ramp and orbit feeds to maintain control, but stop and trap when the next objective requires a dangerous centre shot.\"],\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Harrison Drake\"},{\"title\":\"Iron Man\",\"releaseDate\":\"April 2010\",\"gameDesigner\":\"John Borg\",\"produced\":\"Production total not publicly documented; original and later Vault Edition runs exist\",\"productionBasis\":\"No reliable combined factory total found\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Shoot the two spinners to spell M-O-N-G-E-R, then bash the raised Iron Monger to start Iron Monger Multiball.\",\"Hit the Whiplash stand-up targets the required number of times to begin Whiplash Multiball.\",\"Complete the Ground, Air, Tactical and Sea drone targets, then shoot War Machine to start War Machine Multiball.\",\"Shoot both ramps enough times to begin We Got a Bogey, a timed ramp-scoring round.\",\"Spell I-R-O-N M-A-N at the side targets to start timed Iron Man features and collect suit progress.\",\"Collect the principal characters for Do or Die Time; collect Mark I through Mark VI suits for Jericho Missile Mayhem.\"],\"modes\":[\"Iron Monger Multiball alternates between spinner\/orbit setup, bashing the raised toy for jackpots and collecting a large Super Jackpot.\",\"Whiplash Multiball starts at the magnet targets and turns major playfield shots into jackpots.\",\"War Machine Multiball is qualified through the four drone types and begins at the War Machine kicker.\",\"We Got a Bogey is a timed ramp mode requiring repeated left and right ramp shots.\",\"Jericho Missile Mayhem is the suit-based mini-wizard feature reached by collecting all six Iron Man marks.\",\"Do or Die Time is the character-based wizard mode qualified by collecting Iron Man, War Machine, Iron Monger, Whiplash and Drones.\"],\"strategy\":[\"Prepare Whiplash and War Machine first, then start Iron Monger last; Iron Monger disables the other starts while active.\",\"Stacking Whiplash and War Machine before Iron Monger creates the game\u2019s strongest protected scoring window.\",\"The Iron Monger magnet can throw the ball dangerously; strike the toy from control and be ready for a centre return.\",\"Use We Got a Bogey to build suit and character progress only when the ramp feeds are behaving predictably.\",\"Jericho can run with Iron Monger Multiball, so start Jericho first and then spell MONGER for extra balls and protected progression.\",\"In tournaments, one or two stacked multiballs is a safer target than the extremely difficult Do or Die or Jericho completion paths.\"]},{\"title\":\"James Bond 007\",\"releaseDate\":\"October 2022\",\"gameDesigner\":\"George Gomez\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure\",\"soundDesigner\":\"Ken Hale and Jerry Thompson\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Elliot Eismin, Robert Blakeman, Harrison Drake, John Rotharmel and Tom Kopera\",\"rules\":[\"Shoot the right ramp to start one of six Villain modes and the upper side ramp to start one of six Henchman modes.\",\"Shoot the left eject to light the left ramp and locks for Jetpack Multiball; lock in the jackpot value at the centre loop when it begins.\",\"Complete the centre drop targets and lock three balls at the centre loop to start Bird One Multiball.\",\"Complete modes to earn Smart Missiles; use the action button to score a difficult lit shot automatically.\",\"Collect Bond Women at the flashing upper loop, then activate them with the action button for a timed playfield multiplier that can reach 7X.\",\"Play one Villain, one Henchman, Jetpack Multiball and Bird One Multiball to qualify Bond, James Bond at the right ramp or left eject.\"],\"modes\":[\"Six Villain modes\u2014one for each Connery film\u2014start at the right ramp and use different timed sequences of major shots.\",\"Six Henchman modes begin at the side ramp and provide a parallel set of mission objectives.\",\"Jetpack Multiball lights after the left eject; collect jackpots, a double jackpot at the left ramp and a moving Super Jackpot with add-a-ball.\",\"Bird One Multiball uses three centre-loop locks, upper-flipper jackpot shots and a rocket Super Jackpot.\",\"Q Branch gadgets and six SPECTRE Weapon hurry-ups produce additional modes and multiballs, including DB5 and Helicopter features.\",\"Bond, James Bond is a timed two-ball mini-wizard mode: complete every major shot twice, then the side ramp for its Super Jackpot.\"],\"strategy\":[\"A strong opening is left eject, Villain mode, then Jetpack Multiball so ball save protects the mission.\",\"Build Bird One from the left flipper: backhand the targets and use the centre loop for a cleaner upper-flipper feed.\",\"Bring a Henchman mode into Bird One and make its difficult side-ramp shots while the multiball ball save is active.\",\"Collect and activate Bond Women immediately before a developed multiball or Bond, James Bond; the 7X ceiling dominates scoring.\",\"Save Smart Missiles for the hardest final mode arrow or a valuable multiplied jackpot rather than spending them on easy lanes.\",\"For tournaments, qualify Bond, James Bond through the two core multiballs and one of each mode before attempting the deeper wizard paths.\"]},{\"title\":\"James Bond 007 60th Anniversary\",\"releaseDate\":\"January 2023\",\"gameDesigner\":\"Keith Elwin\",\"produced\":\"500 machines\",\"productionBasis\":\"Official published limited-edition figure\",\"soundDesigner\":\"Not publicly documented\",\"artist\":\"Not publicly documented\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Complete the M-I-6 drop bank to light the Oddjob disc for a Villain mode; complete the bank again to start the selected mode.\",\"Complete the B-O-N-D targets to advance the Gadget meter and collect Jetpack, Spy Camera, Gondola Hovercraft and X-Ray Glasses.\",\"Collect Bonds at the left scoop after qualifying them through villain and target progress; six Bonds qualify Bond Multiball.\",\"Complete the inline drops to light the right scoop for Mission Multiball; the drop-target skill shot can light it immediately.\",\"Use the four spinners, loops, disc and drop targets to build the classic single-level scoring systems and bonus.\",\"Complete all six Villain modes for Villain Multiball and all four gadgets for Gadget Multiball.\"],\"modes\":[\"Six Villain modes emphasise a different mechanism: super pops, loops, shots, drops, disc or spinners.\",\"Mission Multiball begins with two balls; lock both at opposite scoops within the timer to launch a three-ball jackpot phase.\",\"Villain Multiball lights after all six Villain modes and makes all four spinners the principal scoring shots.\",\"Gadget Multiball begins after collecting all four Q gadgets and awards one of sixty film gadgets as disc progress advances.\",\"Bond Multiball starts after six Bonds; bumpers, loops, drops and disc advance a movie meter and award film jackpots.\",\"The machine deliberately uses a fast, classic rules structure with four separate multiball goals rather than the cornerstone game\u2019s mission tree.\"],\"strategy\":[\"Use the inline-drop super skill shot to light Mission Multiball immediately when the plunge is reliable.\",\"During the two-ball Mission phase, trap one ball and shoot opposite scoops deliberately; missing the short lock timer wastes the opportunity.\",\"Complete MI6 during a Villain mode to add time and double its scoring, making the drop bank valuable twice.\",\"Build BOND and MI6 together between safer spinner shots so both Gadget and Villain progression remain active.\",\"Spinner control is crucial because Villain Multiball depends on completing all four; learn which flipper reliably feeds each spinner.\",\"In tournaments, Mission Multiball plus steady spinner scoring is safer than forcing all six Villains or all six Bonds.\"]},{\"title\":\"Jaws\",\"releaseDate\":\"January 2024\",\"gameDesigner\":\"Keith Elwin\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Michael Barnard; technical art by Zac Stark\",\"mechanicalEngineer\":\"Harrison Drake\",\"rules\":[\"Patrol Amity Island, rescue swimmers and build shark encounters by completing the lit beach and ocean shots.\",\"Use the chum line and shark target to attract and attack the Great White. Successful encounters increase later danger and scoring.\",\"Start movie scenes and bounty-style objectives at their qualified shots, then complete the displayed sequence before time expires.\",\"Build boat and Orca-related progress through the ramps, orbits and reel area. These objectives feed the principal multiballs and later shark battles.\",\"The upper playfield and fishing-reel features provide valuable progress but can return the ball quickly, so control is part of the rule challenge.\",\"Complete rescues, encounters, scenes and major multiballs to advance toward the final confrontation with the shark.\"],\"modes\":[\"Shark encounters are the central battle modes. Each encounter escalates the required attack shots and potential rewards.\",\"Beach rescue modes require the player to reach threatened swimmers through the lit rescue shots.\",\"Orca and boat-related multiballs use the major ramps and ocean shots for jackpots before a larger shark or boat collection.\",\"Fishing and bounty features are shorter modes that build equipment, value and encounter progress.\",\"Movie scenes recreate major events from Jaws and use timed shot sequences around the playfield.\",\"The final confrontation is the wizard objective reached after broad progress through rescues, encounters, scenes and multiballs.\"],\"strategy\":[\"Build a shark encounter, then start it with a multiball ready whenever possible. The shark target and upper shots are safer with extra balls.\",\"Do not chase the reel or upper playfield repeatedly without control. Learn the return feed and trap before making the next precision shot.\",\"Complete rescues that use safe ramp and orbit feeds first; the game rewards sustained progress more than desperate centre shots.\",\"Use chum and equipment awards to improve a developed encounter rather than spending them on the earliest low-value attack.\",\"During multiball, cradle and make deliberate shark or jackpot shots. The game\u2019s fast returns can end an uncontrolled multiball quickly.\",\"For tournament play, one completed encounter plus a principal multiball is the stable route; the final confrontation is a long-game objective.\"]},{\"title\":\"John Wick\",\"releaseDate\":\"May 2024\",\"gameDesigner\":\"Elliot Eismin\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure; other editions remain in production or have no published total\",\"soundDesigner\":\"Bob Baffy; original score by Charlie Benante\",\"artist\":\"Randy Martinez\",\"mechanicalEngineer\":\"Robert Blakeman\",\"rules\":[\"Choose a faction Job at the right scoop, then complete its displayed objective; Jobs can continue through multiball and award perks when cashed out.\",\"Shoot lit enemies around the playfield to build Adversary Battles, then return to the scoop to confront Viggo, Cassian, Ares, Zero or Kirill.\",\"Bash the car to qualify the left orbit for one of four Car Chase Multiballs; car hits also build its opening jackpot value.\",\"Spell WINSTON at the Continental captive ball to light locks and start Deconsecrated Multiball; Premium and LE games hold the locked balls physically.\",\"Complete weapon targets and collect gold coins to improve John Wick's weapons, scoring and survivability; the action button spends available perks.\",\"Play all three principal multiballs, at least one Job and one Adversary Battle to qualify Red Circle Reckoning at the scoop.\"],\"modes\":[\"Seven faction Jobs represent the New York Continental, High Table, Osaka Continental, Bowery, Tarasov Family, Ruska Roma and Marquis de Gramont.\",\"Five Adversary Battles use the game's dynamic enemy lights, with each enemy type moving or attacking differently across the shot grid.\",\"Car Chase Multiball has four scenes, each changing how jackpots and Super Jackpots are collected after the car has qualified the left orbit.\",\"Deconsecrated Multiball begins from three WINSTON locks and centres its jackpot sequence on the Continental and surrounding shots.\",\"Excommunicado Multiball is the third principal multiball and advances the broader High Table progression.\",\"Red Circle Reckoning is the first mini-wizard; deeper progress leads to The Staircase, The Duel and the Special Assignment wizard mode.\"],\"strategy\":[\"Start a useful Job before a multiball because its objectives remain available, letting protected multiball shots advance two scoring systems at once.\",\"Car Chase is normally the quickest multiball: make controlled car hits, then take the lit left orbit instead of continuing to bash dangerously.\",\"Build WINSTON between safer mode shots and carry a Job into Deconsecrated; on Premium\/LE, remember locked balls can affect the current ball count.\",\"Use the action button deliberately: a Task a Crew reward can supply the game's scarce add-a-ball, while other perks can rescue a valuable ball.\",\"Prioritise lit enemies that block or threaten a valuable shot, then start the Adversary Battle when a multiball is close enough to stack.\",\"In tournament play, the efficient route to Red Circle Reckoning is one early Job, one Battle and steady progress through all three multiballs.\"]},{\"title\":\"Jurassic Park\",\"releaseDate\":\"August 2019\",\"gameDesigner\":\"Keith Elwin\",\"rules\":[\"Choose a paddock route and rescue park staff by completing the lit rescue shots. Each rescued staff member advances the current dinosaur encounter and overall park progress.\",\"The map determines which paddock is visited next. Completing a paddock captures its dinosaur and opens connected routes toward the Visitor Center.\",\"Supply Drop awards are collected at the left scoop. Completing enough truck and target progress improves the available equipment, including the valuable Smart Missile.\",\"Use the action button when the Smart Missile is ready to spot a difficult lit shot. It is most useful late in a paddock or during a valuable multiball objective.\",\"Raptor Tri-Ball is built at the Raptor Pen and ball locks. Once started, complete the lit jackpot shots and return to the pen for the larger awards.\",\"T-Rex encounters are advanced through the T-Rex target and ramp sequence. Repeated progress leads to the game\u2019s major T-Rex multiball feature.\",\"Completing paddocks, rescues and key park features advances toward the Visitor Center and the Escape Nublar wizard objective.\"],\"modes\":[\"Each paddock is a dinosaur mode with its own required shot pattern. The lit arrows show the current rescue or dinosaur objective.\",\"Raptor Tri-Ball is the most accessible principal multiball and provides safer time to complete risky rescue shots.\",\"T-Rex Multiball is a deeper feature tied to repeated T-Rex encounters and successful attacks.\",\"Chaos Multiball is qualified through the CHAOS targets and related park progress, adding another major scoring route.\",\"Control Room features provide awards and progression assistance between paddocks.\",\"The Visitor Center is a late-game mini-wizard reached after sufficient island progress.\",\"Escape Nublar is the principal wizard mode, requiring the player to survive the route back through the island after completing the necessary objectives.\"],\"strategy\":[\"Choose a paddock path whose required shots are feeding safely on that machine. The theoretically shortest path is not always the best tournament route.\",\"Stack a paddock with Raptor Tri-Ball. Multiple balls make dangerous stand-ups and the Raptor Pen safer while rescue shots continue to count.\",\"Save the Smart Missile for the final hard shot of a paddock, a valuable jackpot or a shot that is repeatedly rejecting toward the drain.\",\"Rescue staff deliberately: controlled shots are more important than speed because misses to the centre and Raptor targets can be severe.\",\"During multiball, trap one ball and use the other for lit rescues or jackpots rather than shooting every ball continuously.\",\"In short tournament games, one completed paddock plus Raptor Tri-Ball is a reliable target. Visitor Center and Escape Nublar are better long-format goals.\",\"Watch feeds from the upper loop and T-Rex area. Early nudging and a prepared flipper are safer than reacting after the ball reaches the slings.\"],\"produced\":\"500 original Limited Edition plus 500 30th Anniversary Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figures\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Johnny Bergeron (Johnny Crap)\",\"mechanicalEngineer\":\"Elliot Eismin\"},{\"title\":\"King Kong: Myth of Terror Island\",\"releaseDate\":\"April 2025\",\"gameDesigner\":\"Keith Elwin\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure; other editions remain in production or have no published total\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Kevin O'Connor, Greg Freres and Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Harrison Drake\",\"rules\":[\"Hit the gong to light an Island Scene, then shoot through the gong to select and begin one of five story modes on Terror Island.\",\"Complete the scene's lit objectives; starting with an Island Lock adds a ball and turns a successful finish into a Victory Challenge.\",\"Lock three balls in the elevated train car to start King Kong Multiball, where the train flips and major shots score Kong Jackpots.\",\"Enter The Pit to battle its spider and build Pit progression; the magnetic attack and kickout make this a valuable but volatile shot.\",\"Complete Lost Temple drop-target banks, reveal the hidden target and collect treasures that provide lasting benefits and deeper qualifications.\",\"Complete all five Island Scenes to light Crash the Gate; further requirements, including both T-Rex victories, lead toward the final wizard progression.\"],\"modes\":[\"Five Island Scenes include distinct adventures such as Save Ann, Stegosaurus Encounter, Pterodactyl Attack and Cross the Chasm.\",\"Victory Challenge extends a completed boosted Island Scene while multiball remains alive; initial lit shots add time and build the award.\",\"King Kong Multiball starts from the train locks and uses the side ramp and changing lit shots for jackpots and Super Jackpot progression.\",\"Pit Multiball is a quick two-ball opportunity built through The Pit, with captured-ball targets and Pit shots determining its jackpots.\",\"Lost Temple treasures, Map Segments, KING KONG letters, Deadeye and Powerups form parallel progression that strengthens later play.\",\"Crash the Gate is the five-scene mini-wizard; defeating both T-Rex encounters and completing the wider story qualifies the deeper wizard mode.\"],\"strategy\":[\"Light a scene at the gong, but choose the scene to suit your control: avoid Cross the Chasm when planning an Island Lock boost because its shots are harder under pressure.\",\"Build an Island Lock before starting a scene whenever practical; the extra ball, ball-save opportunity and Victory Challenge make completion much safer and more valuable.\",\"Use the upper flippers to prepare train locks, then enter King Kong Multiball with a lit scene or useful Powerup only when the rules allow the stack.\",\"Treat The Pit as a calculated risk: shoot it when ball save is running or when Pit Multiball is close, not simply because the target is lit.\",\"Lost Temple progress pays over a long game, so complete clean drop-target banks and collect treasures rather than repeatedly spraying the dangerous centre.\",\"For competition, complete the easiest scenes first, preserve difficult scenes for a boosted attempt, and prioritise both T-Rex victories if chasing the wizard mode.\"]},{\"title\":\"KISS\",\"releaseDate\":\"July 2015\",\"gameDesigner\":\"John Borg\",\"produced\":\"600 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Bob Baffy\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Robert Blakeman\",\"rules\":[\"At the start of each ball, choose one of ten KISS songs. Each song acts as a timed mode with its own lit-shot pattern and progress.\",\"Complete the K-I-S-S targets to increase the song value and work toward larger end-of-ball and feature awards.\",\"Hit the two Light Lock targets, then shoot beneath the Demon head to lock three balls and start Demon Multiball.\",\"On Premium and Limited Edition games, make the right ramp repeatedly to reach the Starchild mini-playfield and qualify Love Gun Multiball.\",\"Complete the A-R-M-Y targets to build KISS Army progress, Mystery and the path toward the game\u2019s wizard mode.\",\"Finishing songs, collecting instruments and completing major multiballs advances the tour toward KISS Army Wizard Mode.\"],\"modes\":[\"The ten song modes include Deuce, Hotter Than Hell, Lick It Up, Shout It Out Loud, Detroit Rock City, Calling Dr. Love, I Love It Loud, Black Diamond, Love Gun and Rock and Roll All Nite.\",\"Demon Multiball begins from three Demon locks. Shoot flashing jackpots, then return to the Demon; locking a ball there can briefly raise the playfield multiplier.\",\"Love Gun Multiball uses the animated Starchild area on Premium and LE machines and rewards repeated jackpot shots around the playfield.\",\"KISS Multiball is tied to completing K-I-S-S objectives and turns the main band shots into jackpot opportunities.\",\"Instrument collection and band-member progress strengthen later scoring and contribute toward the final concert progression.\",\"KISS Army Wizard Mode combines the game\u2019s major achievements into a demanding multiball finale.\"],\"strategy\":[\"Start with a song whose shots match your strengths; the safest song is normally worth more than a difficult mode left unfinished.\",\"Prioritise Light Lock targets and Demon locks because Demon Multiball offers reliable ball save and a controllable scoring base.\",\"During Demon Multiball, use the head lock deliberately for the temporary 2X or 3X playfield multiplier, then attack the best lit jackpots.\",\"On Premium and LE, avoid blindly firing at the Starchild area; feed the right flipper under control before attempting the narrow ramp.\",\"Keep A-R-M-Y and K-I-S-S target progress moving between safer ramp shots so a miss does not become the whole strategy.\",\"In short tournament games, a completed song stacked with Demon Multiball is usually safer than chasing the distant wizard mode.\"]},{\"title\":\"Led Zeppelin\",\"releaseDate\":\"December 2020\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure\",\"soundDesigner\":\"Bob Baffy\",\"artist\":\"Greg Freres and Stephen Jensen\",\"mechanicalEngineer\":\"John Rotharmel\",\"rules\":[\"Select one of ten Led Zeppelin songs at the start of each ball. Lit shots change with the verse, chorus, bridge and solo while the music plays.\",\"Shoot lit song arrows to earn Record Sales; enough sales award Gold Records, and five Gold Records complete the active song.\",\"Complete R-O-C-K, then shoot the left ramp to lock balls. Three locks start Zeppelin Multiball.\",\"Start a Tour at the left eject, complete its named objective, then collect the required locks to begin that Tour Multiball.\",\"Complete the Ball Save, LED, ZEP and ROCK banks to light Icarus X; combos ending at a bank increase that bank\u2019s contribution to the multiplier.\",\"Complete songs and all four Tours to qualify World Tour, the game\u2019s late-stage wizard progression.\"],\"modes\":[\"Each of the ten songs is a continuously running mode; guitar solos emphasise repeated shots up the centre ramp.\",\"Zeppelin Multiball lights jackpots across the playfield, then the left eject for a Super Jackpot.\",\"The four Tour modes use different objectives and each leads to its own Tour Multiball with escalating lock requirements.\",\"Electric Magic Multiball on Premium and LE requires clearing LED and ZEP, raising and charging the spinner, then locking a ball.\",\"Icarus X is a timed whole-playfield multiplier built from the four target-bank values; balanced bank values multiply more effectively.\",\"World Tour is qualified after playing the four principal Tours and their multiballs.\"],\"strategy\":[\"Always make progress toward a Tour when no higher-value feature is active; green lamps identify the next Tour objective.\",\"Build Zeppelin Multiball alongside a song so its ball save protects song arrows and accelerates Gold Records.\",\"End multi-shot combos at target banks to raise their Icarus values, and keep all four banks reasonably balanced.\",\"Start Icarus X immediately before a developed multiball or a strong song section rather than spending it on uncontrolled single-ball play.\",\"During a guitar solo, repeat the centre ramp if it is feeding safely; abandon it if the return becomes unstable.\",\"Use the red action button only when its add-a-ball award is lit, preserving multiball and the associated scoring window.\"]},{\"title\":\"Metallica\",\"releaseDate\":\"April 2013\",\"gameDesigner\":\"John Borg\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Vince Pontarelli\",\"artist\":\"Donny Gillies (Dirty Donny)\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Repeatedly shoot the Electric Chair, Snake, Coffin and Grave Marker features to collect their items and qualify their corresponding multiballs.\",\"Each principal multiball lights major shots for jackpots, then returns to the feature that started it for the Super Jackpot.\",\"Collect enough items from each feature to light Crank It Up at the scoop. Each Crank It Up song has a distinct shot pattern and completion target.\",\"Complete the four guitar-pick stand-ups during multiball to light the Snake for an add-a-ball and a timed 2X scoring period.\",\"Complete F-U-E-L to light timed 2X playfield scoring; this can combine with multiball scoring for 4X total value.\",\"Play all four Crank It Up rounds to qualify End of the Line, the main wizard mode.\"],\"modes\":[\"Electric Chair Multiball is built through direct centre shots and is one of the most accessible major multiballs.\",\"Grave Marker Multiball requires clearing the inline drops and reaching the marker, generally within the same ball for the qualification.\",\"Snake Multiball and Coffin Multiball are harder to start but contribute equally to the four-feature progression.\",\"Crank It Up includes For Whom the Bell Tolls, Fade to Black, Battery and Enter Sandman-style timed objectives depending on game code and edition.\",\"Lady Justice is started by completing M-E-T-A-L-L-I-C-A and rewards alternating ramp shots.\",\"End of the Line is qualified by playing all four Crank It Up modes and serves as the game\u2019s final wizard objective.\"],\"strategy\":[\"Electric Chair or Grave Marker Multiball is usually the safest opening target; choose whichever centre feed is behaving better.\",\"Stack FUEL 2X playfield with the multiball 2X window for 4X jackpots and feature scoring.\",\"During multiball, complete the pick targets early to secure add-a-ball before focusing entirely on jackpots.\",\"Crank It Up can be cashed out by collecting the four feature items; take the cash-out if the remaining completion shots are too dangerous.\",\"The inline Grave Marker drops can reject sharply. Attack them with ball save running or from a trapped ball.\",\"End of the Line is rarely the best short-match target; a completed Crank It Up under multiplier scoring is the practical tournament route.\"]},{\"title\":\"Metallica Remastered\",\"releaseDate\":\"October 2024\",\"gameDesigner\":\"John Borg\",\"produced\":\"500 Limited Edition; Premium total not published\",\"productionBasis\":\"Official numbered Limited Edition run; Premium production total not published\",\"soundDesigner\":\"David Thiel; original rules and software by Lyman F. Sheats Jr.\",\"artist\":\"Rhys Cooper\",\"mechanicalEngineer\":\"Stern engineering team; individual mechanical engineer not publicly documented\",\"rules\":[\"Hit Sparky, the electric chair, grave-marker drops, snake and coffin to build the four main multiballs and collect their associated items.\",\"Complete lit album shots to collect records; accumulated items and records advance toward Crank It Up song modes and deeper wizard modes.\",\"Shoot the scoop when Crank It Up is qualified, select a song mode, then complete its shot sequence before the timer expires.\",\"Build all four band members through their coloured shot progress; completing members improves scoring and contributes to Blackened qualification.\",\"Use the inlanes and major arrows to build playfield multipliers, then make the flashing shot to move or lock the multiplier where it matters.\",\"Collect the required items, records, band members and Crank It Up progress to reach End of the Line and the new Blackened wizard mode.\"],\"modes\":[\"Electric Chair Multiball, Grave Marker Multiball, Snake Multiball and Coffin Multiball each use their own qualification toy and jackpot reset shot.\",\"Crank It Up includes classic timed song modes plus new Hardwired and 72 Seasons modes added for the Remastered ruleset.\",\"Each main multiball lights major-shot jackpots and returns to its feature toy or target for Super Jackpot progression.\",\"Band-member progression adds a modern layer to the original rules, rewarding completion of James, Lars, Kirk and Robert objectives.\",\"End of the Line is the established major wizard progression earned through broad completion of the game's items and modes.\",\"Blackened is the new Remastered wizard mode; the official topper can add an additional exclusive multiball feature.\"],\"strategy\":[\"Choose one nearby multiball objective and finish it instead of spreading hits across all four toys; Electric Chair or Grave Marker is often the clearest early route.\",\"Start a Crank It Up mode immediately before a prepared multiball so its timer and difficult arrows are protected by multiball play.\",\"During each multiball, score broad jackpots first, then return to the defining toy only when its Super Jackpot is lit; blind bashing wastes control.\",\"Track the LCD's exact shot counts for Crank It Up and band members, and use safe orbit or ramp feeds to finish the nearest qualification.\",\"Build a playfield multiplier before collecting a large Super Jackpot or late Crank It Up award; multiplied major shots can decide a tournament game.\",\"In competition, a repeatable multiball-plus-Crank-It-Up stack is usually safer than chasing every item, while Blackened is the long-game objective.\"]},{\"title\":\"Monopoly\",\"releaseDate\":\"September 2001\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Approximately 3,640\",\"productionBasis\":\"Published database estimate; no factory total independently confirmed\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Advance around the board by shooting the spinner; landing on properties collects them, while railroads and utilities build their related features.\",\"Complete the three MONOPOLY standups to light locks, then lock balls at the centre bank for four-ball Monopoly Multiball.\",\"Complete the four railroad shots to start Railroad Multiball, then revisit flashing railroads for jackpots and the centre for the Super Jackpot.\",\"Land on or complete corner features to play Breakout, Free Parking and Ripoff, each with its own timed or multiball scoring objective.\",\"Build houses and hotels on collected colour groups; developed property increases rent and end-of-ball bonus.\",\"Collect all property groups and key board features to reach Land Grab, where lit property shots award the game's major closing values.\"],\"modes\":[\"Monopoly Multiball is the main four-ball mode, qualified through MONOPOLY letters and centre locks.\",\"Railroad Multiball rewards the four railroad shots and cycles jackpot opportunities around the layout.\",\"Breakout is the Jail corner mode and uses rapid target shooting to free Mr. Monopoly.\",\"Free Parking turns accumulated parking value into a timed collection feature.\",\"Ripoff is a fast corner feature centred on the bank and valuable flashing shots.\",\"Land Grab is the wizard-style culmination for collecting the board's property groups and principal features.\"],\"strategy\":[\"Use controlled spinner shots to advance the board efficiently; random switch play moves slowly and leaves valuable properties uncollected.\",\"Work MONOPOLY letters alongside railroad progress so the two multiballs can be reached without abandoning the safer orbit and ramp feeds.\",\"During Monopoly Multiball, collect broad jackpots first and delay the centre-bank return until the Super Jackpot is ready.\",\"Develop complete colour groups rather than isolated properties because houses, hotels and rent create the meaningful bonus growth.\",\"Watch the current board position before shooting the spinner: a measured spin can land on a needed corner or property instead of overshooting it.\",\"In tournaments, Railroad Multiball is often the cleaner repeatable plan; pursue Land Grab only after a strong first multiball establishes value.\"]},{\"title\":\"Munsters\",\"releaseDate\":\"January 2019\",\"gameDesigner\":\"John Borg\",\"produced\":\"600 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Official published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Stern engineering team; individual mechanical engineer not publicly documented\",\"rules\":[\"Shoot Herman to start his hurry-up, then hit the magnet-held ball to begin Herman Multiball and score jackpots at the major arrows.\",\"Complete the left-ramp sequence to reveal and bash Spot; repeated Spot progress starts Spot Multiball.\",\"Spell DRAGULA and shoot its lane for awards; completing the feature can light add-a-ball during an active multiball.\",\"Start family-member modes from the major shots and complete their lit objectives to collect characters toward Munster Madness.\",\"Hit the Kitty target to build and collect playfield multiplier, ideally immediately before a multiball jackpot sequence.\",\"On Premium and LE, enter Grandpa's Laboratory for lower-playfield objectives and Grandpa Multiball; complete the main family features to reach Munster Madness.\"],\"modes\":[\"Herman Multiball is the central bash-to-magnet feature and the quickest multiball for most players.\",\"Spot Multiball is advanced beneath the lifting left ramp and rewards repeated hits to the hidden pet.\",\"Grandpa's Laboratory on Premium\/LE is a separate two-flipper lower playfield with ramps, a bash target and its own multiball.\",\"Character modes cover Lily, Eddie, Marilyn, Grandpa and the family's television adventures, with shot patterns shown on the display.\",\"Drag-U-La supplies awards and an add-a-ball qualification that can strengthen any running multiball.\",\"Munster Madness is the wizard mode for touring the family features; Enlarge Ray and Secret Mania provide additional special challenges.\"],\"strategy\":[\"Herman Multiball is the safest opening plan: make controlled centre hits, start the hurry-up and finish on the magnet while ball save is available.\",\"Start a character mode before Herman or Spot Multiball so protected shots complete its objectives at the same time.\",\"Collect Kitty multiplier just before a developed multiball rather than taking it early on low-value single-ball shots.\",\"Use DRAGULA progress to prepare add-a-ball, then trigger it only after the multiball saver is ending and control is deteriorating.\",\"On Premium\/LE, enter Grandpa's Laboratory with patience; cradle when possible and shoot its short ramps cleanly because recovery space is limited.\",\"For tournaments, repeatable Herman progress and stacked character modes are steadier than forcing every family feature for Munster Madness.\"]},{\"title\":\"Mustang\",\"releaseDate\":\"January 2014\",\"gameDesigner\":\"John Trudeau\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Confirmed Limited Edition run; totals for other editions not published\",\"soundDesigner\":\"David Thiel and Mike Kyzivat\",\"artist\":\"Camilo Pardo, John Youssi and Greg Freres\",\"mechanicalEngineer\":\"Stern engineering team; individual mechanical engineer not publicly documented\",\"rules\":[\"Choose a car with the right flipper and plunge to begin a race; make the coloured race shots before the opponent's progress catches you.\",\"Complete the GEARS drop-target bank and hit SHIFT to climb through the gears; reaching the required gear lights Gear Shift Multiball at the Mustang Store.\",\"Spell MUSTANG through the major shots, then enter the Store to start Mustang Multiball and score jackpots on the lit car shots.\",\"Collect upgrade categories\u2014Nitrous, Tyres, Body Mods, Handling, Drivetrain, Tech and Engine\u2014from their matching targets and lanes.\",\"Complete FORD lanes to light Toolbox at the Store, where random awards can spot progress, add value or help the current build.\",\"Collect seven cars and finish seven races to light Silverball Stampede, the coast-to-coast wizard race against every opponent.\"],\"modes\":[\"Eight races cover drag racing, drifting, road races, rallies and police pursuits, with changing shot patterns and opponent behaviour.\",\"Gear Shift Multiball grows from two through six balls depending on the gear reached before it is started.\",\"Mustang Multiball is qualified by spelling MUSTANG and uses the main ramps and orbits for car jackpots.\",\"Upgrade Multiball follows completion of the upgrade set and rewards the tuned car across multiple lit features.\",\"Donut Time at the captive ball is a short repeatable scoring feature that can contribute useful points between races.\",\"Silverball Stampede is the wizard mode, combining race objectives into an extended multiball after seven cars and seven races.\"],\"strategy\":[\"Choose a race whose arrows match your most reliable shots; completing races matters more than taking a theoretically valuable but awkward route.\",\"Build beyond the minimum gear before starting Gear Shift Multiball when control permits, because the extra balls and higher starting value materially improve it.\",\"Work MUSTANG letters during races so Mustang Multiball qualifies naturally rather than interrupting race progress.\",\"Collect complementary upgrades along safe feeds\u2014especially ramp, lane and pop-based categories\u2014then use Toolbox to fill awkward gaps.\",\"Start a race immediately before a prepared multiball; the ball save and extra balls make the timed race arrows far easier to finish.\",\"In tournament play, repeat Gear Shift and complete dependable races first; pursue Silverball Stampede only when seven-car progress is already realistic.\"]},{\"title\":\"NASCAR\",\"releaseDate\":\"June 2005\",\"gameDesigner\":\"Pat Lawlor and Louis Koziarz\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory or database total located; deliberately not estimated\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Shoot the outer loop to enter the racetrack and build laps; a ball circulating on the track can continue adding laps while the main ball remains in play.\",\"Enter the Garage beneath the test car to collect upgrades and begin key features; repeated car hits and garage visits advance the race programme.\",\"Complete the required locks and shoot the lit start to begin multiball, then make flashing track and ramp shots for jackpots.\",\"Start Speed Shots, Hard Racing, Road Course and Victory Lap from their lit entrances; completing them awards CHAMP letters.\",\"Build Infield Party from the infield targets and start it at the Garage; progress can later qualify the larger Super Party multiball.\",\"Complete the CHAMPION letters from the principal races and modes to reach the Championship sequence and its major scoring opportunity.\"],\"modes\":[\"Racetrack play is a persistent lap-building feature, with bonus laps and values earned by returning balls to the loop.\",\"Speed Shots is a timed sequence of rapidly moving lit shots and contributes a CHAMP letter when started or completed as indicated.\",\"Hard Racing and Road Course use different combinations of ramps, loops and test-car shots to simulate race conditions.\",\"Victory Lap is a focused lap-scoring mode and one of the principal CHAMPION qualification features.\",\"Infield Party and Super Party are multiball modes built through the infield and Garage, with Super Party using a different jackpot structure.\",\"The Championship is the wizard-style culmination of the CHAMPION progression and combines the game's central racing objectives.\"],\"strategy\":[\"Prioritise clean racetrack entries: a well-fed track ball can collect several laps without forcing repeated dangerous shots from the flippers.\",\"Build Garage and multiball progress together, but be ready for the scoop return; trap the eject when possible instead of flipping immediately.\",\"Stack a timed race with a prepared multiball so extra balls protect the moving Speed Shot or Road Course targets.\",\"During multiball, keep one ball circulating on the track while using the others for jackpots; this creates passive lap value.\",\"Choose the safest available CHAMP feature rather than chasing letters in fixed order, and use mystery-style awards to cover difficult objectives.\",\"For tournaments, dependable lap accumulation plus Infield Party is a lower-variance plan; chase Championship only after several CHAMP letters are secured.\"]},{\"title\":\"NBA\",\"releaseDate\":\"May 2009\",\"gameDesigner\":\"John Borg and Ray Tanzer\",\"produced\":\"Approximately 250\",\"productionBasis\":\"Published database figure; no separate factory confirmation located\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Choose an NBA team with the flipper buttons, then score baskets at the left ramp for three points, the centre launcher for one point and the right ramp for two.\",\"Spell NBA at the three standup targets to light NBA Multiball at the right launcher; make baskets during multiball to build jackpot scoring.\",\"Complete player and team objectives around the playfield to collect Superstars, then use their lit shots for larger basket and mode values.\",\"Build FIRE through consecutive successful baskets; keeping the streak alive raises scoring until a miss or drain ends the run.\",\"Qualify basketball challenges including H-O-R-S-E and the Skills Challenge, then reproduce or complete the required shot sequence.\",\"Complete the All-Star requirements and broader game objectives to reach the NBA Finals wizard mode.\"],\"modes\":[\"NBA Multiball is the central three-ball feature, qualified by spelling NBA and started at the right-side launcher.\",\"Fire is a timed hot-streak mode in which repeated baskets build enhanced scoring and audiovisual intensity.\",\"Superstars Multiball uses collected featured players and lit basket shots for its jackpot structure.\",\"H-O-R-S-E challenges the player to match a sequence of basket shots, penalising missed repetitions.\",\"Skills Challenge tests a displayed set of ramps, targets and basket shots under a timer.\",\"All-Star and NBA Finals are the late-game progression, with NBA Finals serving as the wizard mode.\"],\"strategy\":[\"Learn the three basket feeds: the left ramp gives three points, but take the safer centre or right shot when accuracy matters more than raw value.\",\"Spell NBA while controlling rebounds from the standups, then start multiball only after another challenge or scoring feature is ready to stack.\",\"During multiball, prioritise clean baskets over uncontrolled target hits because the scoring system rewards made shots directly.\",\"Carry a good basket rhythm into FIRE and avoid desperation flips; a single controlled lower-value basket preserves the streak.\",\"In H-O-R-S-E, note the exact order before shooting and cradle between attempts instead of treating it as a speed mode.\",\"For tournaments, NBA Multiball and repeatable basket accuracy are the reliable foundation; pursue Finals only after All-Star progress is naturally advanced.\"]},{\"title\":\"NFL\",\"releaseDate\":\"November 2001\",\"gameDesigner\":\"Joe Balcer\",\"produced\":\"Approximately 400 across team editions\",\"productionBasis\":\"Published community\/database estimate; factory total not independently confirmed\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"Kevin O'Connor and Kurt Andersen\",\"mechanicalEngineer\":\"John Borg, Joe Balcer, Ray Tanzer and Michael Toler\",\"rules\":[\"Choose or play the cabinet's NFL team edition, then shoot through defenders toward the goal to score football-themed awards on the converted Striker Xtreme layout.\",\"Complete the four football standups to light the side ramp for a penalty-style scoring attempt and spot progress toward the next defender.\",\"Spell the lower-lane bonus letters to raise bonus multiplier and improve end-of-ball value.\",\"Beat the lit defenders in sequence by making their indicated shots, then shoot the goal for the current award or round completion.\",\"Collect the ball and lock qualifications around the layout to start the main four-ball multiball, where lit scoring shots award jackpots.\",\"Complete the principal rounds and team progression to qualify the Xtreme-style final round inherited by the NFL conversion.\"],\"modes\":[\"Defender rounds move the player upfield through a sequence of lit shots before the goal can be scored.\",\"The goal award alternates among large points, opponent or team advancement and qualification for the final round.\",\"The penalty-style kick begins after completing the four football targets and sends the player to the lit side ramp.\",\"The main four-ball multiball uses the goal, ramps and defender shots for jackpots and larger follow-up awards.\",\"Celebration Multiball is tied to collected football\/ball awards and provides a second multiball scoring opportunity.\",\"The final Xtreme Round is the rules culmination retained from the Striker Xtreme platform beneath the NFL artwork and callouts.\"],\"strategy\":[\"Treat NFL as the licensed conversion it is: learn the Striker Xtreme shot geometry, especially the defender-to-goal sequence, rather than relying only on football labels.\",\"Complete football targets with controlled rebounds and take the side-ramp attempt when lit; spraying the bank creates centre drains.\",\"Build bonus multiplier through the lower lanes using flipper lane changes, particularly late in a ball when accumulated bonus is meaningful.\",\"Prepare multiball while clearing defenders, then use its ball save to finish the most dangerous central goal shots.\",\"During multiball, keep one ball trapped whenever possible and use the other for goal and ramp jackpots; the open layout punishes frantic flipping.\",\"In tournament play, repeatable defender and goal awards are safer than forcing the final round, especially on the scarce team-specific cabinets.\"]},{\"title\":\"Pirates of the Caribbean\",\"releaseDate\":\"July 2006\",\"gameDesigner\":\"Dennis Nordman\",\"produced\":\"Approximately 4,000\u20136,000\",\"productionBasis\":\"Conflicting published community estimates; no factory total located\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"Ray Tanzer, John Rotharmel, Robert Blakeman, Oleg Korepanov and Mike Redoble\",\"rules\":[\"Hit the pirate ship repeatedly to lower its sails and sink it; the wreck opens the route to the Kraken and advances ship-battle progress.\",\"Shoot the spinning Tortuga\/Port Royal disc to capture balls and build its feature, then complete the lit escape or jackpot shots.\",\"Open the Dead Man's Chest and lock balls within it to start Heart Multiball; return to the chest and lit arrows for jackpots.\",\"Complete the five green chapter objectives around the playfield; together with Dead Man's Chest Multiball they qualify Battle the Kraken.\",\"Collect the four compass directions through the main adventures to reach Four Winds Multiball, with progress retained if the mode ends early.\",\"Complete the eight central tasks and Four Winds progression to become Pirate King and qualify The Gauntlet wizard multiball.\"],\"modes\":[\"Ship Battle is a physical bash sequence: lower the sails, sink the ship and expose the Kraken shot.\",\"Heart Multiball starts from the opening Dead Man's Chest and uses the heartbeat sequence, chest and major arrows for jackpots.\",\"Tortuga or Port Royal uses the spinning disc to trap and release balls while the player completes location-specific scoring.\",\"Battle the Kraken is the mini-wizard reached after five green chapters and Dead Man's Chest Multiball.\",\"Four Winds Multiball follows completion of the compass; its staged compass progress can carry into a later attempt.\",\"The Gauntlet is the final four-ball wizard mode, pitting the player against rival captains after the major tasks are completed.\"],\"strategy\":[\"Repeated left-ramp and ship progress is a dependable opening because it develops both an accessible multiball route and the later Kraken path.\",\"Start a green chapter before Heart Multiball so the ball save protects its difficult arrows and advances Battle the Kraken efficiently.\",\"Do not bash the ship blindly from a live feed; trap and aim because rejected ship hits can return sharply toward the centre.\",\"During Heart Multiball, collect broad jackpots first and shoot the chest only when its higher-value return is lit.\",\"Treat Four Winds as a long-game investment: because stage progress can survive a failed attempt, completing part of it is still valuable.\",\"For tournaments, Heart Multiball stacked with chapters is the repeatable core; pursue Kraken and Gauntlet only after the relevant task grid is already well advanced.\"]},{\"title\":\"Playboy\",\"releaseDate\":\"January 2002\",\"gameDesigner\":\"Dwight Sullivan and George Gomez\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory total located; interchangeable image packages are variants, not separate production runs\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"George Gomez and Wesley Chang\",\"rules\":[\"Lightly plunge through the Magazine opening for the skill shot and an early controlled feed.\",\"Collect rabbit-head symbols at major flashing shots; every 25 awards one of the twelve monthly Playmates.\",\"Shoot the centre ramp four times to open the Centerfold mechanism and begin three-ball Centerfold Multiball.\",\"During Centerfold Multiball, keep all three balls alive to light the Triple Jackpot toy and collect it promptly.\",\"Every four Playmates qualifies Pajama Party at the left ramp; collect its hurry-up to begin Pajama Party Multiball.\",\"Collect all twelve Playmates, then shoot the lock to start four-ball Mansion Mania with all major shots lit.\"],\"modes\":[\"Playmate collection is the main long-form ladder, converting sets of 25 rabbit heads into the twelve calendar models.\",\"Centerfold Multiball is qualified at the centre ramp and uses the unfolding magazine mechanism.\",\"Pajama Party begins as a hurry-up and becomes a multiball focused on repeated centre drop-target awards.\",\"Mansion Mania is the main wizard-style multiball, lighting the whole playfield after all twelve Playmates are collected.\",\"Extra Ball and Special are lit at defined Playmate thresholds and collected at their indicated shots.\",\"Four Mansion Mania inserts track repeated full completions for exceptionally long games.\"],\"strategy\":[\"Use the soft-plunge Magazine skill shot to begin each ball with value and a predictable return.\",\"Farm rabbit heads at safe major shots instead of forcing the centre mechanism from uncontrolled feeds.\",\"Enter Centerfold Multiball with the centre toy already accessible and prioritise keeping three balls alive for Triple Jackpot.\",\"Stack Pajama Party progress with Playmate collection; both reward repeated centre and ramp accuracy.\",\"During Mansion Mania, take the safest flashing ramps first and use ball save for the more dangerous centre awards.\",\"For tournaments, Centerfold Multiball is the repeatable base; Mansion Mania requires deliberate all-game Playmate progress.\"]},{\"title\":\"Pok\u00e9mon\",\"releaseDate\":\"March 2026\",\"gameDesigner\":\"George Gomez and Jack Danger\",\"produced\":\"750 Limited Edition machines worldwide; Pro and Premium totals not publicly documented\",\"productionBasis\":\"Official Stern release states the global LE cap; standard models remain in production\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"The Pok\u00e9mon Company International in-house art team\",\"mechanicalEngineer\":\"Mason Dooley and Thomas Malcolm\",\"rules\":[\"Hit a character\u2019s ramp or orbit three times to start its Bulbasaur, Squirtle, Pikachu or Charmander story mode.\",\"Fill the discovery gauge, scan the captive-ball Pok\u00e9dex, spell CATCH at purple shots and finish at the left ramp to catch a Pok\u00e9mon.\",\"Win rival battles at the right scoop, then catch, train and battle in each of the forest, lake, desert and mountain biomes.\",\"Complete BATTLE targets, lower and hit the Meowth balloon, then shoot beneath it to start Team Rocket Multiball.\",\"Complete TEAM lanes for Pikachu, Squirtle, Charmander and Bulbasaur timed features that permanently boost their associated shots for the ball.\",\"Play all four stories for a Pikachu mini-wizard choice, or complete travel through all four biomes to start Arena Battle.\"],\"modes\":[\"The four starter story modes use distinct objectives: pollen collection, Squirtle\u2019s whirlpool, Pikachu multiball and Charmander spinner scoring.\",\"CATCH hurry-ups build from a Pok\u00e9dex scan through changing purple targets to the final Pok\u00e9 Ball ramp.\",\"Rival Battles use Pok\u00e9mon types, switching and training-target healing across the four habitats.\",\"Team Rocket Multiball has evolving rounds, balloon jackpots, a centre-lane super and action-button add-a-ball.\",\"Pikachu vs Lucario and Pikachu vs Charizard are multiball mini-wizards reached from the four story modes.\",\"Arena Battle is the biome-completion mini-wizard, fighting six Pok\u00e9mon with special rules including darkness and reversed flippers.\"],\"strategy\":[\"Train the four starters early; stronger attacks shorten rival battles and training can later heal an active Pok\u00e9mon.\",\"Complete a story mode to place a persistent shot multiplier on the next major shot\u2014choose the left ramp for catches and Team Rocket jackpots.\",\"Build berries and trigger 2x playfield immediately before a multiball, rival battle finish or valuable CATCH sequence.\",\"Cradle before the final left-ramp Pok\u00e9 Ball shot; assists can spot earlier CATCH targets but cannot collect the finish.\",\"In Team Rocket Multiball, complete BATTLE and press the action button for add-a-ball before concentrating on super jackpots.\",\"For tournaments, Team Rocket plus one trained rival battle is the dependable plan; Arena Battle requires balanced four-biome progress.\"]},{\"title\":\"Primus\",\"releaseDate\":\"December 2018\",\"gameDesigner\":\"Dennis Nordman\",\"produced\":\"108 total: 100 numbered machines plus 8 gold-certificate special editions\",\"productionBasis\":\"Published numbered run and special-edition count\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Not publicly documented; based on the Whizbang\/Stern Whoa Nellie layout\",\"rules\":[\"Make the flashing top-lane skill shot with a controlled plunge; the standard award is 50 points and the flashing lane can award 200.\",\"Complete the upper rollovers using flipper lane change to build bonus and light the corresponding scoring features.\",\"Hit the standup and button targets around the open playfield to advance Primus song callouts, special values and reel-scoring awards.\",\"Use the centre and side saucers to collect lit awards, relight features and return the ball to predictable flipper feeds.\",\"Build the four pop bumpers and nearby rollovers for sustained switch scoring, while protecting against their direct feeds toward the lower playfield.\",\"Maximise the traditional reel score through repeated lit targets, bonus and specials; this retro design has no conventional wizard-mode campaign.\"],\"modes\":[\"Primus is a deliberately retro, electromechanical-style game with score reels and no conventional modern story-mode tree.\",\"It has no traditional multiball; all scoring takes place with one ball in play despite occasional informal references to song-themed features.\",\"Skill-shot play is a central repeatable feature, with plunge strength determining whether the lit upper lane is collected.\",\"Top-lane and rollover completions build bonus and change the value of later targets.\",\"Pop-bumper and standup sequences provide the game's sustained scoring phases rather than timed LCD modes.\",\"Lit saucer, special and high-value target states act as its main mini-features, accompanied by Primus music and callouts.\"],\"strategy\":[\"Practise the plunge first: a repeatable flashing-lane skill shot is disproportionately important on this low-scoring reel game.\",\"Use lane change before the ball reaches the top rollovers so every plunge and accidental return contributes to a completion.\",\"Do not chase standups from uncontrolled feeds; the wide, open layout can send rejected shots directly between the flippers.\",\"Let the four pops work when the ball enters them, but prepare for a fast exit and avoid premature flips below the bumper area.\",\"Prioritise lit saucer and special values only when their return is known; survival and accumulated bonus usually outweigh a speculative target hit.\",\"In tournaments, play for controlled single-ball longevity and repeatable lanes. There is no multiball bailout or deep wizard objective to rescue a short ball.\"]},{\"title\":\"Ripley's Believe It or Not!\",\"releaseDate\":\"March 2004\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Approximately 2,750\",\"productionBasis\":\"Published database estimate; no factory total independently confirmed\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Visit the seven continents by completing each region's qualifying shots, then start its challenge at the scoop or indicated feature.\",\"Spell RIPLEY'S through the major shots and features; collecting all seven letters opens the Mystery Eighth Continent.\",\"Build the shrunken-head vari-target and side-loop features to light locks and awards, using controlled strength to reach deeper target levels.\",\"Lock balls and start multiball, then shoot the ramps and side loop for jackpots; after two jackpots, the upper side shot lights for Super Jackpot.\",\"Collect Ripley artifacts and oddities from continent completions, mystery awards and feature shots to improve bonus and late-game progress.\",\"Complete the continents and principal collection objectives to reach Believe It or Not, the game's wizard-style final challenge.\"],\"modes\":[\"Seven continent modes represent Europe, Asia, Africa, Australia, Antarctica, North America and South America with distinct shot sequences.\",\"The Mystery Eighth Continent is qualified by spelling RIPLEY'S and provides a valuable special challenge outside the normal world tour.\",\"Main Multiball uses ramp and side-loop jackpots, followed by the upper side-shot Super Jackpot after two collected jackpots.\",\"Shrunken Head and vari-target awards form a progressive feature where stronger, accurate hits reach higher-value levels.\",\"Believe It or Not settings allow selectable rule depth, making continent qualification more accessible or demanding.\",\"The final Believe It or Not progression rewards completing the world tour and the game's major oddity collection.\"],\"strategy\":[\"Choose continents whose lit shots match your strongest feeds; finishing a mode is more valuable than repeatedly starting difficult ones.\",\"Use measured vari-target hits from a controlled flipper because maximum-force shots can rebound dangerously without reaching the intended level.\",\"Bring a single-ball continent into multiball whenever stacking is permitted, then use ball save to complete its awkward side-loop or upper shots.\",\"In multiball, take two safe ramp or loop jackpots first, then prioritise the upper side shot while Super Jackpot remains lit.\",\"Track RIPLEY'S letters separately from continents; a missing letter can delay the Eighth Continent even after a strong world tour.\",\"For tournaments, repeatable continent completions plus one developed multiball are the stable plan; chase the final mode only when several regions are already banked.\"]},{\"title\":\"RollerCoaster Tycoon\",\"releaseDate\":\"August 2002\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Approximately 1,300\",\"productionBasis\":\"Published community\/database estimate; no factory total independently confirmed\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Shoot the four coaster routes\u2014Flying Ghost, Flying Turns, Chicago Loop and The Rocket\u2014to build rides, guests and park value.\",\"Shoot Start Fun when lit to begin an attraction mode, then complete its indicated ramps, targets or loops before the timer expires.\",\"Hit the Handyman drop target and Maintenance Men target to repair rides and relight features needed for continued park progression.\",\"Qualify Quick Multiball through its ride feature, then shoot the lit attraction for jackpots during two-ball play.\",\"Lock three balls through the coaster and lock routes to start the main Multiball, where coaster ramps score jackpots and the higher award.\",\"Build guests and complete the principal rides and attractions to reach the park's late-game wizard-style celebration.\"],\"modes\":[\"Dunk the Dummy begins at the side attraction and rewards repeated accurate hits on the rising dunk target.\",\"Super Dunk is the developed follow-up to Dunk the Dummy, increasing the target requirement and award.\",\"Boo Time uses the Flying Ghost and themed shots for a timed haunted-attraction sequence.\",\"Quick Multiball is a two-ball feature designed for fast attraction jackpots.\",\"Main Multiball starts after three locks and sends the player across the four coaster routes for jackpots.\",\"Start Fun contains the wider attraction set, while completed rides, guests and park goals build toward the final park celebration.\"],\"strategy\":[\"Learn the four coaster feeds and favour the routes that return predictably to a flipper; uncontrolled Rocket attempts can turn a mode into a short ball.\",\"Start a Fun mode only when its key attraction is available and understood, then use a prepared multiball to protect timed objectives.\",\"Use Handyman and Maintenance targets deliberately; unnecessary centre-target hits create rebounds without advancing a currently broken ride.\",\"During main Multiball, keep one ball controlled and cycle the safest coaster ramp for jackpots before attempting the more difficult high-value route.\",\"Collect guests through normal ramp flow rather than forcing low-value side targets, and use Kiosk awards to spot awkward progress.\",\"In competition, Quick Multiball plus a familiar Start Fun mode is the efficient route; the full park completion is best reserved for an established long ball.\"]},{\"title\":\"Rush\",\"releaseDate\":\"January 2022\",\"gameDesigner\":\"John Borg\",\"produced\":\"1,000 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Bob Baffy\",\"artist\":\"Michael Barnard\",\"mechanicalEngineer\":\"Elliot Eismin\",\"rules\":[\"Choose a Rush song mode at the start of each ball and shoot its flashing objectives; completed songs award an instrument and permanent progress.\",\"Make the ramp and lock targets to stage two balls, then shoot the lock to start Far Cry Multiball.\",\"Shoot the Time Machine and its surrounding shots to travel through years, collect records and qualify Time Machine Multiball.\",\"Build combos across the ramps and orbits; sustained combos increase scoring and help qualify valuable feature awards.\",\"Complete the R-U-S-H targets and collect instrument and album objectives to strengthen later modes and advance the main journey.\",\"Complete the required songs, multiballs and challenge modes to reach Cygnus X-1 Book One, Hemispheres and the 2112 wizard multiball.\"],\"modes\":[\"Six principal song modes give each major track a distinct shot sequence, timer and completion objective.\",\"Far Cry Multiball begins after two physical locks and offers jackpots followed by a higher-value Super Jackpot sequence.\",\"Time Machine Multiballs represent different planets and eras; accumulated years improve later Time Machine awards and ball save.\",\"Three Challenge modes add specialised objectives outside the standard song progression.\",\"Cygnus X-1: Book One and Book Two: Hemispheres are mini-wizard multiballs reached through their related progression.\",\"2112 is the game\u2019s final wizard multiball and requires broad completion across songs, challenges and major multiballs.\"],\"strategy\":[\"Start a comfortable song, then stack Far Cry Multiball with it so ball save protects the mode and both features score together.\",\"The ramp-to-lock sequence is central to Far Cry; practise the upper-flipper timing and do not force the lock from an uncontrolled feed.\",\"Complete a song early to earn its instrument and establish a useful 2X shot for later scoring.\",\"Place or exploit the 2X on a repeatable high-value lane such as the Dead End, then bring a multiball to that shot.\",\"Time Machine progress persists and its multiballs grow stronger with years travelled, making steady early progress worthwhile.\",\"In competition, one completed song stacked with Far Cry and a controlled 2X shot is a safer plan than immediately pursuing 2112.\"]},{\"title\":\"Sharkey's Shootout\",\"releaseDate\":\"September 2000\",\"gameDesigner\":\"John Borg\",\"produced\":\"Approximately 800\",\"productionBasis\":\"Published database estimate; no factory total independently confirmed\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Borg\",\"rules\":[\"Choose eight-ball or nine-ball and shoot the numbered pool-ball targets in the required order to clear the rack and defeat the current opponent.\",\"Complete opponent objectives to face Tex, Sticks, Dr. Wood, Mr. Grey, Sharkey and other challengers; each match changes the valuable target or shot.\",\"Build and collect awards from the giant mystery ball, including multiball, hurry-up, post saves, millions and jackpot qualifications.\",\"Complete the lock or rack requirements to start the main four-ball multiball, then shoot the flashing billiard features for jackpots.\",\"Use the cue-ball and Black Widow shots to complete matches, cash hurry-ups and advance toward the reigning champion.\",\"Defeat five characters to light The Web, a four-ball final challenge against Jeanette Lee.\"],\"modes\":[\"Eight-Ball matches require clearing the object-ball sequence before finishing on the eight ball.\",\"Nine-Ball matches progress through the numbered balls with the nine ball serving as the winning shot when legally qualified.\",\"Opponent matches against Tex, Sticks, Dr. Wood, Mr. Grey and Sharkey vary target order, timing and scoring emphasis.\",\"The main four-ball multiball uses the rack, cue-ball and lit table shots for jackpots.\",\"Giant Mystery awards can start hurry-ups and supply multiball or defensive benefits such as post saves.\",\"The Web is the final four-ball mode: make four jackpot shots, then hit the Black Widow to collect and repeat the sequence.\"],\"strategy\":[\"Before plunging, note whether the match is eight-ball or nine-ball and shoot only the next legal target; random bank hits waste control.\",\"Use the upper flipper to pick off numbered targets from controlled feeds instead of relying on rebounds across the bank.\",\"Save Giant Mystery until its possible multiball or post-save award is useful; collecting it during an already-safe period can waste value.\",\"During the main multiball, trap a ball and use the others to clear the flashing table shots, then take the jackpot deliberately.\",\"Advance opponents evenly toward five victories; replaying comfortable low-level scoring does not reach The Web.\",\"In The Web, ignore background switches: make the four required jackpot shots, then prioritise the Black Widow collect before losing the extra balls.\"]},{\"title\":\"Shrek\",\"releaseDate\":\"August 2008\",\"gameDesigner\":\"Pat Lawlor\",\"produced\":\"Approximately 600\",\"productionBasis\":\"Published database production figure for the limited re-theme\",\"soundDesigner\":\"David Thiel and Jeff Powell\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"John Krutsch\",\"rules\":[\"Complete the four character shots to light a Swamp mode, then shoot the Swamp scoop to choose and begin its timed objective.\",\"Spell PINBALL at the two captive balls and other awards, then shoot the Swamp to play Donkey Pinball on the miniature upper playfield.\",\"Complete the Baby targets repeatedly to start Baby Multiball; switch-count milestones light successive jackpots during the mode.\",\"Complete Castle Guard shots to build Re-Pay Your Debt, then make the lit major shots during its timer for escalating awards.\",\"Qualify Dragon Multiball through the dragon feature and shoot the lit character and ramp shots for jackpots and its Super Jackpot.\",\"Complete the six displayed achievements\u2014Castle Guard jackpots, Debt shots, Baby jackpots, Charming awards, Donkey Super Jackpot and Swamp Wizard score\u2014to light Far Far Away.\"],\"modes\":[\"Swamp modes use Shrek, Fiona, Donkey, Gingy, Puss in Boots and Fairy Godmother shots in different timed patterns.\",\"Donkey Pinball sends the ball to the two-flipper mini playfield; successful returns and captive-ball work build its Super Jackpot.\",\"Baby Multiball starts as two or three balls depending on the attempt and uses increasing switch thresholds for jackpots.\",\"Dragon Multiball centres on the dragon and character shots, with jackpot value increasing across successful attempts.\",\"Re-Pay Your Debt turns accumulated Castle Guard progress into a timed major-shot scoring mode.\",\"Far Far Away is the final wizard multiball, qualified by completing six demanding achievements from across the ruleset.\"],\"strategy\":[\"Start a Swamp mode before Baby or Dragon Multiball so the extra balls protect its timed arrows and count toward two objectives.\",\"Baby Multiball is the most repeatable early safety net; complete target banks cleanly and avoid uncontrolled centre rebounds.\",\"Build Castle Guard hits between safer ramp shots, then start Re-Pay Your Debt only when you can repeatedly hit the displayed arrows.\",\"On Donkey Pinball, short controlled flips are more reliable than full-power shots; prioritise returning the ball safely before chasing the Super Jackpot.\",\"Use instant information to track the six Far Far Away requirements and focus on the closest incomplete task rather than playing every feature evenly.\",\"For tournaments, stack one Swamp mode with Baby Multiball and exploit Re-Pay Your Debt; Far Far Away is a long-game objective, not the default plan.\"]},{\"title\":\"Spider-Man\",\"releaseDate\":\"June 2007\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Approximately 3,760 original-edition games; Vault Edition total not published\",\"productionBasis\":\"Published database estimate for the 2007 edition; later Vault production not disclosed\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor, Mark Galvez, Margaret Hudson and Marc Schoenberg\",\"mechanicalEngineer\":\"John Rotharmel, Mike Redoble and Robert Blakeman\",\"rules\":[\"Defeat Green Goblin, Sandman, Venom and Doctor Octopus by repeatedly starting and completing each villain's changing shot objectives.\",\"Start a Spider-Man timed mode by completing the lit red spider-arrow sequence and shooting Mode Start; complete all five modes for final progression.\",\"Hit Doctor Octopus to start his multiball, then shoot Doc Ock and lit arrows for jackpots while the magnet creates Fusion Malfunction action.\",\"Complete Sandman's motorised target bank to begin Sandman Multiball and clear the shifting targets for jackpot and Super Jackpot progress.\",\"Defeat every villain twice to light Battle Royale at either orbit; defeat the four villains again, then shoot the right ramp for its Super Jackpot.\",\"Defeat each villain three times and complete all five timed modes to qualify Super Hero, the final wizard mode.\"],\"modes\":[\"Green Goblin, Sandman, Venom and Doctor Octopus each have three increasingly difficult villain battles that retain progress through a drain where specified.\",\"Doctor Octopus Multiball is a magnet-centred mode with jackpots on Doc Ock and surrounding lit shots.\",\"Sandman Multiball uses the motorised centre bank and whirlwind targets as its principal qualification and scoring area.\",\"Five Spider-Man timed modes form a second progression track separate from the four villain ladders.\",\"Battle Royale is the four-villain mini-wizard multiball, qualified after defeating every villain twice.\",\"Super Hero is the final wizard mode, requiring three victories over all villains plus completion of all five Spider-Man modes.\"],\"strategy\":[\"Always start a timed Spider-Man mode before a prepared multiball; overlapping arrows can score mode and multiball progress together and may receive shot multipliers.\",\"Doc Ock is usually the cleanest early multiball route, but make controlled hits because magnet releases and rejected centre shots can be unpredictable.\",\"Use multiball protection to finish Sandman's dangerous centre-bank hits instead of bashing the targets repeatedly during single-ball play.\",\"Track villain tiers individually: clearing all four evenly reaches Battle Royale sooner than repeatedly farming one comfortable villain.\",\"In Battle Royale, hit each villain once to light the right-ramp Super Jackpot; prioritise completion over low-level background scoring.\",\"For a tournament score, a mode-plus-Doc-Ock stack followed by Battle Royale is the practical route; Super Hero demands a much longer, balanced game.\"]},{\"title\":\"Star Trek\",\"releaseDate\":\"December 2013\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Limited Edition produced; exact total not publicly documented\",\"productionBasis\":\"Limited edition confirmed; quantity not documented\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O\u2019Connor\",\"mechanicalEngineer\":\"Mike Redoble\",\"rules\":[\"Choose a mission at the start of each ball or when the mission start is qualified. Complete its coloured flashing shots before time expires.\",\"Complete sets of missions to advance through the three mission levels and increase the value of later objectives.\",\"Build locks at the Vengeance area to start Vengeance Multiball, then shoot the lit attack jackpots and return to the ship for larger awards.\",\"Spell K-L-I-N-G-O-N and complete the associated shots to qualify Klingon Multiball.\",\"Build the playfield multiplier and combo values before collecting major mission completions or Super Jackpots.\",\"Complete the mission grid and major multiballs to reach five-year mission progress and the Kobayashi Maru wizard objective.\"],\"modes\":[\"The mission grid contains multiple Enterprise assignments grouped into progressive levels; completed missions unlock harder sets.\",\"Vengeance Multiball is the central ship-based multiball and uses the major ramps and orbits for attack jackpots.\",\"Klingon Multiball is qualified through the Klingon targets and provides a separate jackpot sequence.\",\"Enterprise Amok and other mission-specific features alter the lit shots and scoring pattern.\",\"Five-Year Mission rewards broad mission completion and leads into the deepest rules.\",\"Kobayashi Maru is the principal wizard objective for players who complete the required mission and multiball progress.\"],\"strategy\":[\"Select the opening mission whose shots are safest on that particular machine. A completed lower-value mission is better than an early timeout.\",\"Start a mission before Vengeance Multiball so mission shots and jackpots can overlap.\",\"The Vengeance target can reject sharply; attack it under ball save or from a trapped ball.\",\"Build playfield X before collecting a Super Jackpot or finishing a developed mission.\",\"Use the smooth ramp and orbit feeds for control, but stop shooting combos when a dangerous centre objective becomes required.\",\"For tournament play, one mission plus Vengeance Multiball is a reliable base; full mission-grid completion is a long-game goal.\"]},{\"title\":\"Star Wars\",\"releaseDate\":\"August 2017\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Limited Edition produced; exact total not publicly documented\",\"productionBasis\":\"Limited edition confirmed; quantity not documented\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O\u2019Connor\",\"mechanicalEngineer\":\"Elliot Eismin\",\"rules\":[\"Choose Luke, Leia, Han or R2-D2 before plunging. Each character changes scoring rules, difficulty or how Force and multiplier features behave.\",\"Start planet and story modes by qualifying the mode shot, then complete the flashing objectives from Tatooine, the Death Star, Hoth and Endor.\",\"Spell F-O-R-C-E and use the action button to apply the current Force award or multiplier at the most valuable moment.\",\"Build TIE Fighter progress at the centre targets and complete the displayed attack sequence for multiball and scoring awards.\",\"Complete missions and character objectives to earn medals and advance toward the final trilogy progression.\",\"Finish the required episodes, multiballs and achievements to reach the game\u2019s Victory Multiball wizard objective.\"],\"modes\":[\"Tatooine, Death Star, Hoth and Endor provide the principal story-mode groups, each with distinct shot sequences.\",\"TIE Fighter Multiball is tied to the centre target bank and rewards repeated lit attack shots.\",\"Death Star and escape features use the major ramps and orbits for jackpots and final collections.\",\"Hyperspace and combo features reward fast repeatable shots and can multiply other scoring.\",\"Character-specific rules alter how modes, Force awards and multipliers are developed.\",\"Victory Multiball is the main wizard mode after broad completion of the trilogy objectives.\"],\"strategy\":[\"Choose a character for the format: a simpler scoring route is preferable in a short match, while advanced characters can offer higher long-game potential.\",\"Build a playfield multiplier, then use the action button when a mode completion or multiball jackpot is ready.\",\"Start a story mode before multiball so the timed shots are protected by extra balls.\",\"The centre TIE targets are dangerous; make them with ball save active or from a settled flipper.\",\"Track the multiplier timer rather than continuing low-value shots after the valuable window has ended.\",\"For tournament play, commit to one episode path and a compatible multiball instead of scattering progress across the full trilogy.\"]},{\"title\":\"Star Wars: Fall of the Empire\",\"releaseDate\":\"September 2025\",\"gameDesigner\":\"John Borg\",\"produced\":\"770 Limited Edition machines in initial launch territories; Pro and Premium totals not publicly documented\",\"productionBasis\":\"Official Stern announcement ties the LE cap to the original film\u2019s 1977 release\",\"soundDesigner\":\"Jerry Thompson and Bob Baffy\",\"artist\":\"Jeremy Packer (Zombie Yeti), Vincent Proce and Sam Gilbey\",\"mechanicalEngineer\":\"John Rotharmel, Robert Blakeman, Cheryl Lininger and Jim Shird\",\"rules\":[\"Choose and complete trilogy-scene modes from the lit action shots, using the centre ramp and outer routes to progress each objective.\",\"Enter the Sarlacc Pit for Jabba-related awards and mode starts, then return to lit shots before their timers expire.\",\"Repair the Millennium Falcon hyperdrive and hit the centre jump ramp to escape Cloud City into hyperspace.\",\"Build Death Star Multiball, lower the station shields, then attack Death Star II for jackpots and destruction progress.\",\"Defeat TIE fighters and stormtroopers while building light-side progress; Darth Vader features advance the competing dark-side path.\",\"Finish the required light- and dark-side objectives to qualify Never Tell Me the Odds, Dark Side Multiball and the Jedi Master wizard mode.\"],\"modes\":[\"Original-trilogy scene modes recreate events from A New Hope, The Empire Strikes Back and Return of the Jedi.\",\"Cloud City Escape requires hyperdrive repairs followed by the centre jump-ramp escape shot.\",\"Jabba and Sarlacc features use the right-side pit for awards, qualification and timed objectives.\",\"Death Star Multiball is the headline multiball: lower shields, attack the battle station and finish its destruction sequence.\",\"Never Tell Me the Odds and Dark Side Multiball are mini-wizard modes built from broader feature completion.\",\"Jedi Master is the principal wizard mode, reached through sustained completion of the game\u2019s light- and dark-side journeys.\"],\"strategy\":[\"Use the outer lanes early to learn feeds and build progress before committing to the centre jump ramp.\",\"Prepare Cloud City and Death Star progress together; their lit shots can overlap efficiently during protected multiball play.\",\"At the Sarlacc Pit, shoot only from a controlled right-flipper setup because missed entries can return unpredictably.\",\"During Death Star Multiball, lower shields immediately, then trap one ball and aim the station with the other.\",\"Choose scene modes whose required arrows align with your safest shots rather than selecting purely by potential value.\",\"For tournaments, Death Star Multiball plus one completed scene is the reliable base; pursue mini-wizards only when qualification is already advanced.\"]},{\"title\":\"Stranger Things\",\"releaseDate\":\"December 2019\",\"gameDesigner\":\"Brian Eddy\",\"rules\":[\"Start Chapter modes at the qualified mode-start shot. Chapters recreate major events from the first two seasons and require the flashing story shots before time expires.\",\"Spell or advance DEMODOG at the spinner and related shots to build Demodog features and progression.\",\"Knock down the centre drop targets to expose the Demogorgon, then hit the bash toy to damage it and advance toward Demogorgon Multiball.\",\"Complete lock progress to start Eleven Multiball. Premium and Limited Edition games use the telekinetic magnetic lock; the Pro presents the same rules through simpler hardware.\",\"Complete Chapter objectives and major features to collect items and advance the overall story toward the final showdown.\",\"The projector screen on Premium and LE models is used for special battle and video sequences; rules progression remains recognisable across editions.\",\"Broad Chapter, Demogorgon and multiball progress leads to the game\u2019s final wizard objectives.\"],\"modes\":[\"Chapter modes cover story events such as Will\u2019s disappearance, the Hawkins Lab investigation and battles against creatures from the Upside Down.\",\"Demogorgon Multiball is qualified by repeatedly exposing and attacking the Demogorgon. Jackpots use the major lit shots before the Demogorgon becomes the key collection.\",\"Eleven Multiball is built through Eleven and lock progress and rewards the lit telekinetic jackpot sequence.\",\"Demodog features are advanced through the spinner and related objectives, contributing to a separate scoring route.\",\"Upside Down features alter the presentation and shot values while the player completes the displayed escape or battle objectives.\",\"Premium and LE projector modes add visual sequences and hardware interactions that are absent or represented differently on the Pro.\",\"The final showdown is reached through completed Chapters and the principal creature and multiball objectives.\"],\"strategy\":[\"Start a Chapter before Demogorgon or Eleven Multiball so the extra balls protect the timed story shots.\",\"Use ball save to attack the centre drops and Demogorgon. Rebounds from the bash area can head directly toward the centre drain.\",\"Build the Demodog spinner when the orbit feed is safe; repeated controlled spinner shots are preferable to random attempts at the centre.\",\"On Premium and LE games, learn the magnetic lock release and projector-ramp feeds before committing to a risky stack.\",\"Choose Chapters whose required shots match the machine\u2019s safe feeds. Completing a manageable Chapter is better than timing out a theoretically lucrative one.\",\"In multiball, cradle whenever possible and use the free ball for the centre target or lit jackpot instead of repeatedly bashing without control.\",\"For tournament play, Chapter plus an accessible multiball is the reliable plan. The full final-showdown route requires too much breadth for most short games.\"],\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Ken Hale\",\"artist\":\"Bob Stevlic\",\"mechanicalEngineer\":\"Robert Blakeman\"},{\"title\":\"Striker Xtreme\",\"releaseDate\":\"January 2000\",\"gameDesigner\":\"Joe Balcer\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory or database total located; deliberately not estimated\",\"soundDesigner\":\"Kyle Johnson\",\"artist\":\"Kevin O'Connor and Kurt Andersen\",\"mechanicalEngineer\":\"John Borg, Joe Balcer, Ray Tanzer and Michael Toler\",\"rules\":[\"Time the plunge for the displayed skill-shot award, then spell CUP in the return lanes to increase end-of-ball bonus multiplier.\",\"Clear defenders and shoot the goalie target to score the current goal award, defeat a country or enter an Xtreme round.\",\"Complete the four soccer-ball targets to light the side ramp for a Penalty Kick and spot the defender return lane.\",\"Spell SHOOTOUT at the left hole, then shoot either ramp for the hurry-up and follow it with a free attempt on goal.\",\"Spin to light locks and lock balls on the lit stadium ramps; during Stadium Multiball, shoot red-arrow jackpots and the side-ramp Super Jackpot.\",\"Defeat every country to start Celebration Multiball, then score jackpots on all shots and lock the live balls for Super Shootout.\"],\"modes\":[\"Country matches require clearing defenders and scoring the goal; completing country groups lights Halftime and defensive awards.\",\"Shootout is a two-step hurry-up: collect at a ramp, then convert the corresponding goal before its value expires.\",\"Penalty Kick follows completion of the four soccer-ball targets and gives a focused side-ramp scoring chance.\",\"Stadium Multiball uses spinner-lit ramp locks, red-arrow jackpots and a side-ramp Super Jackpot; goals relight the jackpots.\",\"Celebration Multiball starts after all countries are defeated, keeping every shot lit for jackpots.\",\"Super Shootout is the major closing award within Celebration, reached by locking all active balls.\"],\"strategy\":[\"Score an early goal to light Free Kick ball-save protection before committing to the most dangerous defender and lock shots.\",\"Use spinner shots to prepare Stadium locks, but complete a country first when possible so goals during multiball also advance the world tour.\",\"In Shootout, take the safer ramp collect and use its controlled return to line up the immediate goal rather than flipping on the fly.\",\"During Stadium Multiball, collect broad red-arrow jackpots, shoot the side ramp for Super, then score a goal to relight the entire set.\",\"Track soccer-ball mystery progress because a useful vendor award can light locks, ball saves or other difficult qualifications.\",\"For tournaments, Stadium Multiball plus repeatable Shootouts is the controlled route; Celebration requires a much longer sweep of all countries.\"]},{\"title\":\"Supreme\",\"releaseDate\":\"February 2018\",\"gameDesigner\":\"George Gomez (Spider-Man Home Edition platform)\",\"produced\":\"49 machines (official Supreme edition size)\",\"productionBasis\":\"Supreme product archive identifies each machine as 1 of 49\",\"soundDesigner\":\"Individual sound credit for the Supreme retheme not publicly documented\",\"artist\":\"Supreme in-house brand treatment; individual artist not publicly documented\",\"mechanicalEngineer\":\"Mechanical engineering credit not publicly documented; based on Stern Spider-Man Home Edition\",\"rules\":[\"Complete the SUPREME letter targets and major red-arrow shots to advance the core scoring ladder.\",\"Use the three-bank drop targets to open and relight the central feature, then shoot through promptly before the bank resets.\",\"Build villain-style feature progress at the character shots inherited from the Spider-Man Home Edition layout.\",\"Lock balls at the lit lock route and finish the required sequence to start the main multiball.\",\"During multiball, follow the flashing red arrows for jackpots and complete the bank again to improve the next award.\",\"The rules are a compact home-model design: repeat completed features at higher values rather than expecting a deep modern mode tree.\"],\"modes\":[\"The central three-bank feature is the principal qualification task and repeatedly changes the safest available shot.\",\"Left and right orbit progress supplies controlled feeds while advancing the main feature ladder.\",\"Ramp and stand-up sequences act as the game\u2019s themed objectives on the Spider-Man Home Edition-derived ruleset.\",\"Main Multiball is the primary timed scoring event, reached by completing the illuminated lock sequence.\",\"Jackpot play rotates among lit major shots, rewarding accurate alternation instead of shooting one lane continuously.\",\"Completion scoring loops the core objectives with increased values; there is no documented full-size Stern wizard-mode structure.\"],\"strategy\":[\"Prioritise the drop bank from a settled cradle; centre-target rebounds are the main drain risk on this compact layout.\",\"Use the orbits to regain flow and wait for a clean return before attacking the central opening.\",\"Do not chase an unlit lock\u2014finish the current qualification first so every risky centre shot earns progress.\",\"Enter multiball with the bank close to completion, letting ball save cover the most dangerous centre shots.\",\"Take easy outside jackpots first, then use a trapped ball to aim the bank or tighter central award.\",\"In competition, repeatable multiball qualification is safer than forcing every feature during single-ball play.\"]},{\"title\":\"Teenage Mutant Ninja Turtles\",\"releaseDate\":\"July 2020\",\"gameDesigner\":\"John Borg\",\"produced\":\"500 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Elliot Eismin\",\"rules\":[\"Choose Leonardo, Donatello, Raphael or Michelangelo at the start. Each Turtle has a different ability and scoring emphasis.\",\"Shoot the left and right ramps in either order to qualify an Episode, then shoot the Pizza Parlor scoop beneath the van to start it.\",\"Complete an Episode\u2019s flashing shots, then finish at the lit Turtle shot for its completion award.\",\"Shoot the Pizza Parlor scoop three times to lock balls and start Ninja Pizza Multiball; selected toppings change how the multiball behaves.\",\"Shoot the right Turtle Power ramp three times to lock, then shoot it again to start Turtle Power Multiball.\",\"Complete Episodes, training, multiballs and villain objectives to reach the three wizard multiballs and Final Battle.\"],\"modes\":[\"Eight Episode modes follow a connected Shredder and Dimension X storyline, each with a different sequence of lit shots.\",\"Ninja Pizza Multiball uses the magnetic pizza disc and can grow from three balls to a larger multiball depending on edition and progress.\",\"Turtle Power Multiball is the ramp-based multiball and rewards repeated Turtle shots and jackpots.\",\"Three Ninja Training modes raise the selected Turtle\u2019s level, improving scoring for the rest of the game.\",\"Weapon Hurry-Up and the 1-2-3 Foot Combo are shorter repeatable features that build Turtle power and defeat Foot soldiers.\",\"The game contains three wizard multiballs culminating in the Final Battle against Shredder and his allies.\"],\"strategy\":[\"Select the Turtle whose ability fits the format; a survival or progress benefit is often stronger than a high-ceiling scoring power in tournaments.\",\"Start an Episode before Ninja Pizza or Turtle Power Multiball so extra balls protect its required arrows.\",\"Training is permanent for the game and adds 10% to later scoring per level, so early training can repay the risk on a long ball.\",\"Every second LAIR completion lights the 2X playfield target; time 2X with an Episode completion or developed multiball.\",\"The layout is famously unforgiving. Trap whenever possible and avoid forcing the tight centre ramp or scoop from a moving ball.\",\"For tournament play, one Episode stacked with Ninja Pizza and an early 2X window is safer than chasing the full Final Battle path.\"]},{\"title\":\"Terminator 3: Rise of the Machines\",\"releaseDate\":\"June 2003\",\"gameDesigner\":\"Steve Ritchie\",\"produced\":\"Approximately 2,500\",\"productionBasis\":\"Published database\/community estimate; no factory total independently confirmed\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"John Rotharmel, Ray Tanzer and Steve Ritchie\",\"rules\":[\"Complete the security-level targets and Command Centre awards to build Assault, Max Escape, locks and the other requirements shown above the flippers.\",\"Spell RED by hitting the centre captive ball three times, then shoot the lit red shots during RED mode for increasing awards.\",\"Lock balls through the centre lane to start the main Multiball; score jackpots on the lit shots and complete the sequence for Super Jackpot.\",\"Qualify and start Assault, then complete its rapidly changing shots; build Max Escape through the escape features and finish its required route.\",\"Light the backbox RPG and use the cabinet gun to fire at the moving target; complete three successful RPG sequences for final qualification.\",\"Complete Payback Time, Assault, a Multiball Super Jackpot, Max Escape and three RPGs to light Final Battle and confront the T-X.\"],\"modes\":[\"Main Multiball uses centre locks, lit jackpots and a Super Jackpot that is required for Final Battle.\",\"RED is a captive-ball mode with a heartbeat presentation and a lit-shot progression that can overlap other scoring.\",\"Assault is a major timed combat mode qualified through Command Centre and security progression.\",\"Payback Time is a separate multiball\/scoring feature that can be stacked with RED, Assault and the main Multiball in certain orders.\",\"RPG is the unique backbox cannon game, requiring accurate trigger timing against displayed targets.\",\"Final Battle is the wizard mode, qualified by five achievements; defeating the T-X completes its closing sequence.\"],\"strategy\":[\"Use the skill shot and Command Centre to take the award that fills the hardest missing Final Battle requirement rather than defaulting to points.\",\"Prepare main Multiball and RED together, then start Assault before releasing the final lock so three scoring systems can overlap.\",\"During main Multiball, prioritise completing the jackpot sequence and Super Jackpot because the Super is mandatory for Final Battle.\",\"Treat the captive ball as dangerous during single-ball play; make RED hits from a settled flipper or under ball save.\",\"Practise the RPG trigger timing and take all three opportunities\u2014missing this backbox skill can halt an otherwise complete wizard run.\",\"For tournaments, the multiball\/RED\/Assault stack produces dependable value; Final Battle is unusually attainable only when the five lamps are deliberately managed.\"]},{\"title\":\"The Avengers\",\"releaseDate\":\"November 2012\",\"gameDesigner\":\"George Gomez\",\"produced\":\"500 Limited Edition games (250 Avengers and 250 Hulk); Pro and Premium totals not published\",\"productionBasis\":\"Published fixed Limited Edition quantities; standard-edition totals unknown\",\"soundDesigner\":\"David Thiel and Mark Pierucci\",\"artist\":\"Not publicly documented; licensed film imagery used\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Advance Thor, Hawkeye, Captain America, Black Widow, Iron Man and Hulk through their dedicated shots; completing every hero qualifies Battle for Earth.\",\"Hit the Hulk targets and ramp to build rage and start Hulk Multiball, then shoot Hulk and the lit arrows for escalating jackpots.\",\"Spell IRON MAN and complete the arc-reactor sequence to start Iron Man Multiball, where the character shots determine jackpot progress.\",\"Complete each hero's VS battle against another Avenger, following its specific alternating, spinner, ramp or target objectives.\",\"Build Tesseract and COSMIC letters at the rotating cube to start its feature and collect the associated jackpots and qualification awards.\",\"Complete the six Avengers to light Battle for Earth, a four-level wizard sequence that combines the team's central objectives.\"],\"modes\":[\"Six hero Highlight modes reward repeated work on Thor, Hawkeye, Captain America, Black Widow, Iron Man and Hulk.\",\"VS modes pair Avengers against each other, including Black Widow versus Hulk, and use different shot combinations for victory.\",\"Hulk Multiball starts at the Hulk assembly and ties jackpot value to the number of active Avengers.\",\"Iron Man Multiball uses the arc-reactor and hero shots, with its own jackpot and Super Jackpot progression.\",\"Tesseract mode is built at the rotating cube and uses COSMIC letters as a parallel scoring and progression feature.\",\"Battle for Earth is the four-stage wizard mode, qualified by completing all six Avengers.\"],\"strategy\":[\"Advance all six heroes rather than repeatedly farming Hulk; balanced hero completion is the only direct route to Battle for Earth.\",\"Prepare a VS mode before Hulk or Iron Man Multiball so overlapping hero shots score two objectives under ball save.\",\"Hulk is a dangerous centre feature, so make its required hits from a trapped ball or during multiball instead of bashing uncontrolled returns.\",\"Use the Tesseract between hero shots and cash its awards when they can spot or multiply an awkward hero requirement.\",\"During multiball, collect jackpots at the safest hero ramps first, then attack Hulk or the arc reactor when Super Jackpot is ready.\",\"For tournaments, Hulk Multiball with one prepared VS mode is the dependable scoring plan; Battle for Earth requires deliberate breadth across every hero.\"]},{\"title\":\"The Beatles\",\"releaseDate\":\"November 2018\",\"gameDesigner\":\"George Gomez\",\"produced\":\"1,964 total: 1,614 Gold, 250 Platinum and 100 Diamond\",\"productionBasis\":\"Official fixed edition quantities\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Christopher Franchi\",\"mechanicalEngineer\":\"Tom Kopera\",\"rules\":[\"Choose one of five core song modes before plunging, then complete its indicated loop, spinner, target or multiball objective to raise that song's level.\",\"Shoot the main loop repeatedly to spell BEATLEMANIA; completed spellings award features and help build late-game progression.\",\"Complete the FAB, FOUR and 1964 drop-target banks to light the Super Jackpot behind the FAB targets during qualifying multiballs.\",\"Advance each song to at least level three to qualify HELP!\/Beatlemania Multiball, where the main song objectives combine in multiball play.\",\"Raise every song to level five and satisfy the All My Loving jackpot requirement to light Taxman at the upper magnet.\",\"Use the record-disc magnet, upper magnet and four Beatle standups to control multiball progress, add balls and reach the highest jackpots.\"],\"modes\":[\"Five core song modes include All My Loving, Ticket to Ride and three other 1960s performance tracks, each with five progression levels.\",\"All My Loving is a two-ball multiball whose jackpots also contribute to Taxman qualification.\",\"Ticket to Ride emphasises super-spinner scoring and rewards controlled orbit feeds.\",\"HELP!\/Beatlemania Multiball begins after all five song modes reach level three and combines the active song features.\",\"Taxman Multiball is the final wizard mode, qualified after all five songs reach level five plus the required All My Loving jackpots.\",\"Drop-target Super Jackpot and Beatle-standup add-a-ball rules create a parallel scoring layer during the major multiballs.\"],\"strategy\":[\"Select the song whose shots suit the machine's current setup; advancing every song is essential, so avoid repeatedly choosing only a favourite.\",\"Build BEATLEMANIA with controlled loop shots, using the predictable return to establish rhythm instead of flipping immediately.\",\"Complete drop-target banks before entering a major multiball so the Super Jackpot is ready while ball save protects the dangerous centre.\",\"In All My Loving, secure at least three jackpots across attempts because song level alone does not satisfy the full Taxman requirement.\",\"During HELP! or Taxman, complete the four Beatle standups early to earn add-a-ball, then move to the lit jackpots.\",\"For tournaments, bring all modes to level three for the attainable HELP! multiball; Taxman is the deeper objective for a sustained game.\"]},{\"title\":\"The Lord of the Rings\",\"releaseDate\":\"December 2003\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Approximately 5,100 original machines plus 500 Limited Edition machines\",\"productionBasis\":\"Published approximate standard total and published limited-edition figure\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Jerry Vanderstelt, Margaret Hudson, Kevin O\u2019Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Start and complete the Fellowship, Two Towers and Return of the King modes by making their lit shots. Each film contributes a separate set of objectives.\",\"Collect members of the Fellowship through their associated shots and features; assembled Fellowship progress improves later awards.\",\"Defeat the Balrog by striking the target, then shoot the opened ramp to finish the confrontation and advance its multiball path.\",\"Lock balls and shoot through the One Ring to start the principal multiballs; the Ring magnet captures successful jump-ramp shots.\",\"Complete the three film multiballs and their required Super Jackpots to light Destroy the Ring.\",\"Destroy the Ring is the key wizard challenge; completing it and the broader mode set advances toward Valinor.\"],\"modes\":[\"Fellowship Multiball is tied to Fellowship progress and Ring locks, with jackpots on the major character shots.\",\"Two Towers Multiball follows the related film modes and uses the principal ramps and orbits for jackpots.\",\"Return of the King Multiball is the third major film multiball required for the endgame.\",\"Balrog is a repeatable battle and multiball qualification route built through the central target and ramp.\",\"Destroy the Ring requires the player to make the Ring shot under pressure after completing the three film multiballs.\",\"Valinor is the final wizard objective, reached by completing the broad set of modes and the Destroy the Ring challenge.\"],\"strategy\":[\"Work toward the three film multiballs while completing compatible modes; progress overlaps more efficiently than chasing one feature in isolation.\",\"The Ring shot is valuable but can be inconsistent. Learn the exact flipper position before risking a developed ball on repeated misses.\",\"Use multiball to attack Balrog and difficult mode shots, then cradle whenever possible before shooting the Ring Super Jackpot.\",\"Finish Gift of the Elves and Fellowship awards that provide protection or scoring benefits before the later film multiballs.\",\"Destroy the Ring is worth pursuing only when the three multiballs are already close; forcing the full route from the start is risky in a short match.\",\"For tournament play, a completed film multiball plus strong mode progress is dependable; Valinor belongs to long-format play.\"]},{\"title\":\"The Mandalorian\",\"releaseDate\":\"May 2021\",\"gameDesigner\":\"Brian Eddy\",\"produced\":\"750 Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Randy Martinez\",\"mechanicalEngineer\":\"Tom Kopera\",\"rules\":[\"Start Missions at the left scoop and complete the flashing shots from events across the first two seasons. Mission success awards Beskar and advances the journey.\",\"Spend collected Beskar at the Foundry on equipment, armour and rule benefits. Foundry choices can make later missions or multiballs easier and more valuable.\",\"Build Razor Crest progress at the ship target and centre ramp, then lock the required balls to start Razor Crest Multiball.\",\"Complete H-U-N-T-E-R stand-ups and return-lane progress to qualify Hunter modes. These provide shorter objectives and useful supporting awards.\",\"Build Ambush at the inner loop. Premium and LE games use the dynamic horseshoe mechanism; the Pro uses a static loop but preserves the same basic objective.\",\"Complete missions, encounters, multiballs and Foundry development to advance toward the late-game This Is the Way objective.\"],\"modes\":[\"Missions are the main story modes and use changing combinations of ramps, orbits, targets and the scoop.\",\"Razor Crest Multiball is the central lock multiball. Shoot the lit jackpots, then return to the ship or centre feature for larger collections.\",\"Hunter modes are qualified by the three Hunter targets and collected through the lit return lanes.\",\"Ambush modes are started at the inner loop and reward repeated loop control under time pressure.\",\"Premium and LE Encounter modes use the rotating upper playfield with two flippers; the Pro uses a static one-flipper version.\",\"This Is the Way is the principal late-game objective, reached through broad completion of the Mandalorian\u2019s journey.\"],\"strategy\":[\"Start a Mission before Razor Crest Multiball so the multiball shots also advance the timed Mission.\",\"Spend Beskar with a plan. A useful equipment upgrade early can be worth more than saving everything for an expensive late purchase you may never reach.\",\"Use the Foundry and scoop only from a controlled shot; missed scoop attempts can feed the slings and outlanes.\",\"On Premium and LE games, learn the Encounter playfield exit before chasing targets rapidly. A controlled exit is worth more than one additional target.\",\"Build Hunter and Ambush progress while working toward Razor Crest instead of treating them as completely separate routes.\",\"In tournament play, Mission plus Razor Crest is dependable. The full This Is the Way route is generally a long-format target.\"]},{\"title\":\"The Rolling Stones\",\"releaseDate\":\"February 2011\",\"gameDesigner\":\"Tom Kopera\",\"produced\":\"Production totals for Pro and Limited Edition not publicly documented\",\"productionBasis\":\"No reliable factory total located; deliberately not estimated\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Licensed photographic and album artwork; individual art credit not publicly documented\",\"mechanicalEngineer\":\"Tom Kopera\",\"rules\":[\"Hit the moving Mick target when it crosses a lit music-note position to build and start Album Multiball.\",\"Shoot the record lock to change songs and advance Record modes, then complete each song's lit objective for its mode credit.\",\"Complete both orbits for World Tour, ramps for Licks, guitar targets for Combos, star targets for Rock Star and pops for Fast Scoring.\",\"During Album Multiball, shoot Mick and the lit arrows for jackpots, using the moving target's position to determine the available shot.\",\"Complete each of the seven major categories\u2014World Tour, Fast Scoring, Rock Star, Records, Licks, Combos and Album Multiball.\",\"Collect all seven categories to qualify Encore, whose available stages and awards depend on how thoroughly the categories were completed.\"],\"modes\":[\"World Tour is advanced at the two orbits and represents travel progress across the band's performances.\",\"Fast Scoring builds through pop-bumper activity, while Rock Star is earned from the scattered star targets.\",\"Records modes start from the lock lane and include song-specific rules such as It's Only Rock 'N Roll at the left orbit.\",\"Licks uses repeated ramp shots, and Combos begins from the guitar targets before rewarding linked major shots.\",\"Album Multiball starts by hitting Mick in the required lit positions and uses Mick plus the white-arrow shots for jackpots.\",\"Encore is the wizard mode, split into stages determined by the player's completion of the seven main categories.\"],\"strategy\":[\"Watch Mick's current position before flipping; shoot the aligned note only when the moving target is clear of a valuable ramp or orbit.\",\"Build two or three categories together\u2014for example, ramps, combos and orbit tour progress\u2014rather than finishing one while ignoring the rest.\",\"Prepare a Records mode before Album Multiball so overlapping arrows advance the song objective under ball save.\",\"During Album Multiball, take open ramp and orbit jackpots first, then hit Mick when his movement presents a controlled target.\",\"Use pop and star-target categories as background progress; forcing their centre rebounds is rarely worth abandoning safe flow.\",\"For tournaments, Album Multiball plus a favourable Records mode is the repeatable score. Encore requires deliberate completion of all seven systems.\"]},{\"title\":\"The Simpsons Pinball Party\",\"releaseDate\":\"February 2003\",\"gameDesigner\":\"Joe Balcer and Keith P. Johnson\",\"produced\":\"Approximately 5,900\",\"productionBasis\":\"Published production estimate; no factory total independently confirmed\",\"soundDesigner\":\"Chris Granner; music by Dan Forden\",\"artist\":\"Kevin O'Connor and Margaret Hudson\",\"mechanicalEngineer\":\"Ray Tanzer and Wesley Chang\",\"rules\":[\"Lock three balls in the upper couch to start Couch Multiball; collect major-shot jackpots, then return to the couch for increasingly demanding Super Jackpots.\",\"Complete the Itchy & Scratchy drop targets and shoot their saucer twice to start one of four themed multiballs with major-shot jackpots.\",\"Shoot the upper TV when lit to start one of seven TV modes; relight it through the right orbit or Clean the Garage awards.\",\"Open and clean the Garage to collect SIMPSONS letters, mystery awards and mode qualifications while advancing the wider Springfield progression.\",\"Complete the six major wizard requirements, including five Couch Super Jackpots, the TV-mode and multiball milestones, and the named mini-wizard objectives.\",\"Finish all six requirements to qualify the Super Duper Mega Extreme Wizard Mode, the exceptionally difficult final culmination.\"],\"modes\":[\"Couch Multiball uses the upper couch locks and escalating jackpot-to-Super-Jackpot requirements that light the five family members.\",\"Four Itchy & Scratchy Multiballs\u2014Spay Anything, Kitty Kitty Bang Bang, Field of Screams and Esophagus Now\u2014share a jackpot framework with different presentation.\",\"Seven TV modes start at the upper television and lead to Alien Invasion after the set has been played.\",\"Alien Invasion requires locking an increasing number of live balls across the couch, school, saucer and other qualified lock locations.\",\"Mystery Spot reverses or alters familiar controls and combines with other mini-wizards such as Scratchy's Revenge and Secret Stash.\",\"Super Duper Mega Extreme Wizard Mode requires six broad achievements spanning Couch, TV, Itchy & Scratchy, character and mini-wizard progression.\"],\"strategy\":[\"Avoid leaving an early couch ball locked when pursuing TV modes because the reduced balls available can make Alien Invasion substantially harder.\",\"Stack a TV mode with Couch or Itchy & Scratchy Multiball; the extra balls protect difficult upper-playfield shots and advance multiple requirements.\",\"In Couch Multiball, count the jackpots needed for the next Super Jackpot and return to the couch immediately when it lights.\",\"Use the right orbit and Garage deliberately to relight TV rather than spraying upper shots; controlled repetition is the fastest route to Alien Invasion.\",\"During Alien Invasion, prioritise the easiest open locks first and preserve multiple balls; losing one can drop the mode back a phase.\",\"For tournaments, Couch Multiball with one TV mode is the practical scoring core. Treat the six-task final wizard path as a long-game project.\"]},{\"title\":\"The Sopranos\",\"releaseDate\":\"January 2005\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory or database total located; deliberately not estimated\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Kevin O'Connor; cabinet and backglass use HBO promotional artwork\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Hit the safe repeatedly to crack it and collect envelopes; envelopes advance rank from Associate through Soldier, Capo and Underboss toward Boss.\",\"Lock two balls in Tony's boat, The Stugots, to start Stugots Multiball, then shoot the boat and lit major shots for jackpots.\",\"Build Bada Bing through its targets and spinner to start Bing Multiball; Party at the Bing and dancer progress add timed scoring.\",\"Complete the fish, Meadowlands and family shots to start scene modes and build the gifts and jobs needed for rank progression.\",\"Spell UNDERBOSS to light three locks at the Bing, inner loop and Stugots, then start the Underboss multiball sequence.\",\"Reach Boss by advancing rank and completing the principal business features, then exploit Boss scoring across the safe, boat and lit shots.\"],\"modes\":[\"Stugots Multiball is the boat-lock feature, with jackpots centred on The Stugots and the main ramps.\",\"Bing Multiball is qualified through Bada Bing progress and uses club shots, spinner activity and lit jackpots.\",\"Underboss Multiball begins after spelling UNDERBOSS and completing the three distinct locks.\",\"Party at the Bing is a timed club mode that converts switch and dancer progress into larger awards.\",\"Mode awards include Shakedown, Executive Game, Garbage Route, Fish and family scenes that build rank and scoring.\",\"Boss is the late-game culmination after rank advancement, turning developed business features into the game's largest opportunities.\"],\"strategy\":[\"Hit the safe whenever the return is controlled because envelope and rank progress remains valuable throughout the whole game.\",\"Build Stugots locks while preparing Bing, then stack the two multiballs where rules permit; overlapping jackpots create the strongest repeatable scoring.\",\"Start a productive mode such as Double Shakedown before the multiball stack so pop and switch activity scores while you concentrate on jackpots.\",\"During Stugots, trap one ball and use the other to shoot the boat; uncontrolled boat rebounds are a common source of quick multiball endings.\",\"Do not ignore UNDERBOSS locks: qualify the three locations during normal play so the mini-wizard is ready after the core multiballs.\",\"For tournaments, safe progression plus Stugots\/Bing stacking is the reliable plan; Boss is the reward for an already long ball rather than an opening target.\"]},{\"title\":\"The Uncanny X-Men\",\"releaseDate\":\"September 2024\",\"gameDesigner\":\"Jack Danger\",\"produced\":\"Limited Edition capped at 1,000; Pro and Premium totals not publicly documented\",\"productionBasis\":\"Stern standard LE plaque run; no reliable combined factory total published\",\"soundDesigner\":\"Jerry Thompson and Charlie Benante\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Lead mechanical engineer not publicly documented\",\"rules\":[\"Complete mission qualifications at the major character shots, then start missions to change the past and build Cerebro progress.\",\"In the Future, battle the articulated Sentinel and complete its required shots before time expires.\",\"Train in the Danger Room to improve feature scoring; use the upper playfield routes to collect its lit objectives.\",\"Advance Bishop, Kitty Pryde, Beast, Gambit and Fastball Special perks because each changes scoring, control or mission value.\",\"Start Sentinel, Save the City, To Me My X-Men and Berserker multiballs from their separate qualification paths.\",\"Complete the required past and future objectives to reach Save Senator Kelly, with Master Mold positioned as the deeper wizard goal.\"],\"modes\":[\"Past Missions are selected after qualification and use changing shot patterns to alter the Days of Future Past timeline.\",\"Sentinel Mode is a timed Future battle against the moving Sentinel, while Escape Nimrod is the alternate Future mission.\",\"Danger Room is an upper-playfield training feature whose completion raises the value of other systems.\",\"Sentinel Multiball centres on the Sentinel; Save the City Multiball is built from city-rescue progress.\",\"To Me, My X-Men Multiball rewards assembling team members, while Berserker Multiball is tied to Wolverine.\",\"Save Senator Kelly is the first mini-wizard mode; Master Mold is the long-form wizard objective as supported by current code.\"],\"strategy\":[\"Begin with Danger Room progress because its boosts improve the value of later missions and multiballs.\",\"Learn the unusual ramp returns before choosing a mission; the game rewards controlled catches more than blind speed.\",\"Stack a qualified mission with a multiball whenever possible so difficult timed shots are protected by ball save.\",\"Use Bishop and Kitty Pryde perks to improve control, then spend stronger offensive perks on a high-value mission.\",\"During Sentinel play, prioritise clean Sentinel hits and safe lit returns instead of spraying at the centre mechanism.\",\"For tournaments, build one dependable multiball while advancing mission requirements; only pivot to wizard progress after a stable first score.\"]},{\"title\":\"The Walking Dead\",\"releaseDate\":\"September 2014\",\"gameDesigner\":\"John Borg\",\"produced\":\"600 original Limited Edition; Pro and Premium totals not published\",\"productionBasis\":\"Published limited-edition figure\",\"soundDesigner\":\"Brian Schmidt, Vince Pontarelli\",\"artist\":\"Greg Freres, Kevin O\u2019Connor\",\"mechanicalEngineer\":\"Not publicly documented\",\"rules\":[\"Complete the Prison targets and lock balls to start Prison Multiball, then shoot the lit major shots for jackpots and the required final collection.\",\"Hit the Well Walker to damage it, then make the kill shot for its award and progress. Premium and LE hardware physically lowers the walker.\",\"Start modes at the mode shot and complete their flashing objectives, collecting walker kills and supplies along the way.\",\"Use the crossbow to select and spot a lit shot. Build its ammunition and save it for a difficult mode or multiball objective.\",\"Complete Walker Bomb and multi-kill progress across the main shots to qualify the deeper Horde feature.\",\"Complete major modes, multiballs and character objectives to reach Terminus and the game\u2019s other wizard paths.\"],\"modes\":[\"Prison Multiball is the principal lock multiball and the most common protection for active single-ball modes.\",\"Well Walker Multiball and related walker features are built by repeatedly attacking and killing the central walker.\",\"Blood Bath is a valuable multiball feature tied to completed mode and walker progress.\",\"Horde is qualified by completing the multi-kill inserts; walkers advance toward the player while completed waves add balls and award jackpots.\",\"Terminus is a late-game wizard feature reached through broad mode and multiball completion.\",\"Premium and LE editions add physical toys and altered feeds while preserving the same core survival progression.\"],\"strategy\":[\"The layout is unforgiving, so prioritise control over breadth. A single completed mode stacked with Prison Multiball is a strong result.\",\"Use ball save to attack the Well Walker and centre targets; rebounds can head directly toward the drain.\",\"Save crossbow shots for the final difficult arrow of a mode or for an important Super Jackpot.\",\"Bonus can become significant through walker kills and bonus X, so avoid tilting after a long ball even if the live-ball score seems modest.\",\"During Horde, allow walkers to approach only as far as your control allows; waiting increases value but a failed shot can end the ball.\",\"For tournaments, Prison Multiball plus a manageable mode is safer than attempting every wizard requirement.\"]},{\"title\":\"The Walking Dead Remastered\",\"releaseDate\":\"November 2025\",\"gameDesigner\":\"John Borg\",\"produced\":\"500 Limited Edition machines; Premium total not publicly documented\",\"productionBasis\":\"Published edition records identify the 500-game LE run; Premium remains in production without a disclosed total\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Robert Laskey\",\"mechanicalEngineer\":\"Mechanical-engineering credits for the remaster not publicly documented\",\"rules\":[\"Kill walkers at lit major shots to increase the Walker counter, build shot multipliers and advance Last Man Standing.\",\"Spell PRISON at the doors, defeat the walker inside and start Prison Multiball.\",\"Spell WELL by hitting the Well Walker, then complete it to start Well Walker Multiball.\",\"Complete supply drop targets to light Dead Features; repeated supplies extend features, load the Crossbow and qualify Blood Bath.\",\"Finish every Multi-Kill feature to light Horde at Woodbury; collect fish-tank heads and lower the entrance target for Woodbury awards.\",\"Complete Horde, Siege, Crossbow Frenzy and Escape Terminus, plus the Walker requirement, to reach Last Man Standing.\"],\"modes\":[\"Dead Features are timed scene modes qualified by the supply targets and extended by further supply completions.\",\"Prison Multiball and Well Walker Multiball are the two main physical-feature multiballs.\",\"Blood Bath is a supply-qualified multiball designed to stack with Dead Features and multipliers.\",\"Crossbow lets the player aim a loaded award with the action button; Bicycle Girl is a left-ramp hurry-up.\",\"Horde, Siege, Crossbow Frenzy and Escape Terminus are mini-wizard modes tied to broad system completion.\",\"Last Man Standing is the final wizard mode, reached after surviving the major features and meeting the Walker-kill requirement.\"],\"strategy\":[\"Build supply progress early because Dead Features, Crossbow and Blood Bath all depend on it.\",\"Start a Dead Feature before Prison or Well Walker Multiball so timed arrows can be completed under ball save.\",\"Light the Tower\u2019s 2x playfield and activate it immediately before a multiball or high-value Dead Feature.\",\"Use the Crossbow to collect the most dangerous lit shot or finish a feature that is close to timing out.\",\"During multiball, continue killing walkers and supplies rather than focusing only on base jackpots; they unlock the deeper game.\",\"For tournaments, Prison Multiball stacked with a Dead Feature and 2x is the dependable scoring package; Last Man Standing requires disciplined breadth.\"]},{\"title\":\"Transformers (2011)\",\"releaseDate\":\"October 2011\",\"gameDesigner\":\"George Gomez\",\"produced\":\"Production totals for Pro and the three Limited Edition variants not reliably documented\",\"productionBasis\":\"Multiple Pro, Combo LE, Autobot LE and Decepticon LE versions exist; no trustworthy combined factory total located\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"John Rotharmel\",\"rules\":[\"Choose Autobot or Decepticon at the start; the choice changes presentation and which faction\u2019s progress is emphasised.\",\"Repeat the Transformers ramp to qualify Optimus Prime Multiball, then complete its lit jackpot sequence.\",\"Lock balls in the Megatron cannon to start Megatron Multiball and shoot its designated targets for jackpots.\",\"Hit the Bumblebee captive-ball\/car shot and complete Ironhide and character objectives for faction progress.\",\"Complete left and right faction insert sets to improve scoring and advance toward the final battle.\",\"Play both headline multiballs and complete the required Autobot\/Decepticon objectives to qualify AllSpark endgame scoring.\"],\"modes\":[\"Optimus Prime Multiball is built at the Transformers ramp and rewards the major Autobot shots.\",\"Megatron Multiball uses physical ball locks in the cannon and focuses jackpots around Megatron.\",\"Bumblebee is advanced at the captive ball and supplies a repeatable character scoring feature.\",\"Ironhide and the remaining Autobots\/Decepticons are represented by shot-completion objectives across the playfield.\",\"Faction selection alters callouts and emphasis but both paths use the same central multiball architecture.\",\"AllSpark is the broad completion objective reached after progressing the principal character and multiball features.\"],\"strategy\":[\"Choose the faction whose qualification shots you know best; the opening decision matters less than accurate repeatable ramps.\",\"Build Optimus Prime Multiball through flowing ramp shots before risking the centre at Megatron.\",\"Take Megatron locks from a settled flipper because misses around the cannon can return sharply down the middle.\",\"Enter either multiball with Bumblebee or another character close to completion for efficient stacking.\",\"During multiball, collect safe outside jackpots first and shoot the cannon or captive ball with a trapped-ball setup.\",\"For tournaments, Optimus Prime Multiball is usually the safer foundation; pursue AllSpark only after both multiballs are under control.\"]},{\"title\":\"Transformers: More Than Meets the Eye\",\"releaseDate\":\"June 2026\",\"gameDesigner\":\"Elliot Eismin\",\"produced\":\"750 Limited Edition machines; Pro and Premium totals not publicly documented\",\"productionBasis\":\"Official feature matrix and edition records state the LE cap; standard models remain in production\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Licensed Generation 1 artwork; individual art credit not publicly documented\",\"mechanicalEngineer\":\"Robert Blakeman\",\"rules\":[\"Clear Megatron\u2019s drop bank and shoot his scoop to select one of five missions; complete required shots and take the optional final blow.\",\"Fill Energon at the spinner to make a mission easier but less valuable, or complete it normally to apply higher-value Cosmic Rust to the next mission.\",\"Hit Grimlock targets and the left orbit to start War, Island or SOS Dinobot missions; score three Dino Jackpots to finish each.\",\"Hit Optimus to light locks, lock at the scoop and start Transformers Multiball; cycle each shot through purple, red and flashing jackpot stages.\",\"Collect Combiner parts at the side ramp or through Tech Specs; finish three Combiners to qualify Combiner Multiball at the Space Bridge.\",\"Play two missions for One Shall Fall, complete all five for Rescue Optimus and finish all Dinobot missions for Dinobot Desertion.\"],\"modes\":[\"Autobot Run, Microbots, Solar Needle, Prime Target and Golden Lagoon are the five main missions with Energized and Rusted variants.\",\"War is a bumper\/slingshot Dinobot mission, Island is a two-ball switch multiball and SOS selects a repeated shot.\",\"Transformers Multiball requires three passes at a shot to create its jackpot; multiple lit jackpots multiply the collected value.\",\"Combiner Multiball cycles completed combiners, then uses upper shots, Megatron and the right ramp before side-ramp and Space Bridge supers.\",\"Tech Spec Mania, Starscream Frenzy, Autobot Hurry-Up, Bumblebee Double Scoring and Soundwave modes provide supporting scoring.\",\"One Shall Fall, Rescue Optimus and Dinobot Desertion are the documented mini-wizard modes.\"],\"strategy\":[\"Use the spinner early to bank Energon, then decide per mission whether safety or the stronger Cosmic Rust value suits the game state.\",\"Start a main mission before a multiball because missions can be carried into multiball for protected completion.\",\"During Transformers Multiball, repeat one safe shot three times to create a jackpot, then add other jackpots before collecting the multiplied value.\",\"Build Tech Specs and side-ramp parts together; do not force the tight Space Bridge until Combiner Multiball is actually qualified.\",\"In Combiner Multiball, use the action button or spinner carefully so the selector lands on a Combiner you have completed.\",\"For tournaments, two missions into One Shall Fall plus Transformers Multiball is the controlled route; Rescue Optimus needs all five completions.\"]},{\"title\":\"TRON: Legacy\",\"releaseDate\":\"May 2011\",\"gameDesigner\":\"John Borg\",\"produced\":\"400 Limited Edition machines; standard-edition total not publicly documented\",\"productionBasis\":\"LE figure documented by the serial-number database; no reliable combined total located\",\"soundDesigner\":\"David Thiel\",\"artist\":\"John Youssi\",\"mechanicalEngineer\":\"Individual mechanical-engineering credit not publicly documented\",\"rules\":[\"Complete the two Light Cycle ramp sequences to qualify and start Light Cycle Multiball.\",\"Hit the motorised Recognizer target bank to expose the spinning Identity Disc and build Disc Multiball.\",\"Shoot the spinning Disc when lit to begin Disc Multiball, then return to Disc-area shots for jackpots.\",\"Advance character features for Kevin Flynn, Gem, Zuse, Quorra and CLU at their labelled shots.\",\"Complete the required major features to light Portal; shoot the Portal to enter the deeper endgame.\",\"In the Portal sequence, finish the changing lit-shot objectives to Escape the Grid.\"],\"modes\":[\"Light Cycle Multiball is qualified through repeated left- and right-ramp progress and rewards fast ramp loops.\",\"Disc Multiball begins at the exposed Identity Disc and concentrates jackpots around the central Disc shots.\",\"Quorra Multiball is a separate feature with its own qualification and the game\u2019s Derezzed music presentation.\",\"CLU, Zuse, Gem and Flynn features supply timed or hurry-up scoring while advancing overall completion.\",\"Sea of Simulation is a major late-game sequence reached through broad feature progress.\",\"Portal and Escape the Grid form the principal wizard progression after the main features have been played.\"],\"strategy\":[\"Build both Light Cycle ramps whenever flow is available; they are safer and more repeatable than centre-bank hits.\",\"Attack the Recognizer from a controlled right-flipper cradle to reduce rebounds from the centre targets.\",\"Stack a character feature with Light Cycle or Disc Multiball so timed shots can be completed under ball save.\",\"In Disc Multiball, trap one ball and use the other for Disc jackpots rather than repeatedly firing both at the centre.\",\"Preserve progress toward Portal by finishing nearly complete features before starting another qualification path.\",\"For tournaments, Light Cycle Multiball is the dependable base; add Disc Multiball only when Recognizer progress comes safely.\"]},{\"title\":\"Venom\",\"releaseDate\":\"August 2023\",\"gameDesigner\":\"Brian Eddy\",\"produced\":\"Limited Edition capped at 1,000; Pro and Premium totals not publicly documented\",\"productionBasis\":\"Stern standard numbered LE run; no reliable combined factory total published\",\"soundDesigner\":\"Mark Tremonti and Jerry Thompson\",\"artist\":\"Jeremy Packer (Zombie Yeti)\",\"mechanicalEngineer\":\"Tom Kopera and Kevin Kolodziej\",\"rules\":[\"Select a host at the start; each host changes shot strength, perks and the route through the game.\",\"Complete lit battle qualifications, then defeat symbiote enemies to earn experience points and raise the current host\u2019s level.\",\"Advance the Grid mini-modes, team-ups and Infected objectives to improve scoring and open later battles.\",\"Qualify Mayhem Multiball from its main shots and Carnage Multiball through Carnage progress; each has distinct jackpots.\",\"Use the action button for Spider-Sense when available to save a ball or gain the host-specific benefit.\",\"Defeat the major bosses and complete required progression to reach Toxin Team-Up and ultimately Klyntar Multiball against Knull.\"],\"modes\":[\"Battle Modes pit the selected host against a series of symbiote enemies and award experience on completion.\",\"The Grid contains short mini-modes that can be selected and combined with broader feature progress.\",\"Mayhem Multiball is the central repeatable multiball, while Carnage Multiball opens additional Carnage modes.\",\"Doppelganger Attacks include Rampage and, on Premium\/LE, Quick Doppelganger Multiball.\",\"Team-Ups, Infected, Scream, Bell Tower multipliers and Host Hurry-Ups provide supporting scoring systems.\",\"Toxin Team-Up is a mini-wizard; major boss battles lead toward the final Klyntar Multiball and Knull confrontation.\"],\"strategy\":[\"Choose a host whose shot bonus matches the layout you can hit consistently; tournament value comes from usable perks, not theoretical maximums.\",\"Build experience through short, reliable battles before taking on bosses so the host\u2019s level improves later scoring.\",\"Stack a battle with Mayhem Multiball and use ball save to finish the hardest battle arrows.\",\"Save Spider-Sense for a dangerous return or a valuable late-mode shot instead of pressing it immediately.\",\"During Carnage or Mayhem, trap one ball and use the others to complete lit jackpots and Grid objectives deliberately.\",\"For tournaments, one levelled host plus a clean multiball stack is the safe plan; persistent Insider progression should not be assumed.\"]},{\"title\":\"Wheel of Fortune\",\"releaseDate\":\"October 2007\",\"gameDesigner\":\"Dennis Nordman\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory or serial-range total located; deliberately not estimated\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Kevin O'Connor and Margaret Hudson\",\"mechanicalEngineer\":\"Lonnie D. Ropp\",\"rules\":[\"Use the Toss-Up plunge, then shoot the scoop for the associated hurry-up value.\",\"Hit contestant targets to guess consonants, buy available vowels at the scoop and solve the current puzzle.\",\"Spell BONUS at the five major shots, then enter the scoop to start one of seven randomly selected Bonus Wheel modes.\",\"Complete the nine MULTIBALL targets and shoot the scoop to start three-ball Wheel of Fortune Multiball.\",\"Collect its four escalating jackpots\u2014single, double, triple and 5x super\u2014then hit a contestant to relight the next set.\",\"Build Trip prizes in contestant banks and finish a puzzle to start one of four location-themed Trip Multiballs.\"],\"modes\":[\"Puzzle play uses the physical wheel and three contestants to build prize banks from consonants, vowels and solved phrases.\",\"Bonus Wheel modes include Risky Spinning, Stop the Wheel, Contestant Hurry-Up and ramp-focused timed scoring.\",\"Wheel of Fortune Multiball advances through four jackpot shots before a contestant target resets the sequence.\",\"Trip Multiballs use the two ramps, scoop and centre ramp for single through super jackpots.\",\"Free Spins are qualified at the inline drops and can save an outlane drain through the lit rollover lane.\",\"The official 5.0 software was never fully completed; some displayed wedges and the advertised Wizard Bonus do not function.\"],\"strategy\":[\"Clear the three inline drops early so the right ramp is available and Free Spins are ready.\",\"Prepare a BONUS mode and Wheel Multiball, then start the mode first so both run together.\",\"Use consecutive ramp shots to build the 2x then 4x shot multiplier before collecting a jackpot or mode award.\",\"On easy settings, repeatedly backhand a safe MULTIBALL stand-up rather than exposing the ball to every target.\",\"Guide outlane balls toward a lit Free Spin rollover with a controlled nudge; unused saves carry between balls.\",\"For tournaments, confirm the installed software: official 5.0 can retain Trip jackpots after games and is unsuitable without power cycling.\"]},{\"title\":\"Whoa Nellie! Big Juicy Melons\",\"releaseDate\":\"March 2015\",\"gameDesigner\":\"Dennis Nordman\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"Stern did not publish a run total; the earlier WhizBang prototypes and Stern production should not be combined\",\"soundDesigner\":\"Jerry Thompson\",\"artist\":\"Greg Freres\",\"mechanicalEngineer\":\"No separate mechanical engineer; WhizBang team adapted a 1957-style Continental Cafe layout\",\"rules\":[\"Complete the top M-E-L-O-N rollover lanes to light the gobble hole for a collection award.\",\"Use flipper-lane change and nudging to guide the ball through missing top letters before it reaches the bumpers.\",\"Hit the bullseye melon targets for 5 points at the sides, 50 in the centre and 200 in the centre when lit.\",\"Build lit pop-bumper values: unlit bumpers score 1 point and lit bumpers score 10.\",\"Collect completed melon progress at the gobble hole rather than continuing to risk it on the open playfield.\",\"Maximise bonus and target values across the three balls; the game intentionally uses simple EM-style scoring.\"],\"modes\":[\"There are no timed modes; the design is a solid-state recreation of an electromechanical rules structure.\",\"MELON rollover completion is the main qualification cycle and leads to the gobble-hole cash-in.\",\"Bullseye melon targets provide precision scoring with higher awards for centre hits and lit centres.\",\"Pop bumpers change between low unlit and higher lit values as playfield conditions advance.\",\"The gobble hole is the principal collection feature, converting qualified progress into a larger award.\",\"There is no multiball or wizard mode; replay value comes from efficient lane completion, target accuracy and nudging.\"],\"strategy\":[\"Use lane change before the plunge and through every top-lane return to target the missing MELON letter.\",\"Nudge decisively but early around the top arch; late movement near the rollover entrances is less effective.\",\"Aim for bullseye centres only from a settled flipper because side contacts are worth far less.\",\"Collect the gobble-hole award as soon as it is safely available instead of chasing another risky target.\",\"Keep the ball in the top bumpers with gentle nudges to exploit lit values and create another rollover chance.\",\"For tournaments, lane completion and ball control outweigh aggression; there is no multiball bailout for a dangerous rebound.\"]},{\"title\":\"World Poker Tour\",\"releaseDate\":\"February 2006\",\"gameDesigner\":\"Steve Ritchie and Keith P. Johnson\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"No reliable factory total located; deliberately not estimated\",\"soundDesigner\":\"Chris Granner\",\"artist\":\"Brian Rood\",\"mechanicalEngineer\":\"Individual mechanical-engineering credit not publicly documented\",\"rules\":[\"Shoot the ramps for Flop, Turn and River to complete Texas Hold \u2019Em hands; stronger hands multiply the main-pot award.\",\"Winning successive hands advances tournaments, lights Poker Corner and progresses the route toward the World Championship.\",\"Make poker hands at the drop targets; completing every listed hand starts four-ball Poker Hands Multiball.\",\"Raise the upper-playfield jail bars, lock a ball and hit the captive ball to start Ace in the Hole Multiball.\",\"Hit Light Lock, then collect three locks at the VUK or scoop to start No Limit Multiball.\",\"Build the main pot with spinner\/orbit action until its threshold starts All-In Multiball; side pots are collected at orbits during multiball.\"],\"modes\":[\"Hold \u2019Em hands move through Flop, Turn and River, with pair through royal-flush rankings determining awards.\",\"Poker Corner contains timed modes that can be started before and stacked with a multiball.\",\"Ace in the Hole Multiball begins on the mini-playfield and can add a ball for an immediate re-lock.\",\"All-In Multiball starts when the main pot reaches its threshold and awards lit major-shot jackpots.\",\"No Limit Multiball uses a repeatable left-ramp jackpot whose multiplier is relit by different drop banks.\",\"Poker Hands Multiball is a mini-wizard; Poker Wizard, WPT World Championship and Keefer Invitational form the deeper endgame.\"],\"strategy\":[\"Prioritise full orbit shots to build the main pot quickly and reach All-In Multiball with minimal risk.\",\"Start a Poker Corner mode before multiball because modes cannot normally be started once multiball is running.\",\"Use the drop targets between controlled feeds to build Poker Hands Multiball and triple-scoring opportunities.\",\"Ace in the Hole is safer when the upper ball can be quickly re-locked; do not thrash at the jail from poor angles.\",\"No Limit Multiball can block other progress, so choose it only when its left-ramp jackpot is more valuable than the Hold \u2019Em route.\",\"For tournaments, Hold \u2019Em plus All-In and stacked Poker Corner is the repeatable plan; Keefer Invitational is a long-game objective.\"]},{\"title\":\"WWE: WrestleMania\",\"releaseDate\":\"January 2015\",\"gameDesigner\":\"John Trudeau and Waison Cheng\",\"produced\":\"400 numbered Limited Edition machines; Pro production total not publicly documented\",\"productionBasis\":\"Official Stern feature matrix specifies 400 individually signed LE plaques\",\"soundDesigner\":\"Mike Kyzivat and Matt Kern\",\"artist\":\"Kevin O'Connor\",\"mechanicalEngineer\":\"John Rotharmel, Rob Blakeman, Mike Redoble and Elliot Eismin\",\"rules\":[\"Choose a wrestler, train their attributes at the major shots and build progress toward the Road to WrestleMania.\",\"Complete the three-bank drop targets to start a wrestling match on the upper-ring playfield.\",\"Keep the ball in the ring, use the flipper buttons to control the two Slammer rope kickers and hit ring targets for match progress.\",\"Shoot the kick-out hole when lit to pin the opponent and complete the current match.\",\"Complete the required lit shots and locks to start four-ball Multiball, then shoot balls through the side-ring routes for jackpots.\",\"Win the sequence of matches and improve the chosen wrestler sufficiently to reach the WrestleMania championship objective.\"],\"modes\":[\"Training features raise the selected wrestler\u2019s abilities and influence later match scoring.\",\"Wrestling matches begin from the drop bank and shift play to the upper ring with a pin-the-opponent finish.\",\"The controlled Slammer kickers make the ring a player-operated mini-playfield rather than a passive toy.\",\"Four-ball Multiball uses the main ramps and side-ring exits for jackpot progression.\",\"Licensed entrance themes and match presentation change with the selected WWE superstar.\",\"Road to WrestleMania is the game\u2019s overall progression, culminating in the worldwide heavyweight championship.\"],\"strategy\":[\"Complete training shots before starting later matches so ring hits and pins carry stronger values.\",\"Enter the ring from a controlled shot and tap the Slammer buttons selectively; constant firing can eject the ball prematurely.\",\"Finish the drop bank when you are ready for a match rather than starting one accidentally with poor ball control.\",\"Prepare Multiball alongside a match so protected play covers difficult ring and pin shots.\",\"During Multiball, keep one ball controlled on the lower playfield and send the others through lit side-ring jackpots.\",\"For tournaments, repeatable match wins and one four-ball Multiball form the safe score; championship progression requires a longer controlled game.\"]},{\"title\":\"X-Men\",\"releaseDate\":\"June 2012\",\"gameDesigner\":\"John Borg\",\"produced\":\"550 Limited Edition machines (300 Wolverine and 250 Magneto); Pro total not publicly documented\",\"productionBasis\":\"Edition records list the two numbered LE runs separately; no reliable Pro factory total located\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Stephen Jensen and Kevin O'Connor\",\"mechanicalEngineer\":\"Individual mechanical-engineering credit not publicly documented\",\"rules\":[\"Complete Blackbird rollover lanes to light Mystery, then repeat them to light the scoop for a selectable villain battle.\",\"Qualify Hellfire Club and Brotherhood at their target banks; shoot the scoop to select their battles or multiballs.\",\"Start and complete the eight X-Men hero modes at their character shots to build Danger Room progress.\",\"Defeat every selectable villain to qualify the Dark Phoenix wizard battle at the Blackbird.\",\"On Limited Editions, lock four balls and complete the required hero progress to start Magneto Multiball.\",\"Complete the staged Danger Room sequence\u2014single ball, then two-, three- and four-ball battles\u2014to defeat Danger.\"],\"modes\":[\"Villain battles are selected at the Blackbird and use changing major-shot patterns against the comic antagonists.\",\"Hellfire Club and Brotherhood are target-bank multiballs that also act as villain completion paths.\",\"Weapon X Multiball is tied to Wolverine and provides a separate high-energy multiball objective.\",\"Eight hero modes represent individual X-Men and must all be started or completed for deeper progression.\",\"Dark Phoenix is the villain-completion wizard mode, reached after defeating the full villain roster.\",\"Danger Room is the hero-completion wizard sequence, culminating in a four-ball battle against Danger.\"],\"strategy\":[\"Use lane change to finish Blackbird rollovers efficiently and select a villain whose lit shots match your safest routes.\",\"Qualify Hellfire or Brotherhood before entering the scoop so a multiball can protect the villain battle.\",\"Work hero modes in parallel with villain qualification; ignoring either side delays both wizard paths.\",\"During target-bank multiballs, trap a ball and finish the dangerous bank with the others under ball save.\",\"On LE, build Magneto locks incidentally rather than sacrificing controlled hero progress for a premature centre shot.\",\"For tournaments, one target-bank multiball plus a completed villain is the reliable plan; Dark Phoenix and Danger Room are long-game goals.\"]}],\"Turner Pinball\":[{\"title\":\"Merlin's Arcade\",\"releaseDate\":\"March 2025\",\"produced\":\"Legendary Edition production total not publicly documented; Arcade Edition announced as unlimited production\",\"productionBasis\":\"Turner edition announcement; no verified completed unit count located\",\"gameDesigner\":\"Jon Norris\",\"soundDesigner\":\"Turner Pinball audio team; individual credits not publicly documented\",\"artist\":\"Turner Pinball art and animation team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Gabe Hernandez and Chris Turner\",\"rules\":[\"Challenge eight Light Knights and eight Dark Knights, each themed around an arcade game and using its own lit-shot sequence.\",\"Complete a knight battle to qualify that knight's special multiball and move toward the opposing-side duel.\",\"Defeat paired Light and Dark opponents to unlock one of four Duel Boss modes.\",\"Use the three Super Spinners and arcade-machine features to build battle values, qualifications and bonus awards.\",\"Lock balls physically in the barrel on Legendary games, or virtually on Arcade games, to start the corresponding multiballs.\",\"Complete the required knight battles, Duel Bosses and Merlin Multiball objectives to reach the two wizard modes.\"],\"modes\":[\"Sixteen Knight Battles cover pool, darts, air hockey, video games, shuffle alley and other medieval arcade contests.\",\"Each knight has a dedicated Light or Dark multiball, creating sixteen themed multiball rule sets.\",\"Four Duel Boss modes are earned by defeating opposing knight pairs and test the skills learned in their battles.\",\"Merlin Multiball is the central independent multiball and uses the moving wizard, locks and main shots.\",\"The foosball-knight Super Spinner and two secondary Super Spinners provide valuable qualifications and scoring.\",\"Two wizard modes reward broad completion across the Light, Dark, Duel and Merlin branches.\"],\"strategy\":[\"Start with knight battles whose required shots align with the safest spinner and ramp feeds on the installed machine.\",\"Finish a Light and Dark pair rather than spreading progress across unrelated knights, because paired victories unlock a Duel Boss.\",\"Build spinner value with committed full shots; weak spinner attempts add little and can return unpredictably.\",\"Bring a qualified knight multiball into a difficult battle or Duel whenever the current code allows the stack.\",\"Treat physical and virtual lock editions identically for rules, but expect different ball timing when the Legendary barrel releases.\",\"For tournament play, complete one knight pair, its Duel and a controlled multiball before pursuing all sixteen battles.\"]},{\"title\":\"Ninja Eclipse\",\"releaseDate\":\"March 2024\",\"produced\":\"100 First Edition machines; a possible future Arcade Edition has not been placed into production\",\"productionBasis\":\"Official Turner FAQ states the sold-out First Edition run contained 100 games\",\"gameDesigner\":\"Brad Duke (playfield); Brad Duke, Quinn Johnson and Jon Norris (rules)\",\"soundDesigner\":\"Turner Pinball audio team; individual credits not publicly documented\",\"artist\":\"Brad Duke; animation by Jeff Dickson\",\"mechanicalEngineer\":\"Gabe Hernandez and Chris Turner\",\"rules\":[\"Use a Stealth skill shot into the lit Shadow Lane, or complete the harder Death Blow sequence through the critical-hit Newton ball.\",\"Battle Obake minions by completing their changing lit-shot objectives, then advance through eight mythology-inspired Boss Battles.\",\"Qualify Ninja Storm Multiball through its storm and lock objectives, then shoot lit jackpots and complete the Super Jackpot sequence.\",\"Build Spirit Multiball through spirit progress; it can remain available later in the game depending on operator rules.\",\"Collect Kami, Bells and spinner progress for Frenzy awards, and link rapid shots to start Combo Frenzy.\",\"Complete the boss path, rescue Akari and recover the Oni Sword before confronting Oni Nisshoku in the final eclipse battle.\"],\"modes\":[\"Obake Minion Battles are the repeatable preliminary modes and lead into eight distinct bosses.\",\"Ninja Storm Multiball is a principal jackpot mode with storm progress, qualification and staged payoffs.\",\"Spirit Multiball uses collected spirit progress and can support later boss attempts.\",\"Bells\/Spinner Frenzy and Combo Frenzy reward sustained fast shooting outside the main battle path.\",\"Jonin and Ninja Hurry-Ups, Kami, Mystery and the Shadow Lane kickback provide side awards and survival tools.\",\"The eight Boss Battles culminate in the Oni Nisshoku finale and completion of Sho's story.\"],\"strategy\":[\"Take the standard Stealth plunge when consistency matters; attempt Death Blow only when the Newton-ball follow-up is reliable.\",\"Learn each boss's special rule before starting it\u2014survival and shot priority vary more than raw base value.\",\"Stack an Obake or boss battle with Ninja Storm or Spirit Multiball so dangerous upper-flipper and scoop shots have protection.\",\"Use the grappling-hook kickback as an attacking wall-jump sequence: scoop, opposite scoop and upper-flipper re-entry.\",\"Build playfield multipliers before collecting a boss finish or Super Jackpot rather than after the major award.\",\"For tournaments, complete a familiar early boss and one prepared multiball; broad eight-boss completion is a long-game plan.\"]},{\"title\":\"Yukon Yeti\",\"releaseDate\":\"March 2026\",\"produced\":\"500 Legendary Edition machines planned\",\"productionBasis\":\"Official Turner FAQ states it will build 500 of the announced edition; shipping began\/planned from summer 2026, so this is the production cap rather than completed count\",\"gameDesigner\":\"Dennis Nordman (playfield); Brad Duke, Quinn Johnson and Jon Norris (rules)\",\"soundDesigner\":\"Chris Granner (audio direction) and Adam Gubman (composition and sound design)\",\"artist\":\"Brad Duke; animation by Matthew Brozusky\",\"mechanicalEngineer\":\"Gabe Hernandez, Chris Turner and Zofia Ryan\",\"rules\":[\"Prospect for gold across the Yukon by completing mine, river and trail objectives and banking the resulting claim value.\",\"Battle the rapids through the river shots, then complete their changing lit routes before the expedition timer expires.\",\"Climb Chilkoot Pass by making its staged ascent shots; missed or weak shots can cost progress and return dangerously.\",\"Lock up to five balls in the physical avalanche mechanism and release them for Avalanche Multiball.\",\"Confront Soapy Smith and other Gold Rush threats through their dedicated hurry-ups and boss-style objectives.\",\"Complete the expedition milestones and find the Yeti's hidden stash to reach the final Yukon payoff; production-code details remain subject to updates.\"],\"modes\":[\"Gold-prospecting and claim features form the main scoring economy and increase the value of later expeditions.\",\"Rapids and Chilkoot Pass are major adventure modes built around river flow and climbing precision.\",\"Avalanche Multiball uses the five-ball physical lock for a large staged jackpot sequence.\",\"Soapy Smith provides an antagonist mode, while the Yeti appears in encounters and stash objectives.\",\"Mine, trail, stampede and Northern Lights features supply supporting qualifications, bonuses and atmospheric side play.\",\"The hidden-stash finale is the intended endgame after broad expedition completion.\"],\"strategy\":[\"Build claim value before cashing gold or beginning the largest expedition so the same completion scores more.\",\"Use safe flow shots to qualify Rapids and Chilkoot, then start Avalanche Multiball before attempting their riskiest stages.\",\"Do not release five locked balls without a valuable mode ready; the physical lock is the game's strongest protection tool.\",\"During Avalanche, establish control and identify the staged jackpot order before attacking the center of the playfield.\",\"Take Soapy Smith hurry-ups only when the finishing shot is under control; a low-value timeout can waste accumulated qualification.\",\"Because Yukon Yeti is a 2026 release with evolving code, verify the installed revision before publishing tournament-specific scoring priorities.\"]}],\"Vector Pinball\":[{\"title\":\"Eight Ball Fury Pinball\",\"releaseDate\":\"2024\",\"produced\":\"Limited to 50 units\",\"productionBasis\":\"Official Vector Pinball product page states a 50-game limited edition\",\"gameDesigner\":\"Jason McNally\",\"soundDesigner\":\"Vector Pinball audio team; individual credits not publicly documented\",\"artist\":\"Vector Pinball art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Vector Pinball engineering team led by Jason McNally; individual credits not publicly documented\",\"rules\":[\"Complete the EIGHT top lanes to add virtual locks, then hit the MULTI and BALL targets to begin three-ball Multiball.\",\"Knock down all six pocket targets within 40 seconds; each target adds five seconds and an in-order clearance earns an extra bonus.\",\"Complete the seven numbered balls followed by the centre eight ball within 50 seconds to start four-ball Eight Ball Fury Multiball.\",\"Complete the BALL return lanes to start two-ball Multiball and raise spinner scoring to 1,000 points per spin.\",\"Alternate horseshoe shots to advance end-of-ball bonus from 2X through 5X, then light extra ball and compete for Loop Champ.\",\"After the three- or four-ball feature, complete the three timed pairs in Pocket Challenge for time bonuses and a 100,000-point final jackpot.\"],\"modes\":[\"Standard three-ball Multiball uses EIGHT locks and the MULTI\/BALL targets, then alternates Jackpot and Super Jackpot shots.\",\"Eight Ball Challenge requires the numbered targets followed by the eight ball and releases four balls when completed.\",\"Two-ball Multiball is the quick BALL-lane feature and also activates the high-value spinner.\",\"Pocket Challenge begins after a major multiball and requires three prescribed target pairs before time expires.\",\"The six-pocket opening challenge awards remaining-time bonuses and extra value for clearing targets in order.\",\"Horseshoe loops, Pop value, Bonus Hold, Loop Champ and the adjustable minimum-play-time ball return support classic-style scoring.\"],\"strategy\":[\"Use lane change on every plunge and return to finish EIGHT and BALL without relying on random feeds.\",\"During timed drop-target challenges, shoot for clean pairs and order bonuses only when they do not risk timing out the whole mode.\",\"Build 5X bonus and Bonus Hold through horseshoe and captive-ball work before a strong end-of-ball total.\",\"Start four-ball Multiball only after identifying the alternating Jackpot shot; uncontrolled target spray wastes the short opening save.\",\"Exploit two-ball Multiball to attack the spinner and centre horseshoe with reduced drain risk.\",\"In tournaments, the repeatable EIGHT three-ball route is usually safer than forcing the full numbered-ball challenge.\"]},{\"title\":\"Holden Heritage Pinball\",\"releaseDate\":\"2025\",\"produced\":\"Limited to 100 units\",\"productionBasis\":\"Official Vector product page states a 100-build licensed run\",\"gameDesigner\":\"Jason McNally\",\"soundDesigner\":\"Vector Pinball audio team; individual credits not publicly documented\",\"artist\":\"Peter Hughes and Jeremy Ham\",\"mechanicalEngineer\":\"Vector Pinball engineering team led by Jason McNally; individual credits not publicly documented\",\"rules\":[\"Complete the MOTOR top lanes with lane change to start the green-lit two-ball Multiball.\",\"Complete the CARS lower lanes to advance bonus up to 5X, enable the 1,000-point Super Spinner and light Mystery in single-ball play.\",\"Spell HOLDEN at the six drop targets, then make three virtual locks at the top saucer to start HOLDEN three-ball Multiball.\",\"Complete GARAGE at the six white targets to collect a Holden model, restore kickback and advance toward extra ball.\",\"Collect all six garage models to start four-ball GARAGE Multiball, then repeat the Hill Climb ramp for an increasing Jackpot.\",\"Hit the captive car to cycle pop scoring and eventually activate Bonus Hold; consecutive Hill Climb shots also compete for Ramp Champ.\"],\"modes\":[\"MOTOR two-ball Multiball is the fast lane-completion feature.\",\"HOLDEN Multiball is a three-ball virtual-lock mode with the Hill Climb ramp as its principal jackpot.\",\"GARAGE Multiball is the four-ball completion mode earned by collecting six Holden models.\",\"Mystery can award points, extra ball, kickback, max pops, a garage model or an immediate two-ball start.\",\"CARS controls bonus multiplier and Super Spinner value, while the captive car upgrades pops and Bonus Hold.\",\"Hill Climb repeat shots build a timed ramp value and the permanent Ramp Champ table record.\"],\"strategy\":[\"Use flipper-controlled lane change to finish MOTOR and CARS early; both award benefits that improve the rest of the ball.\",\"Stack progress on HOLDEN locks and GARAGE models so a major multiball is always close to ready.\",\"Take Mystery only while single-ball play is stable\u2014the left saucer award can change priorities immediately.\",\"During GARAGE Multiball, trap spare balls and loop Hill Climb repeatedly to grow the jackpot instead of spraying targets.\",\"Hit the captive car before a valuable bonus drain so Bonus Hold and maximised pops carry useful value forward.\",\"For competition, MOTOR two-ball plus HOLDEN Multiball is the reliable route; all six models is a longer-game target.\"]},{\"title\":\"Lost In Space Pinball\",\"releaseDate\":\"2026\",\"produced\":\"Limited to 300 units worldwide\",\"productionBasis\":\"Official Vector Pinball licensed product page states a 300-game edition cap\",\"gameDesigner\":\"Jason McNally and the Vector Pinball design team\",\"soundDesigner\":\"Vector Pinball audio team using licensed series music, voices and effects\",\"artist\":\"Vector Pinball art team using licensed Lost in Space assets; individual credits not publicly documented\",\"mechanicalEngineer\":\"Vector Pinball engineering team led by Jason McNally; individual credits not publicly documented\",\"rules\":[\"Plunge to the alternating red upper-playfield skill target; repeated successful skill shots increase the award.\",\"Hit all eight yellow upper targets to collect one crew member; collect the full crew to begin three-ball Crew Multiball.\",\"Hit each orange weapon target once to flash it and again to collect that weapon; complete mission systems across the playfield.\",\"Complete the three POD targets three times for POD three-ball Multiball, or complete SHIP lanes for the quick two-ball Multiball.\",\"Knock down DANGER twice to enable Meteor or Monster mode on the three smart drop targets, each running for 60 seconds.\",\"Finish seven of the eight missions to start red-lit four-ball Lost in Space Multiball.\"],\"modes\":[\"Crew Multiball is earned by collecting every cast member through repeated eight-target completions.\",\"POD Multiball uses three complete passes of the POD target group and releases three balls.\",\"SHIP Multiball is the accessible two-ball mode qualified through lower lane completion.\",\"Meteor Mode raises all three centre drops together for repeated timed knockdowns; Monster Mode raises them one at a time.\",\"Fuel requires 25 inner-left-spinner spins per level, while Chariot uses four left and three right orbits to enable Super Spinners.\",\"Lost in Space Multiball is the four-ball major finale earned by completing seven mission objectives.\"],\"strategy\":[\"Use the upper flippers deliberately to finish yellow crew targets; random upper-playfield action makes Crew Multiball take far longer.\",\"Combine POD and SHIP lane progress during other missions so a protective multiball is ready for Meteor or Monster.\",\"Rip the inner-left spinner with full shots to finish Fuel efficiently rather than accumulating weak spins.\",\"Choose Meteor when broad target access is comfortable and Monster when controlled single-target shooting suits the feed.\",\"During Lost in Space Multiball, identify which mission and jackpot shots are still active before committing to the dangerous centre drops.\",\"For short competition games, SHIP two-ball and POD three-ball are more attainable than the seven-mission finale.\"]},{\"title\":\"Ned Kelly Pinball\",\"releaseDate\":\"2026\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"Vector lists Ned Kelly as its fourth title but does not publish a verified edition cap or completed count\",\"gameDesigner\":\"Jason McNally and the Vector Pinball design team\",\"soundDesigner\":\"Vector Pinball audio team; individual credits not publicly documented\",\"artist\":\"Vector Pinball art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Vector Pinball engineering team led by Jason McNally; individual credits not publicly documented\",\"rules\":[\"Complete the upper letter lanes with lane change to qualify the game's first two-ball feature and raise associated values.\",\"Finish the lower return lanes to build end-of-ball multiplier and enable the high-value spinner.\",\"Knock down the central target bank to advance outlaw objectives and qualify virtual locks at the upper saucer.\",\"Collect the required locks to begin the principal three-ball multiball, then shoot lit ramp jackpots.\",\"Complete the right-side objective bank to advance Kelly's story, restore kickback and build toward the major four-ball mode.\",\"Finish the required story objectives to start the final confrontation; Vector has not published a complete public rulesheet, so exact labels remain provisional.\"],\"modes\":[\"A quick two-ball lane mode follows the Retro-Classic structure used on Vector's contemporary platform.\",\"The main three-ball multiball is qualified through drop-target progress and virtual locks.\",\"A four-ball completion mode rewards finishing the full right-side story objective bank.\",\"Mystery, kickback, Super Spinner, pop-value and Bonus Hold features provide supporting classic-style scoring.\",\"Ramp repeats build jackpot value and a persistent champion record.\",\"The final outlaw confrontation is the intended long-form payoff; public code-level mode names and thresholds remain undocumented.\"],\"strategy\":[\"Use lane change on every safe feed to complete upper and lower lane groups without waiting for chance.\",\"Attack centre and right-side stand-ups during multiball, when their unpredictable rebounds are less costly.\",\"Build virtual locks and story progress together rather than repeatedly cashing only the safe ramp.\",\"Raise bonus multiplier and secure Bonus Hold before risking the central target bank late in a ball.\",\"Track the installed code prompts because public documentation for Ned Kelly is substantially thinner than Vector's other games.\",\"Treat the provisional feature names here as navigation guidance and update them when Vector releases an official rules page.\"]},{\"title\":\"Peter Brock King of the Mountain Pinball\",\"releaseDate\":\"2025\",\"produced\":\"Limited to 105 units total across the 1979 Torana and 1984 VK Commodore variants\",\"productionBasis\":\"Official Vector Pinball page states a combined 105-build licensed run\",\"gameDesigner\":\"Jason McNally\",\"soundDesigner\":\"Vector Pinball audio team; individual credits not publicly documented\",\"artist\":\"Peter Hughes and Jeremy Ham\",\"mechanicalEngineer\":\"Vector Pinball engineering team led by Jason McNally; individual credits not publicly documented\",\"rules\":[\"Complete the BROCK top lanes with lane change to start the green two-ball Multiball.\",\"Complete RACE lower lanes to advance bonus to 5X, enable the 1,000-point Super Spinner and light Mystery.\",\"Spell LEGEND at the six drop targets, then make three virtual locks at the top saucer to start three-ball LEGEND Multiball.\",\"Complete WINNER at the six white targets to add a year won, restore kickback and advance toward extra ball.\",\"Collect all nine winning years to start red four-ball King of the Mountain Multiball.\",\"During LEGEND and King of the Mountain, repeat the Mountain ramp for growing jackpots and the Ramp Champ record.\"],\"modes\":[\"BROCK two-ball Multiball is the quick lane-completion feature.\",\"LEGEND Multiball uses six drops, three top-saucer locks and ramp jackpots.\",\"King of the Mountain Multiball is the four-ball finale earned by collecting nine winning years.\",\"Mystery awards points, extra ball, kickback, max pops, a free win or immediate two-ball play.\",\"RACE controls bonus and Super Spinner value; the captive car advances pop value and Bonus Hold.\",\"Mountain ramp hurry-ups, increasing repeats and Ramp Champ create the main repeatable scoring route.\"],\"strategy\":[\"Use lane change constantly to finish BROCK and RACE while the ball is safely above the flippers.\",\"Prioritise WINNER targets during multiball because their single-ball rebounds can be sharp.\",\"Make LEGEND locks while building winning years so neither long progression branch is left untouched.\",\"Trap spare balls in King of the Mountain and repeatedly shoot the Mountain ramp to preserve the escalating jackpot.\",\"Collect Mystery after lighting it with RACE or WINNER, especially when kickback needs restoring.\",\"For tournaments, BROCK and LEGEND provide faster returns than attempting all nine King of the Mountain wins.\"]}],\"Spooky Pinball\":[{\"title\":\"Alice Cooper's Nightmare Castle\",\"releaseDate\":\"December 2017\",\"produced\":\"500 units\",\"productionBasis\":\"Published Spooky production cap\",\"gameDesigner\":\"Charlie Emery, with original development contributions by Ben Heck\",\"soundDesigner\":\"Matt Montgomery and Spooky Pinball audio team\",\"artist\":\"Jeff Zornow\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual mechanical credit not publicly documented\",\"rules\":[\"Choose a monster from the Nightmare Castle map, then complete its flashing shots to defeat it and collect its body part.\",\"Enter the castle through the centre scoop and use the upper playfield to advance rooms, locks and monster encounters.\",\"Complete Alice Cooper song modes while building album and concert awards at the major ramps and targets.\",\"Lock balls and start Frankenstein Multiball and other creature features, then shoot lit jackpots and assemble the monster.\",\"Collect the required monster parts from the six main encounters while surviving hurry-ups and castle hazards.\",\"Defeat all principal monsters and complete the body to reach the final Nightmare Castle confrontation.\"],\"modes\":[\"Six monster battles form the castle\u2019s main progression.\",\"Alice Cooper song modes layer music objectives over the horror story.\",\"Frankenstein Multiball centres on collected body parts and castle shots.\",\"The upper playfield represents deeper castle rooms and dangerous lock work.\",\"Hurry-ups and mystery awards support monster progress.\",\"The final confrontation follows completion of the monster map.\"],\"strategy\":[\"Select the monster whose shot pattern is safest on the particular machine.\",\"Advance castle locks during a song mode so multiball can protect its final shots.\",\"Control upper-playfield exits before attacking another centre feature.\",\"Prioritise completed monsters because partial damage does not advance the final checklist.\",\"During multiball, secure easy ramp jackpots before shooting the centre scoop.\",\"In competition, bank one monster and a multiball before pursuing the full castle.\"]},{\"title\":\"America's Most Haunted\",\"releaseDate\":\"March 2014\",\"produced\":\"150 units\",\"productionBasis\":\"Documented first Spooky production run\",\"gameDesigner\":\"Ben Heck, with design input from Dennis Nordman\",\"soundDesigner\":\"Ben Heck\",\"artist\":\"Ben Heck and Kevin Hill\",\"mechanicalEngineer\":\"Ben Heck, Joel Fonseca and Charlie Emery\",\"rules\":[\"Choose a haunted location and investigate by completing the flashing evidence shots before the timer expires.\",\"Collect EVPs, photographs and other ghost evidence to raise the investigation score and identify the spirit.\",\"Charge the ghost magnet and shoot the central paranormal features to capture or weaken the active entity.\",\"Complete the left and right ramps to travel between locations and qualify deeper hauntings.\",\"Lock balls and start four-ball Ghost Multiball, then collect jackpots at the evidence and capture shots.\",\"Complete the required investigations and captures to reach the final ghost showdown.\"],\"modes\":[\"Location investigations are the main timed modes.\",\"Evidence collection includes EVP, photographic and physical clues.\",\"Ghost capture uses colour lighting, magnets and centre targets.\",\"Ghost Multiball is the primary four-ball feature.\",\"Travel and mystery awards connect the haunted locations.\",\"The final showdown follows a completed investigation checklist.\"],\"strategy\":[\"Pick a location with comfortable ramp shots and finish its evidence sequence.\",\"Build capture progress before starting a timed investigation when possible.\",\"Use multiball to attack the central magnet and dangerous ghost targets.\",\"Trap after magnet releases because their direction varies.\",\"Do not spread evidence across too many unfinished locations.\",\"Tournament play favours one investigation, a capture and Ghost Multiball.\"]},{\"title\":\"Beetlejuice\",\"releaseDate\":\"November 2025\",\"produced\":\"Limited to 999 units\",\"productionBasis\":\"Official planned production cap\",\"gameDesigner\":\"Luke Peters and Corwin Emery\",\"soundDesigner\":\"Spooky Pinball audio team; individual credit not publicly documented\",\"artist\":\"Spooky Pinball art team; individual lead art credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Summon Beetlejuice by spelling his name and completing the flashing Neitherworld shots.\",\"Start film-scene modes and complete their called ramps, targets and character features before time expires.\",\"Build Handbook for the Recently Deceased progress to unlock assistance, multipliers and deeper objectives.\",\"Qualify locks through the Maitland house and start multiballs, then collect jackpots at lit character shots.\",\"Complete bio-exorcist and afterlife objectives while controlling the game\u2019s interactive toys and unpredictable feeds.\",\"Finish the principal scenes and summon progression to reach the final wedding\/Neitherworld confrontation.\"],\"modes\":[\"Film-scene modes recreate the Maitlands, Deetz family and Neitherworld sequences.\",\"Beetlejuice summoning is the central name-spelling progression.\",\"Handbook awards provide strategic assistance and scoring boosts.\",\"Character multiballs combine locks with changing jackpots.\",\"Bio-exorcist objectives form late-game challenges.\",\"The wedding\/Neitherworld finale is the wizard path.\"],\"strategy\":[\"Spell Beetlejuice alongside a scene rather than shooting name targets in isolation.\",\"Choose early scenes with safe outside shots and complete them.\",\"Use multiball to handle dangerous toy or centre objectives.\",\"Read toy releases before flipping; new games may vary with code updates.\",\"Prioritise Handbook awards that protect or extend a valuable mode.\",\"Competition strategy should favour completed scenes and the first multiball over the long finale.\"]},{\"title\":\"Domino's Spectacular Pinball Adventure\",\"releaseDate\":\"October 2016\",\"produced\":\"136 units completed from an originally discussed run of about 150\",\"productionBasis\":\"Documented charity-production figure\",\"gameDesigner\":\"Charlie Emery and Adam Gacek\",\"soundDesigner\":\"Spooky Pinball audio team; individual credit not publicly documented\",\"artist\":\"Scott Gullicks\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Take pizza orders and complete the lit ingredient targets to build each customer\u2019s pie.\",\"Shoot the delivery routes at the ramps and orbit before the order timer expires.\",\"Defeat the Noid by completing his targets and recovering delayed or stolen pizzas.\",\"Build store and Partner Foundation awards through completed orders, combos and mystery features.\",\"Lock balls for delivery multiball, then shoot lit routes for jackpots and complete the final delivery.\",\"Finish enough orders and defeat the Noid challenges to complete the spectacular adventure.\"],\"modes\":[\"Pizza-order modes require ingredient and delivery sequences.\",\"Noid encounters create timed interference challenges.\",\"Delivery Multiball focuses on routes and completed orders.\",\"Store awards track service and charity progress.\",\"Combos represent rapid, efficient deliveries.\",\"The final adventure combines order and Noid completion.\"],\"strategy\":[\"Finish one order before taking another so its timer and ingredients are not wasted.\",\"Use the safest ramp repeatedly to build delivery combos.\",\"Start multiball with a nearly completed order to protect the final route.\",\"Attack Noid targets from a trap because rejects can drain.\",\"Take quick ingredient skill shots whenever they match the current pie.\",\"Tournament play rewards completed deliveries and multiball more reliably than the full adventure.\"]},{\"title\":\"Evil Dead 2\",\"releaseDate\":\"November 22, 2024\",\"produced\":\"888 units\",\"productionBasis\":\"Official limited production count\",\"gameDesigner\":\"Luke Peters and Corwin Emery\",\"soundDesigner\":\"Spooky Pinball audio team; individual credit not publicly documented\",\"artist\":\"Spooky Pinball art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Complete cabin and woods scene modes by shooting their flashing Deadite targets and escape routes.\",\"Collect pages of the Necronomicon through major shots to unlock stronger weapons and late-game scenes.\",\"Use the chainsaw and shotgun features to damage Deadites, build values and finish combat objectives.\",\"Lock balls at the cabin and start multiballs, then collect jackpots at the weapon and possessed-character shots.\",\"Survive escalating Kandarian Demon attacks while completing the required film chapters.\",\"Finish the core scenes and Necronomicon progression to reach the final portal battle.\"],\"modes\":[\"Film chapters cover the cabin, woods, possession and final portal.\",\"Deadite battles are timed combat sequences.\",\"Chainsaw and shotgun weapon modes alter target scoring.\",\"Cabin multiballs combine locks with combat jackpots.\",\"Necronomicon pages form the persistent progression.\",\"The portal battle is the final wizard path.\"],\"strategy\":[\"Choose combat modes whose required targets can be shot safely from a cradle.\",\"Collect weapon progress before a difficult Deadite battle.\",\"Use multiball to finish centre Deadite targets and protect rejects.\",\"Avoid rapid follow-up shots after a toy hit until its return is visible.\",\"Prioritise completed Necronomicon pages over scattered scene starts.\",\"For competition, combine one scene, one weapon and the first multiball.\"]},{\"title\":\"Halloween\",\"releaseDate\":\"July 2021\",\"produced\":\"Part of a combined Halloween\/Ultraman plan of up to 1,250 games; exact Halloween split is not public\",\"productionBasis\":\"Official combined-run announcement; individual title allocation unknown\",\"gameDesigner\":\"Ben Heck and Spooky Pinball design team\",\"soundDesigner\":\"Matt Montgomery and Spooky Pinball audio team\",\"artist\":\"Jason Edmiston and Spooky Pinball art team\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a film scene and complete its flashing neighbourhood, hospital or house shots before Michael Myers catches the victim.\",\"Build the Shape\u2019s stalking level through knife and target hits, then survive or repel his timed attacks.\",\"Collect weapons and rescue characters to improve scoring and prepare later encounters.\",\"Qualify locks through the house and start multiballs, then shoot Michael and the lit escape routes for jackpots.\",\"Complete the 1978-film objectives and supporting Halloween chapters shown on the progression display.\",\"Survive the required encounters to reach the final confrontation with the Shape.\"],\"modes\":[\"Film-scene modes recreate stalking, escapes and attacks.\",\"Michael Myers encounters are escalating timed combat modes.\",\"Weapon and character collections support survival.\",\"House multiballs combine locks with escape jackpots.\",\"Shared layout mechanisms are themed independently from Ultraman.\",\"The final Shape confrontation is the wizard path.\"],\"strategy\":[\"Start scenes only with the ball controlled because Michael timers punish early misses.\",\"Build a weapon before a dangerous encounter.\",\"Use multiball to shoot the central Michael feature safely.\",\"Trap after house or toy feeds because returns can be fast.\",\"Complete one film chapter at a time to advance the finale.\",\"Tournament strategy favours an early scene and multiball over hunting every character.\"]},{\"title\":\"Looney Tunes\",\"releaseDate\":\"December 2023\",\"produced\":\"Exact title total not publicly disclosed; produced alongside Texas Chainsaw Massacre in a shared manufacturing run\",\"productionBasis\":\"No verified individual factory count\",\"gameDesigner\":\"Luke Peters and Corwin Emery\",\"soundDesigner\":\"Spooky Pinball audio team; individual credit not publicly documented\",\"artist\":\"Spooky Pinball \/ Warner Bros. art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a cartoon and complete its flashing gag shots to help the featured character outwit their rival.\",\"Collect character icons for Bugs, Daffy, Porky, Tweety, Road Runner and the wider cast.\",\"Build ACME devices through their targets, then cash them in during timed chase or trap modes.\",\"Qualify and start character multiballs, shooting the lit ramps, orbit and centre feature for jackpots.\",\"Complete cartoon episodes and character collections to fill the studio programme.\",\"Finish the required episodes to reach the final That\u2019s All Folks studio finale.\"],\"modes\":[\"Character cartoons provide distinct timed shot sequences.\",\"ACME gadget modes create risk\/reward awards and humorous failures.\",\"Road Runner chases reward fast alternating shots.\",\"Character multiballs use the shared physical layout with bespoke rules.\",\"Cast collection is the persistent progression.\",\"That\u2019s All Folks is the completed-programme finale.\"],\"strategy\":[\"Choose a cartoon whose shots match the current feed and finish it.\",\"Build an ACME gadget before starting its related chase.\",\"Use multiball to complete dangerous centre gag shots.\",\"Alternate controlled ramp shots for Road Runner rather than flipping wildly.\",\"Collect different characters when the set bonus exceeds repeating an easy episode.\",\"Competition play favours one cartoon, one gadget and a multiball.\"]},{\"title\":\"Rick and Morty\",\"releaseDate\":\"December 2019\",\"produced\":\"750 units\",\"productionBasis\":\"Licensed production cap reported by Spooky and the collector community\",\"gameDesigner\":\"Scott Danesi, with rules input from Bowen Kerins\",\"soundDesigner\":\"Scott Danesi\",\"artist\":\"Kristen Nordman\",\"mechanicalEngineer\":\"Scott Danesi and Spooky Pinball engineering team\",\"rules\":[\"Choose an Adventure and complete its changing shots to earn Morty Adventure Card progress.\",\"Travel through alternate dimensions at the portal, collecting Mega Seeds and increasing future scoring potential.\",\"Complete character objectives for Rick, Morty, the Smith family and recurring enemies to unlock deeper adventures.\",\"Qualify locks and start multiballs such as Meeseeks and Blood Dome, then collect their called jackpots and supers.\",\"Use the action button and portal choices to select dimensions, awards and strategic mode paths.\",\"Complete the core Adventures and dimension objectives to reach the final Rick and Morty wizard sequence.\"],\"modes\":[\"Adventures recreate major episodes with unique shot rules.\",\"Dimensions modify scoring and provide Mega Seeds.\",\"Morty Adventure Cards record completed objectives and bonuses.\",\"Meeseeks and other character multiballs layer over active adventures.\",\"Portal choices create strategic branching and stacking.\",\"The final wizard sequence requires broad Adventure progress.\"],\"strategy\":[\"Choose Adventures with compatible shots and stack them only when objectives overlap.\",\"Collect Mega Seeds early because their value scales across later scoring.\",\"Use portal choices to support an active Adventure, not merely for immediate points.\",\"Control one ball in multiball and finish Adventure shots with the other.\",\"Track the Morty card so the next completion advances a useful row.\",\"Tournament players should exploit a known Adventure\/multiball stack before chasing the full wizard path.\"]},{\"title\":\"Rob Zombie's Spookshow International\",\"releaseDate\":\"February 2016\",\"produced\":\"300 units\",\"productionBasis\":\"Official sold-out production run\",\"gameDesigner\":\"Charlie Emery\",\"soundDesigner\":\"Matt Montgomery and Spooky Pinball audio team, featuring licensed Rob Zombie music\",\"artist\":\"Jeff Zornow\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a Spookshow act and complete its flashing carnival and monster shots before the timer ends.\",\"Collect and play licensed Rob Zombie songs while building concert and freak-show values.\",\"Complete the ten-in-one attraction targets to recruit acts and advance the midway.\",\"Qualify locks at the stage and start multiballs, then shoot lit ramps and monsters for jackpots.\",\"Build family or adult presentation-independent progress through the same core modes and scoring.\",\"Complete the principal acts and songs to reach the final Spookshow performance.\"],\"modes\":[\"Freak-show acts are the main timed modes.\",\"Ten licensed songs drive concert scoring and presentation.\",\"Ten-in-one collection tracks recruited attractions.\",\"Stage multiballs combine locks with carnival jackpots.\",\"Midway awards and mysteries support mode progress.\",\"The final performance follows the completed show bill.\"],\"strategy\":[\"Select acts with repeatable outside shots first.\",\"Build ten-in-one targets during safe returns rather than attacking them from a rolling ball.\",\"Start multiball while an act is close to completion.\",\"Take easy stage jackpots before shooting dangerous centre monsters.\",\"Song choice should support the intended scoring path where code permits.\",\"Tournament strategy favours one act, collection progress and multiball.\"]},{\"title\":\"Scooby-Doo, Where Are You!\",\"releaseDate\":\"December 7, 2022\",\"produced\":\"Limited production run; exact completed total not publicly documented\",\"productionBasis\":\"Spooky sold the title as a limited boutique game but has not published a verified final count\",\"gameDesigner\":\"Luke Peters and Corwin Emery\",\"soundDesigner\":\"Spooky Pinball audio team with licensed character voices\",\"artist\":\"Spooky Pinball \/ Warner Bros. art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a mystery and complete its clue shots to identify the monster, location and motive.\",\"Collect Scooby Snacks to power assistance, extend modes and improve character awards.\",\"Send the ball through the Mystery Machine and haunted locations to gather evidence and qualify locks.\",\"Start character and Mystery Inc. multiballs, then shoot the lit clues and villain shots for jackpots.\",\"Complete chase sequences and unmask villains after collecting enough evidence.\",\"Solve the required mysteries and assemble the gang to reach the final unmasking finale.\"],\"modes\":[\"Episode mysteries provide clue-based timed objectives.\",\"Scooby Snacks are a spendable\/support resource.\",\"Character modes feature each Mystery Inc. member.\",\"Mystery Machine and team multiballs combine locks with clue jackpots.\",\"Chases lead into villain unmasking.\",\"The final unmasking requires multiple solved mysteries.\"],\"strategy\":[\"Pick a mystery with safe clue shots and finish its evidence set.\",\"Save Scooby Snacks for extending a valuable mode or protecting a difficult clue.\",\"Use multiball to attack villain and centre-house shots.\",\"Follow Mystery Machine feeds into a trap before choosing the next clue.\",\"Prioritise solved mysteries, because partial evidence delays the finale.\",\"Competition play favours one solved case and team multiball.\"]},{\"title\":\"Texas Chainsaw Massacre\",\"releaseDate\":\"December 1, 2023\",\"produced\":\"888 games planned across the Blood Sucker edition; exact delivered edition split is not fully documented\",\"productionBasis\":\"Official Spooky limited-run announcement\",\"gameDesigner\":\"Luke Peters and Corwin Emery\",\"soundDesigner\":\"Spooky Pinball audio team; individual credit not publicly documented\",\"artist\":\"Spooky Pinball \/ licensed art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a film chapter and complete its flashing escape shots before Leatherface catches the group.\",\"Collect fuel, keys and survival items through labelled targets to prepare the van and farmhouse escape.\",\"Fight or evade the family through timed target sequences and chainsaw encounters.\",\"Qualify locks at the farmhouse and start multiballs, then shoot escape routes and Leatherface for jackpots.\",\"Complete victim rescues and major 1974-film scenes across the progression map.\",\"Survive the required chapters to reach the final road escape and confrontation.\"],\"modes\":[\"Film chapters recreate the farmhouse, dinner and pursuit sequences.\",\"Leatherface attacks are timed survival modes.\",\"Item collection prepares escapes and scoring advantages.\",\"Farmhouse multiballs combine locks with survival jackpots.\",\"Victim rescue is a persistent checklist.\",\"The road escape is the wizard finale.\"],\"strategy\":[\"Collect an escape item before starting a difficult chapter.\",\"Choose chapters with safe ramp routes first.\",\"Use multiball to attack Leatherface and centre targets.\",\"Trap after chainsaw or farmhouse mechanisms release the ball.\",\"Complete rescues rather than spreading progress among victims.\",\"Tournament players should bank a chapter and multiball before the long final escape.\"]},{\"title\":\"The Jetsons\",\"releaseDate\":\"February 2017\",\"produced\":\"100 units\",\"productionBasis\":\"Documented contract-manufacturing run for The Pinball Company\",\"gameDesigner\":\"Dan Goett and Nathan Goett\",\"soundDesigner\":\"The Pinball Company audio team; individual credit not publicly documented\",\"artist\":\"The Pinball Company \/ licensed Hanna-Barbera art team; individual credit not publicly documented\",\"mechanicalEngineer\":\"Dan Goett, Nathan Goett and Spooky production engineering\",\"rules\":[\"Complete family-member modes for George, Jane, Judy, Elroy and Astro by shooting their lit futuristic-city routes.\",\"Travel between Orbit City locations using ramps and orbits to build job, school and home objectives.\",\"Activate Rosie and household inventions through their targets for assistance and mystery awards.\",\"Qualify locks and start multiball, then shoot the marked flying-car and building routes for jackpots.\",\"Complete Spacely Sprockets tasks while avoiding Cogswell interference and timed job penalties.\",\"Finish the family checklist and work objectives to reach the final Orbit City celebration.\"],\"modes\":[\"Family-member modes provide the principal progression.\",\"Spacely Sprockets job modes are timed work challenges.\",\"Rosie and household gadgets award assistance.\",\"Flying-car multiball uses the city routes and ramps.\",\"Orbit City travel connects location objectives.\",\"The family celebration is the final completion mode.\"],\"strategy\":[\"Choose the family mode whose routes are safest on the machine.\",\"Advance work and travel together through shared ramp shots.\",\"Use multiball to finish tight centre or gadget objectives.\",\"Trap after upper-route returns rather than shooting instantly.\",\"Complete one family member before collecting scattered starts.\",\"Competition play favours one family mode and flying-car multiball.\"]},{\"title\":\"Total Nuclear Annihilation\",\"releaseDate\":\"September 2017\",\"produced\":\"550 original Spooky games, plus a later 250-game Collector Edition run\",\"productionBasis\":\"Documented production runs\",\"gameDesigner\":\"Scott Danesi\",\"soundDesigner\":\"Scott Danesi\",\"artist\":\"Scott Danesi and collaborators; individual production-art credit not fully documented\",\"mechanicalEngineer\":\"Scott Danesi with Spooky Pinball production engineering\",\"rules\":[\"Destroy all nine reactors by completing their stand-up bank, then shoot the scoop to detonate the qualified reactor.\",\"Each destroyed reactor raises difficulty and scoring; draining can reset bank progress unless a reactor is already qualified.\",\"Complete the lock targets and lock three balls to start Reactor Multiball, then shoot reactor jackpots and the scoop super jackpot.\",\"Build and cash the grid multiplier through fast switch and target progress.\",\"Use the add-a-ball and ball-save opportunities earned through reactor and target objectives.\",\"Destroy all nine reactors to start Total Nuclear Annihilation, the final high-intensity wizard mode.\"],\"modes\":[\"Nine progressively harder reactor battles form the entire core game.\",\"Reactor Multiball uses three locks and reactor jackpots.\",\"Grid multiplier rewards sustained accurate target play.\",\"Add-a-ball can extend multiball after its qualification.\",\"Bonus and reactor values grow sharply with deeper progress.\",\"Total Nuclear Annihilation begins after all nine reactors are destroyed.\"],\"strategy\":[\"Finish a reactor bank before taking unrelated shots because partial progress is vulnerable.\",\"Qualify the scoop, trap, then take the detonation shot deliberately.\",\"Build locks alongside reactor targets and start multiball when the next reactor is difficult.\",\"During multiball, prioritise reactor completion over low-value random jackpots.\",\"Use dead bounces and controlled passes; the simple layout punishes frantic flipping.\",\"Tournament play rewards clean reactor count first, with multiplier and wizard pursuit only after control is established.\"]},{\"title\":\"Ultraman: Kaiju Rumble\",\"releaseDate\":\"July 5, 2021\",\"produced\":\"Part of a combined Halloween\/Ultraman plan of up to 1,250 games; exact Ultraman split is not public\",\"productionBasis\":\"Official combined-run announcement; individual allocation unknown\",\"gameDesigner\":\"Ben Heck and Spooky Pinball design team\",\"soundDesigner\":\"Matt Montgomery and Spooky Pinball audio team\",\"artist\":\"Spooky Pinball \/ Tsuburaya licensed art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Spooky Pinball engineering team; individual credit not publicly documented\",\"rules\":[\"Choose a Kaiju battle and complete the flashing attack shots before Ultraman\u2019s colour timer expires.\",\"Build energy through the Beta Capsule and Science Patrol targets, then activate special attacks against the monster.\",\"Defeat successive Kaiju to collect battle victories and unlock stronger enemies.\",\"Qualify locks and start multiballs, then shoot the monster, ramps and energy features for jackpots.\",\"Complete Science Patrol missions and rescue objectives while managing timed combat.\",\"Defeat the required Kaiju roster to reach the final Ultraman confrontation.\"],\"modes\":[\"Individual Kaiju battles are timed combat modes.\",\"Ultraman energy\/colour timer limits transformation time.\",\"Science Patrol missions provide parallel objectives.\",\"Special attacks are qualified through energy features.\",\"Kaiju multiballs use the shared Halloween physical layout with separate rules.\",\"The final confrontation follows completion of the monster roster.\"],\"strategy\":[\"Enter a battle with energy prepared so the colour timer is not wasted building basics.\",\"Choose Kaiju whose flashing shots match safe lanes first.\",\"Use multiball to attack the central monster and finish dangerous battle shots.\",\"Trap after mechanism releases and watch the timer before choosing a special attack.\",\"Prioritise defeated Kaiju over partial damage across the roster.\",\"Tournament strategy combines one battle, a Science Patrol objective and the first multiball.\"]}],\"Barrels of Fun\":[{\"title\":\"Bon Jovi Pinball\",\"releaseDate\":\"July 2026\",\"produced\":\"Limited worldwide release of 700 games, with a possible short reserve-member ordering extension before the final edition number is fixed\",\"productionBasis\":\"Official July 2026 Barrels of Fun launch announcement\",\"gameDesigner\":\"David Van Es\",\"soundDesigner\":\"Jeff Dodson\",\"artist\":\"Jonathan Bergeron; animations by Joshua Clay and Trent Armstrong\",\"mechanicalEngineer\":\"Luke Underwood, Paul Sulisz and Parker Dillmann\",\"rules\":[\"Choose from seventeen Bon Jovi songs and complete each song\u2019s flashing shot pattern to add it to the setlist.\",\"Build the crowd through major shots and Crowd Surf returns, then cash the rising audience energy during concert features.\",\"Shoot through the Heart & Dagger magnetic catch and three-level diverter to qualify modes, locks and changing awards.\",\"Lock three balls on the Steel Horse, then start its multiball and collect jackpots at the ramps, Heart & Dagger and Backstage Access.\",\"Complete Backstage Access objectives and Tommy-and-Gina side missions while working the loop-de-loop captive ball and its internal spinner.\",\"Finish the required setlist and concert progression to start the Encore finale.\"],\"modes\":[\"Seventeen song modes span four decades of Bon Jovi\u2019s catalogue.\",\"Setlist progression tracks completed performances and prepares the Encore.\",\"Steel Horse is a three-ball physical-lock multiball.\",\"Heart & Dagger uses magnetic control and a three-level diverter for layered awards.\",\"Crowd Surf, Backstage Access and Tommy-and-Gina missions provide parallel concert objectives.\",\"Encore is the late-game show-closing wizard path.\"],\"strategy\":[\"Choose an opening song with familiar, repeatable shots and complete it before expanding the setlist.\",\"Build Steel Horse locks during a song so multiball can cover its hardest final notes.\",\"Watch the Heart & Dagger diverter level before shooting; the same entrance can lead to different returns and awards.\",\"Use Crowd Surf only from a controlled feed because the outlane jump is valuable but unforgiving.\",\"In multiball, collect simple ramp jackpots before attacking the loop-de-loop captive ball.\",\"Because the game is newly released, tournament strategy should favour completed songs and Steel Horse over an unproven long Encore route.\"]},{\"title\":\"Dune Pinball\",\"releaseDate\":\"April 2025\",\"produced\":\"Limited to no more than 1,000 units worldwide; approximately 720 reported in the active production allocation\",\"productionBasis\":\"Official maximum cap plus 2026 specialist database production figure\",\"gameDesigner\":\"David Van Es\",\"soundDesigner\":\"Jeff Dodson\",\"artist\":\"Jonathan Bergeron and Barrels of Fun art team\",\"mechanicalEngineer\":\"Luke Underwood and Paul Sulisz\",\"rules\":[\"Travel across Arrakis by completing the lit major shots, gathering Water and Spice, and changing the playfield between day and night.\",\"Qualify House and Fremen objectives, then complete their timed shot sequences to earn DUNE letters and advance Paul\u2019s story.\",\"Start Harvester Battles and destroy the machine before the Harkonnen timer expires; repeated victories build major awards and can earn an extra ball.\",\"Light the Pain Box and survive its one-handed test, using the permitted flipper while making the demanded shots.\",\"Use physical locks to start multiballs, then feed the ball-eating Sandworm, ramps and magnetic Desert Power shots for jackpots.\",\"Complete the principal objectives and spell DUNE to extract the Water of Life and reach the late-game confrontation.\"],\"modes\":[\"Day\/night cycles alter lighting, scoring and end-of-ball bonus multiplier.\",\"Harvester Battles are timed destruction modes with escalating rewards.\",\"The Bene Gesserit Pain Box is a distinctive restricted-control challenge.\",\"Sandworm and Desert Power features use four magnets and multiple physical locks.\",\"Water and Spice are persistent resources worth 13,000 and 22,000 points respectively before the bonus multiplier.\",\"DUNE letters and Water of Life form the central long-form completion path.\"],\"strategy\":[\"Build both Water and Spice while deliberately crossing day\/night transitions to multiply the end-of-ball bonus.\",\"Start a Harvester Battle with the ball trapped and take the safest required shot first.\",\"Practise the Pain Box one-flipper feeds; uncontrolled double-flipping is unavailable during the test.\",\"During multiball, feed the Sandworm only after collecting safer ramp jackpots because rejected centre shots are dangerous.\",\"Do not sacrifice control merely to add a transition; the bonus multiplier matters only if the ball survives.\",\"Tournament players can combine resource collection, one Harvester win and a controlled multiball before chasing all DUNE letters.\"]},{\"title\":\"Jim Henson's Labyrinth Pinball\",\"releaseDate\":\"October 2023\",\"produced\":\"Limited to 1,100 units worldwide\",\"productionBasis\":\"Official Barrels of Fun announcement\",\"gameDesigner\":\"David Van Es\",\"soundDesigner\":\"Barrels of Fun audio team; individual sound-design credit not publicly documented\",\"artist\":\"Jonathan Bergeron; art direction by Johnny Fraser-Allen\",\"mechanicalEngineer\":\"Travis Moseman\",\"rules\":[\"Navigate the Labyrinth by starting and winning character and location modes, making route choices as the map branches toward Goblin City.\",\"Complete the currently flashing major shots before the mode timer expires; wins award Orbs and move Sarah closer to the castle.\",\"Use the Helping Hands, Bog, Brick Keeper and other scoops to meet allies, choose directions and start their associated scenes.\",\"Qualify and start the game\u2019s four multiballs, then shoot the marked ramps, spinner and character features for jackpots and super jackpots.\",\"Avoid or escape hazards including the Oubliette, Cleaners and Bog of Eternal Stench while collecting enough Orbs to strengthen the final battle.\",\"Win the required modes and reach the castle before the thirteenth hour to confront Jareth in the endgame.\"],\"modes\":[\"Branching Labyrinth navigation lets the player choose routes and friend advice.\",\"Character chapters feature Hoggle, Ludo, Sir Didymus, the Fireys and other film encounters.\",\"Hazard modes include the Oubliette, Cleaners and Bog of Eternal Stench.\",\"Four multiballs use the magnets, subways, sculpts and three-ramp network.\",\"Orb collection measures successful mode progress and prepares the castle battle.\",\"Goblin City and the confrontation with Jareth form the final wizard path.\"],\"strategy\":[\"Choose the route whose shots suit your strengths; the shortest map path is not always the safest one.\",\"Complete modes rather than merely starting them because Orb awards drive the final progression.\",\"Use multiball to attack dangerous character toys and centre shots while a second ball remains controlled.\",\"Expect the Goblin Gate and magnet features to change return angles; trap after each unexpected feed.\",\"If a friend offers a choice, favour the option that supports an already-advanced route or multiball.\",\"For competition, bank one clean mode and an accessible multiball before committing to the long castle journey.\"]},{\"title\":\"Winchester Mystery House Pinball\",\"releaseDate\":\"October 2025\",\"produced\":\"525 Relic-edition games\",\"productionBasis\":\"Official edition count matching the property\u2019s 525 South Winchester Boulevard address\",\"gameDesigner\":\"Karl DeAngelo\",\"soundDesigner\":\"Jeff Dodson\",\"artist\":\"Brad Albright\",\"mechanicalEngineer\":\"Paul Sulisz and Luke Underwood\",\"rules\":[\"Plunge the lit Call Spirits, Light Mystery or Advance 13 drop target for a skill-shot award before any other switch is made.\",\"Explore thirteen room modes, building each room\u2019s value with spinner shots and major-shot combinations before resolving its haunting.\",\"Travel through the house using keys; choose to continue, use Run to escape at a penalty, or face Spirit Battles, Ambushes and Reckonings.\",\"Start S\u00e9ance Multiball and Wheelbarrow Multiball through their locks, then shoot the changing room and ghost jackpots.\",\"Use the Ghost Box, collapsing tower, revolving hallway, hidden passages and Staircase to Nowhere magnet to uncover relics and secrets.\",\"Complete the Tour and the major supernatural encounters to reach the house\u2019s final reckoning.\"],\"modes\":[\"Thirteen room modes represent distinct parts of the Winchester Mystery House.\",\"The Tour links travel, keys, rooms and branching supernatural encounters.\",\"Spirit Battles, Ambush and Reckoning interrupt or advance the journey.\",\"S\u00e9ance and Wheelbarrow multiballs have separate locks, jackpots and champion scores.\",\"Horizon Atmospheric Lighting and the under-glass Pepper\u2019s Ghost display react to spirits and ball movement.\",\"The final Reckoning resolves the completed house tour.\"],\"strategy\":[\"Time the plunge for the most useful drop skill shot; Light Mystery is strong when its award is already levelled.\",\"Build room value with spinner and combos before cashing a room, but do not overstay when travel progress is safer.\",\"Save the limited Run award for a genuinely bad Spirit Battle or Reckoning rather than the first interruption.\",\"In multiball, control one ball and use the other to sweep the changing room jackpots.\",\"Expect the Staircase magnet and revolving hallway to alter momentum; stop flipping until the exit path is clear.\",\"For tournament play, complete profitable early rooms and one multiball before attempting a full thirteen-room Tour.\"]}],\"Pinball Brothers\":[{\"title\":\"ABBA Pinball\",\"releaseDate\":\"April 2024\",\"produced\":\"800 limited games announced: 500 Arrival Limited Editions and 300 Voyage Collector Editions\",\"productionBasis\":\"Official 2024 edition caps reported at launch\",\"gameDesigner\":\"Alexander Spohr\",\"soundDesigner\":\"Olof Gustafsson\",\"artist\":\"Andreas Bennwik\",\"mechanicalEngineer\":\"Pinball Brothers engineering team; individual mechanical credit not publicly documented\",\"rules\":[\"Choose an ABBA song at the start of each ball; song choice sets the soundtrack while the main adventure progression remains available.\",\"Complete the four band-member objectives to gather Agnetha, Bj\u00f6rn, Benny and Anni-Frid souls for the Abbatars.\",\"Knock down the helicopter target and use the vertical up-kicker to lock balls, then start the associated multiball and shoot lit jackpots.\",\"Build the Medallion through successful song and adventure objectives; stronger performance gives it more power for the final journey.\",\"Complete the feature-matrix tasks, including song, character and travel objectives, to collect the awards needed to make ABBA eternal.\",\"Finish the four-member and Medallion progression to reach the Abbatars finale and complete the Voyage story.\"],\"modes\":[\"More than twenty licensed ABBA songs provide selectable ball-by-ball music and themed scoring.\",\"Four band-member soul modes form the central story path.\",\"Arrival Helicopter Multiball uses the drop target, VUK and physical helicopter lock.\",\"Song and feature-matrix objectives award souvenirs, progress and Medallion power.\",\"Discoball and stage presentation features add timed scoring and light-show opportunities.\",\"The Abbatars\/Voyage finale is the wizard path after the four souls and supporting objectives are completed.\"],\"strategy\":[\"Pick a song whose shot pattern or timing you know, not merely a favourite, when playing for score.\",\"Advance the helicopter lock while working a band-member objective so multiball protects the hardest required shots.\",\"Trap balls during multiball and alternate controlled jackpots instead of relying on the discoball chaos.\",\"Complete one feature-matrix lane at a time; scattered partial progress delays the Medallion payoff.\",\"Use the VUK feed to regain control and plan the next upper or side shot.\",\"In competition, prioritise one completed soul mode and Helicopter Multiball before pursuing the longer Abbatars route.\"]},{\"title\":\"Alien Pinball\",\"releaseDate\":\"December 2020\",\"produced\":\"Approximately 2,000 Pinball Brothers-era games is a community\/database estimate; exact factory total is unconfirmed\",\"productionBasis\":\"PinWiki community estimate; IPSND lists the official run as unknown\",\"gameDesigner\":\"Dave Sanders, based on the original Dennis Nordman \/ Barry Oursler concept\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Aurich Lawson\",\"mechanicalEngineer\":\"James R. Thompson with Pinball Brothers production engineering\",\"rules\":[\"Choose an Alien or Aliens mission and complete its flashing shot sequence; each film has its own mission tree and major encounters.\",\"Spell WEAPONS and use the weapon targets to collect and upgrade equipment that modifies mission and multiball scoring.\",\"Shoot the Airlock to start qualified missions, capture objectives and controlled feature awards.\",\"Advance the Xenomorph target and related shots to battle the creature; complete the required hits before it escapes.\",\"Lock balls and start multiballs including Queen\u2019s Nest, then alternate orbit and Airlock shots for jackpots and escalation.\",\"Complete enough film missions and creature objectives to reach All-Out War, a four-ball finale whose values reflect earlier performance.\"],\"modes\":[\"Alien and Aliens mission trees recreate major sequences from both films.\",\"Queen\u2019s Nest alternates the orbits with the Airlock while the pop area represents the nest.\",\"Xenomorph encounters use the animated creature mechanism as a physical combat objective.\",\"Weapon collection and upgrades change scoring and can make later modes safer or more valuable.\",\"Several multiballs combine locks, Airlock shots and changing jackpot calls.\",\"All-Out War is the principal wizard multiball, seeded by results across the whole game.\"],\"strategy\":[\"Select the film path you know best and finish its easier missions before mixing both trees.\",\"Collect useful weapons early; their modifiers are worth more when carried into a difficult mission than as isolated points.\",\"Use the Airlock return to settle the ball and line up the next required shot.\",\"In Queen\u2019s Nest, alternate an orbit with the Airlock deliberately rather than shooting random switches in the pops.\",\"During Xenomorph attacks, shoot the mechanism only from a controlled angle because rejected hits can return dangerously.\",\"All-Out War value depends on prior work, so complete missions and multiballs cleanly before triggering the finale.\"]},{\"title\":\"Queen Pinball\",\"releaseDate\":\"July 2022\",\"produced\":\"Rhapsody Limited Edition capped at 1,000; Champions Edition not publicly capped and total production is unknown\",\"productionBasis\":\"Official launch cap for Rhapsody; no verified combined total for both editions\",\"gameDesigner\":\"Barry Oursler, Dave Sanders and Alexander Spohr\",\"soundDesigner\":\"David Thiel\",\"artist\":\"Cato Paus Skrede\",\"mechanicalEngineer\":\"Alexander Spohr and Pinball Brothers engineering team\",\"rules\":[\"Choose or change among the licensed live Queen songs, then make the song\u2019s flashing shots to build performance and concert value.\",\"Collect the four band members, their instruments, tour passes, posters and autographs through their labelled feature-matrix objectives.\",\"Spell QUEEN and complete the seven-bank\/drop-target work to qualify song features and larger stage awards.\",\"Use the guitar mini-playfield and upper flipper to complete its targets, improve the active song and light associated locks.\",\"Start the game\u2019s multiballs, then collect jackpots at the lit ramps, orbit, captive ball and guitar shots; complete the super-jackpot sequence.\",\"Finish the major collection categories to reach the I Want It All wizard mode.\"],\"modes\":[\"Fourteen licensed Queen songs turn the game into a series of live concert performances.\",\"Band-member and instrument collections form the core progression grid.\",\"Guitar feature modes use the elevated mini-playfield and third flipper.\",\"Tour passes, posters and autographs are parallel collections that deepen progress.\",\"Six multiball paths combine the lock, ramps, captive ball and changing jackpot shots.\",\"I Want It All is the final wizard mode after the principal concert collections are completed.\"],\"strategy\":[\"Choose a song with a comfortable shot map and use its opening seconds to establish control.\",\"Work one collection row to completion rather than lighting isolated instruments, posters and passes everywhere.\",\"Shoot the guitar feed only when you can time the upper flipper; misses often return without useful progress.\",\"Carry a nearly finished song into multiball so the extra balls help complete its most dangerous callouts.\",\"Take easy ramp jackpots first, then attack the captive ball or drops once ball count is stable.\",\"Tournament players should bank a song completion and accessible multiball before committing to the long I Want It All checklist.\"]},{\"title\":\"The Predator Pinball\",\"releaseDate\":\"June 2025\",\"produced\":\"Current production title released in two editions; no edition cap or verified total has been publicly announced\",\"productionBasis\":\"Official 2025 launch information; serial population remains too early for a reliable estimate\",\"gameDesigner\":\"Daniel Janson, Peter Dahlman and Andrea Pedretti\",\"soundDesigner\":\"Pinball Brothers audio team; individual sound-design credit not publicly documented\",\"artist\":\"Aurich Lawson; video art by Kelly Mazurowski\",\"mechanicalEngineer\":\"Peter Dahlman and Andrea Pedretti\",\"rules\":[\"Build the Jungle Map by making its indicated lanes and shots, then start Assignment missions drawn from the 1987 film.\",\"Spin the two spinners to qualify Predator Attacks; survive each attack by completing the flashing combat shots before time expires.\",\"Collect equipment items such as the Map through missions; each item gives a specific advantage to its related mode or shot value.\",\"Lock balls through the ramp and helicopter path to start Hunter Multiball, then shoot the lit ramps and combat targets for jackpots.\",\"Complete the large blue Jungle Hunt inserts to begin timed hunts in which all ramps score progress and refresh the map temporarily.\",\"Finish assignments, attacks and jungle objectives to advance toward the final hunt and confrontation with the Predator.\"],\"modes\":[\"Assignments recreate the team\u2019s jungle mission and award equipment for successful completion.\",\"Predator Attacks are spinner-qualified timed combat modes.\",\"Jungle Hunts light all ramps and turn rapid route shooting into temporary map progress.\",\"Hunter Multiball uses the helicopter lock and widebody ramp network.\",\"Camp Attack and other location features use the Jungle Map as a shared progression display.\",\"The final confrontation combines completed hunts, attacks and assignments into the endgame path.\"],\"strategy\":[\"Make the few spins needed for the first Predator Attack early, then start it only when the ball is controlled.\",\"Complete an item-awarding Assignment before its matching mode so the equipment bonus has maximum value.\",\"Use the right upper flipper to repeat safe ramp feeds and grow the Jungle Map during a Hunt.\",\"In Hunter Multiball, secure the easiest ramp jackpots before attempting the centre combat area.\",\"The centre post can rescue straight drains, but do not rely on it instead of trapping and passing.\",\"For competition, combine the first Attack, one Assignment and Hunter Multiball; the full final hunt is a much longer commitment.\"]}],\"Multimorphic\":[{\"title\":\"Cannon Lagoon\",\"releaseDate\":\"July 2017\",\"produced\":\"Open-ended P\u00b3 game-kit production; no fixed edition cap or total is published\",\"productionBasis\":\"Game kits can be installed in existing P\u00b3 cabinets, so cabinet serials do not equal title production\",\"gameDesigner\":\"Scott Gullicks\",\"soundDesigner\":\"Multimorphic audio team; individual credit not publicly documented\",\"artist\":\"Multimorphic art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"Multimorphic engineering team\",\"rules\":[\"Advance through increasingly difficult timed lagoon levels by shooting the five physical upper-playfield lanes.\",\"Hit the targets shown on the lower LCD; ball tracking turns each successful cannonball into dynamic on-screen damage.\",\"Complete a level\u2019s required targets before time or balls run out to unlock the next attack.\",\"Build accuracy streaks and combos by hitting consecutive called lanes without a miss.\",\"Reach the Kraken battle and strike its indicated tentacles and weak points in sequence.\",\"Defeat the Kraken to complete the principal campaign and maximise the redemption-capable score.\"],\"modes\":[\"Timed lagoon stages are the core progression.\",\"Five physical lanes become changing virtual targets.\",\"Accuracy and combo scoring reward deliberate aim.\",\"Later stages add faster or narrower target windows.\",\"The Kraken is the main boss encounter.\",\"Optional redemption configuration converts performance to tickets.\"],\"strategy\":[\"Read the next LCD target before the ball reaches a flipper.\",\"Use controlled cradles to select among the five lanes.\",\"Protect accuracy streaks instead of taking low-percentage shots.\",\"Learn each lane\u2019s feed and rebound on the installed module.\",\"Save fast reflex shooting for late timed stages.\",\"Tournament play rewards clean early levels and accuracy more reliably than desperate Kraken attempts.\"]},{\"title\":\"Cosmic Cart Racing\",\"releaseDate\":\"June 2018\",\"produced\":\"Open-ended P\u00b3 game-kit production; no fixed total published\",\"productionBasis\":\"Modular kit title rather than a separately serialised complete-machine run\",\"gameDesigner\":\"Gerry Stellenberg and TJ Weaver\",\"soundDesigner\":\"Multimorphic audio team; individual credit not publicly documented\",\"artist\":\"Scott Gullicks, Rory Cernuda and Jackson Gee\",\"mechanicalEngineer\":\"TJ Weaver and Trey Jones\",\"rules\":[\"Choose a racer and track, then accelerate by completing the changing physical and virtual race lanes.\",\"Steer across the lower LCD with targeted shots, collecting boosts and avoiding hazards tracked under the moving ball.\",\"Build speed through clean combos and use boost at the best point on the lap.\",\"Attack rivals with collected items while defending against their obstacles and shortcuts.\",\"Complete laps and finish ahead of the field to unlock tougher cups and tracks.\",\"Win the major cups to reach the championship race.\"],\"modes\":[\"Individual races combine pinball shots with tracked LCD steering.\",\"Items provide attacks, shields and speed boosts.\",\"Cup progression groups several races.\",\"Rival challenges add character-specific objectives.\",\"Shortcuts reward precise lane selection.\",\"The championship is the final racing path.\"],\"strategy\":[\"Choose a racer whose ability suits safe repeatable shots.\",\"Build boost on controlled combos and spend it on a clear straight.\",\"Aim around hazards visible on the lower LCD rather than flipping blindly.\",\"Use defensive items before entering a crowded section.\",\"Prioritise finishing position over low-value item collection.\",\"Competition strategy favours consistent laps and one cup win.\"]},{\"title\":\"Drained\",\"releaseDate\":\"November 2022\",\"produced\":\"Open-ended third-party P\u00b3 game-kit production; no edition cap published\",\"productionBasis\":\"Sold as a module by For Amusement Only Games\",\"gameDesigner\":\"Nick Baldridge\",\"soundDesigner\":\"For Amusement Only Games audio team; individual credit not publicly documented\",\"artist\":\"For Amusement Only Games art team; individual credit not publicly documented\",\"mechanicalEngineer\":\"Nick Baldridge and For Amusement Only Games\",\"rules\":[\"Collect garlic, sword, stakes, torch, holy water and mirror before confronting increasingly strong vampires.\",\"Complete target sequences around the castle; the physical bell confirms successful sequences and vampire kills.\",\"Use orbits and combos to build hunting value and qualify encounters.\",\"Avoid the gobble hole, which removes the ball as a true secondary drain unless difficulty settings soften its effect.\",\"Start multiball through its qualified sequence and use the extra balls to complete tools and vampire attacks.\",\"Slay the required vampire progression to clear the castle; Bite-Sized mode offers a separate escalating multiball speedrun.\"],\"modes\":[\"Tool collection prepares vampire encounters.\",\"Vampire battles escalate as the castle is cleared.\",\"Orbit and combo modes reward controlled flow.\",\"The gobble hole creates classic electromechanical-style risk.\",\"Main multiball protects hunting objectives.\",\"Bite-Sized is an alternate survival challenge where every kill launches another ball.\"],\"strategy\":[\"Collect tools before starting a difficult vampire.\",\"Shoot away from the gobble-hole line whenever a safer equivalent target exists.\",\"Complete target sequences cleanly to secure bell-confirmed progress.\",\"Use multiball for dangerous vampire and gobble-hole-adjacent shots.\",\"Reduce frantic flipping; this lower-flipper-only layout rewards classic control.\",\"Tournament play favours tools and early kills over the longest castle clear.\"]},{\"title\":\"Dungeon Crawler Carl\",\"releaseDate\":\"2026\",\"produced\":\"Announced 2026 P\u00b3 game kit; production has not yet established a verified total or edition cap\",\"productionBasis\":\"Newly announced and still entering production\",\"gameDesigner\":\"Multimorphic game team led by Gerry Stellenberg; detailed individual design credits not yet fully published\",\"soundDesigner\":\"Multimorphic audio team with Jeff Hays character voice performances\",\"artist\":\"Luciano Fleitas, Brad Albright and licensed Renegade Game Studios contributors\",\"mechanicalEngineer\":\"Multimorphic engineering team; detailed individual credits not yet fully published\",\"rules\":[\"Enter dungeon floors and complete their flashing room, monster and survival objectives.\",\"Build Carl and Donut\u2019s abilities through loot, achievements and character progression tied to major shots.\",\"Fight bosses by targeting their called weak points while avoiding dynamic lower-screen hazards.\",\"Collect equipment and companions that modify later modes and multiballs.\",\"Qualify multiball through floor and encounter progress, then use jackpots to damage enemies and clear rooms.\",\"Survive the principal floors and plot events to reach the late-game dungeon confrontation.\"],\"modes\":[\"Dungeon floors provide distinct story chapters.\",\"Monster and boss encounters use physical mechanisms and tracked LCD hazards.\",\"Loot and achievements create persistent character progression.\",\"Carl and Donut character abilities alter scoring and objectives.\",\"Multiballs represent large battles and room clears.\",\"The final dungeon confrontation is the announced long-form goal.\"],\"strategy\":[\"Because code is newly revealed, follow current display callouts rather than relying on early prototype behaviour.\",\"Prioritise loot that protects balls or extends boss modes.\",\"Complete one floor before spreading progress among encounters.\",\"Use multiball to attack boss mechanisms and lower-screen hazards.\",\"Control feeds after interactive mechanisms before committing to another shot.\",\"Early tournament strategy should favour a completed floor and first multiball.\"]},{\"title\":\"Ender's Game\",\"releaseDate\":\"2026\",\"produced\":\"Announced 2026 P\u00b3 game kit; production total and edition caps are not yet verified\",\"productionBasis\":\"Newly announced title entering preorder\/production\",\"gameDesigner\":\"Josh Kugler and Multimorphic design team\",\"soundDesigner\":\"Multimorphic audio team; individual sound-design credit not fully published\",\"artist\":\"Brad Albright\",\"mechanicalEngineer\":\"Glenn Waechter and Multimorphic engineering team\",\"rules\":[\"Complete nine Battle School training exercises by making each lesson\u2019s changing tactical shots.\",\"Shift balls on the two-sided balance mechanism to set Ender\u2019s compassion and aggression, altering awards and story routes.\",\"Use the rotating disc and cannon to direct attacks and solve zero-gravity battle-room formations.\",\"Advance fleet and command objectives through increasingly difficult battles and multiballs.\",\"Balance Valentine and Peter influences to qualify character and strategic outcomes.\",\"Finish the trainings and major battles to reach Command School, the wizard-mode path.\"],\"modes\":[\"Nine trainings teach and test distinct shot skills.\",\"The balance mechanism tracks compassion versus aggression.\",\"Battle Room modes use the rotating disc and cannon.\",\"Fleet battles provide escalating multiball conflicts.\",\"Character influence changes rules and rewards.\",\"Command School is the late-game wizard mode.\"],\"strategy\":[\"Decide early whether compassion or aggression best supports the intended scoring route.\",\"Move balance balls deliberately; random shifts can undo a prepared outcome.\",\"Learn disc timing before a high-value Battle Room exercise.\",\"Use multiball to complete difficult cannon and formation shots.\",\"Finish trainings rather than collecting scattered partial lessons.\",\"On early code, competition players should bank predictable trainings and the first battle.\"]},{\"title\":\"Final Resistance\",\"releaseDate\":\"March 2023\",\"produced\":\"Open-ended P\u00b3 game-kit production; no fixed edition total published\",\"productionBasis\":\"Modular game kit rather than separately serialised cabinet\",\"gameDesigner\":\"Scott Danesi; rules by Bowen Kerins\",\"soundDesigner\":\"Scott Danesi and Multimorphic audio team\",\"artist\":\"Jonathan \u201cJohnny Crap\u201d Bergeron\",\"mechanicalEngineer\":\"Multimorphic engineering team\",\"rules\":[\"Fight eight named battles\u2014Trapped, The Fuse, Ground War, Blast Shield, Power Down, Missile Wave, Swarm and Annihilation\u2014by completing their called shots.\",\"Build the Super Spinner and cash its rising value at strategically safe times.\",\"Collect Hack, Shotgun, Time Slowdown, Freeze, Simplify and Nuclear Blast power-ups, then deploy them in difficult battles.\",\"Lock balls and start Ship Multiball or Lock and Load, shooting the lit battle routes for jackpots.\",\"Win battles to liberate sectors and advance the resistance campaign.\",\"Complete the required battle path to reach the final resistance confrontation.\"],\"modes\":[\"Eight battles are the main campaign modes.\",\"Six power-ups modify timers, targets and scoring.\",\"Ship Multiball focuses on fleet and ramp jackpots.\",\"Lock and Load is a weapon-driven multiball.\",\"Super Spinner is a major build-and-cash feature.\",\"The final confrontation follows sector liberation.\"],\"strategy\":[\"Save Simplify or Time Slowdown for a battle with awkward shot sequences.\",\"Build Super Spinner during safe feeds and cash it before a dangerous objective.\",\"Stack a compatible battle with multiball.\",\"Control one ball and complete the active battle with the other.\",\"Use Nuclear Blast only when it clears or materially advances a valuable objective.\",\"Tournament play rewards known battle\/power-up combinations over random stacking.\"]},{\"title\":\"Heist\",\"releaseDate\":\"March 2020\",\"produced\":\"Open-ended P\u00b3 game-kit production; no fixed total published\",\"productionBasis\":\"Modular title sold for existing P\u00b3 platforms\",\"gameDesigner\":\"Stephen Silver\",\"soundDesigner\":\"Jonas Hornqvist\",\"artist\":\"Jose Fernandez\",\"mechanicalEngineer\":\"TJ Weaver, Les Pitt and Trey Jones\",\"rules\":[\"Play each crew-member mode to recruit all seven specialists for Maggie Machado\u2019s team.\",\"Run jobs around Ocean City to gain experience, money and access needed for the main heist.\",\"Avoid roaming cops; if caught, complete jail targets or use crew abilities to escape.\",\"Battle Mr. Big\u2019s interference when he takes over features and redirects or throws the ball with the crane.\",\"Start stackable multiballs, including the up-to-fifteen-ball finale, and complete their city jackpots.\",\"Recruit the crew, finish enough jobs and confront Mr. Big to complete the story.\"],\"modes\":[\"Seven character modes recruit the full crew.\",\"Jobs build experience and heist resources.\",\"Police patrols and jail are dynamic interruptions.\",\"The three-axis crane catches, moves and throws the ball.\",\"Numerous stackable multiballs culminate in a fifteen-ball feature.\",\"The Mr. Big confrontation is the story finale.\"],\"strategy\":[\"Recruit crew whose abilities support the safest jobs first.\",\"Do not start too many modes unless their shots overlap.\",\"Keep bail or an escape option available before a valuable job.\",\"Watch the crane\u2019s position and wait for its release path.\",\"During huge multiball, focus on a single called jackpot lane rather than tracking every ball.\",\"Tournament strategy rewards controlled crew\/job stacks before the chaotic finale.\"]},{\"title\":\"Lexy Lightspeed Escape From Earth\",\"releaseDate\":\"July 2017\",\"produced\":\"Open-ended P\u00b3 game-kit production; no fixed total published\",\"productionBasis\":\"Modular game kit rather than dedicated cabinet run\",\"gameDesigner\":\"Gerry Stellenberg and Multimorphic team\",\"soundDesigner\":\"Multimorphic audio team; individual credit not publicly documented\",\"artist\":\"Scott Gullicks and Multimorphic art team\",\"mechanicalEngineer\":\"TJ Weaver, Trey Jones and Multimorphic engineering team\",\"rules\":[\"Guide Lexy through Earth locations by completing the changing physical shots and tracked lower-screen objectives.\",\"Collect ship parts, fuel and allies needed to escape the planet.\",\"Fight agents and enemies through timed target sequences while protecting gathered resources.\",\"Use side flippers and upper features to access routes and qualify multiballs.\",\"Start escape and combat multiballs, then shoot lit parts and enemy targets for jackpots.\",\"Assemble the ship and finish the required missions to launch Lexy away from Earth.\"],\"modes\":[\"Location missions form the travel campaign.\",\"Ship-part and fuel collection drive persistent progress.\",\"Agent battles are timed combat modes.\",\"Allies provide assistance and scoring modifiers.\",\"Escape and combat multiballs protect difficult objectives.\",\"The completed launch is the wizard finale.\"],\"strategy\":[\"Collect the closest ship part before travelling to another location.\",\"Use side flippers deliberately to reach mission-specific routes.\",\"Save an ally ability for a timed agent battle.\",\"Stack multiball with a nearly complete escape objective.\",\"Read lower-screen hazards before shooting through them.\",\"Tournament play favours one location, useful parts and a controlled multiball.\"]},{\"title\":\"Portal\",\"releaseDate\":\"March 2025\",\"produced\":\"P\u00b3 game kit in ongoing production; no total published and Standard\/Extended kits are not separately serialised cabinets\",\"productionBasis\":\"Official modular-kit sales and 2025 production updates\",\"gameDesigner\":\"Stephen Silver, Michael Ocean and Ian Harrower\",\"soundDesigner\":\"Multimorphic audio team with Ellen McLain and Marc Silk voice performances\",\"artist\":\"Brad Albright; technical art by Rory Cernuda\",\"mechanicalEngineer\":\"TJ Weaver and Trey Jones\",\"rules\":[\"Complete GLaDOS test chambers by sending the ball through the called blue and orange portal routes.\",\"Use Companion Cubes to hold switches, redirect shots and satisfy chamber conditions.\",\"Disable turrets through their targets before they interrupt or penalise the test.\",\"Avoid the acid pit and perform jumps using physical and tracked lower-playfield momentum.\",\"Qualify and start multiballs around test, cube and escape objectives, collecting chamber jackpots.\",\"Complete the chamber sequence and survive GLaDOS to reach the escape\/final test path.\"],\"modes\":[\"Test chambers are puzzle-like shot sequences.\",\"Linked portals redirect the ball physically and virtually.\",\"Companion Cubes act as movable puzzle components.\",\"Turret and acid-pit hazards complicate tests.\",\"Standard and Extended modules share core software but Extended adds mechanisms and adjusted rules.\",\"The escape from Aperture is the wizard progression.\"],\"strategy\":[\"Read the portal destination before shooting; colour alone is not enough without the chamber state.\",\"Set Companion Cubes before taking the final chamber shot.\",\"Disable turrets early when their penalties threaten a valuable mode.\",\"Use multiball to solve dangerous acid-pit or jump objectives.\",\"Trap after a portal return because its exit angle may differ by chamber.\",\"Competition players should finish predictable early chambers and one multiball.\"]},{\"title\":\"The Princess Bride\",\"releaseDate\":\"February 2024\",\"produced\":\"Collector\u2019s Edition limited to 500; Standard and Limited game-kit totals are not capped publicly\",\"productionBasis\":\"Official 2024 Collector cap; modular kits can be installed in existing cabinets\",\"gameDesigner\":\"Multimorphic design team led by Stephen Silver\",\"soundDesigner\":\"Multimorphic audio team using licensed film dialogue\",\"artist\":\"Multimorphic licensed art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"TJ Weaver, Trey Jones and Multimorphic engineering team\",\"rules\":[\"Play the film in sequence through Shrieking Eels, Cliffs of Insanity, the three battles, Fire Swamp, Miracle Max, Mawidge and Storming the Castle.\",\"Climb the physical Cliffs of Insanity and complete each scene\u2019s unique called shots.\",\"Start Prepare to Die and True Love multiballs while story modes are qualified or running.\",\"Visit Miracle Max for a pill and use Pit of Despair as a possible end-of-ball recovery.\",\"Complete castle and captive-sword objectives through the four-flipper layout.\",\"Finish all qualifying objectives to reach Four Horses, the final wizard mode.\"],\"modes\":[\"Thirteen principal film scenes form the story.\",\"Prepare to Die Multiball focuses on Inigo\u2019s revenge.\",\"True Love Multiball supports Westley and Buttercup.\",\"Mini-modes live on every major shot.\",\"Pit of Despair is an end-of-ball recovery feature.\",\"Four Horses is the final wizard mode.\"],\"strategy\":[\"Follow story order and avoid lighting multiple hard scenes without completing them.\",\"Use the Cliffs feed to establish upper-flipper control.\",\"Stack Prepare to Die with a compatible battle scene.\",\"Save Miracle Max help for a late or difficult objective.\",\"During multiball, finish the active story scene before collecting marginal jackpots.\",\"Tournament players can target early battles and Prepare to Die before the full Four Horses path.\"]},{\"title\":\"Weird Al\u2019s Museum of Natural Hilarity\",\"releaseDate\":\"February 2022\",\"produced\":\"Limited Edition accessory\/art packages capped at 227; Standard game-kit production is uncapped\",\"productionBasis\":\"Official Multimorphic 2022 announcement\",\"gameDesigner\":\"Stephen Silver and Multimorphic team; rules advisors Bowen Kerins and Colin MacAlpine\",\"soundDesigner\":\"Multimorphic audio team with more than 2,000 custom Weird Al callouts\",\"artist\":\"Multimorphic art team; individual lead credit not publicly documented\",\"mechanicalEngineer\":\"TJ Weaver, Trey Jones and Multimorphic engineering team\",\"rules\":[\"Choose among seventeen Weird Al songs and complete each song\u2019s themed physical and virtual shot objectives.\",\"Explore museum exhibits using the spiral staircase, hamster-wheel lock, UHF camera and Little Hungry One Caf\u00e9.\",\"Collect artefacts and exhibit progress to open deeper museum wings and scoring multipliers.\",\"Lock balls in the hamster wheel and UHF camera, then start their multiballs and shoot song jackpots.\",\"Use five flippers to reach the elevated playfield and changing side-target routes.\",\"Complete the required songs and museum collections to reach the final Natural Hilarity performance.\"],\"modes\":[\"Seventeen song modes include Amish Paradise, White & Nerdy, Hardware Store, UHF and others.\",\"Museum exhibits provide parallel collection objectives.\",\"Hamster-wheel and UHF-camera multiballs use physical locks.\",\"Little Hungry One Caf\u00e9 is an elevated mini-playfield.\",\"Dynamic lower-playfield artwork changes for every song.\",\"The museum finale follows broad song and exhibit completion.\"],\"strategy\":[\"Choose a song whose shot pattern matches the safest feeds.\",\"Advance physical locks while a song is active.\",\"Use side flippers only when the ball is correctly aligned; missed swats lose control.\",\"Collect exhibit sets rather than isolated artefacts.\",\"During multiball, finish the active song before chasing secondary jackpots.\",\"Tournament strategy rewards one completed song and one physical-lock multiball.\"]}],\"Dutch Pinball Exclusive (DPX)\":[{\"title\":\"Alice's Adventures in Wonderland\",\"releaseDate\":\"June 6, 2024\",\"produced\":\"Limited to 500 units: approximately 300 allocated to North America and 200 to Europe\",\"productionBasis\":\"Official launch allocation and edition cap; Dutch Pinball retained responsibility for outstanding units after DPX stopped operating as a separate brand\",\"gameDesigner\":\"Melvin Brouwer-Williams and Barry Driessen\",\"soundDesigner\":\"Dutch Pinball \/ Team Pinball audio team; individual credits not publicly documented\",\"artist\":\"Freek van Haagen; sculpted art by Lior of The Art of Pinball\",\"mechanicalEngineer\":\"Dutch Pinball engineering team; individual mechanical credits not publicly documented\",\"rules\":[\"Shoot the ramp to qualify a Wonderland mode, then shoot the scoop to start it; the clock rollover adds five seconds up to a 60-second maximum.\",\"Complete White Rabbit by chasing the moving flashing shots, and solve Caterpillar's Riddles through the indicated blinking targets.\",\"Set the clock rollover to six to start Mad Hatter's Tea Party two-ball Multiball, then break teacups in the pops and build Jackpot Madness.\",\"Enter the Queen's throne room through the left orbit for Knave of Hearts, then use the magna-flippers to hit three targets and escape judgment.\",\"Complete modes and hidden side quests to collect all letters in WONDERS.\",\"Use the two-, three- and five-ball features and finish WONDERS progression to confront the Jabberwock and complete Wonderland.\"],\"modes\":[\"White Rabbit, Caterpillar's Riddles, Mad Hatter's Tea Party and Knave of Hearts are core Wonderland chapters.\",\"Tea Party is a two-ball multiball driven by the clock, pops, teacups and Jackpot Madness.\",\"Additional three- and five-ball multiballs use the upper playfield, Jabberwock and major character features.\",\"The upper mini-playfield uses two player-controlled magna-flippers for courtroom and creature objectives.\",\"User-controlled motorised outlane savers can be activated tactically instead of behaving as passive kickbacks.\",\"WONDERS letters and the Jabberwock form the ultimate quest and final completion path.\"],\"strategy\":[\"Qualify a mode, then add clock time before shooting the scoop so a difficult chapter begins closer to the 60-second cap.\",\"Learn the magna-flipper timing before Knave of Hearts; three deliberate courtroom hits are safer than frantic magnet use.\",\"Save the user-controlled outlane mechanisms for a genuinely committed drain rather than activating them on harmless rebounds.\",\"Start Tea Party with pop access under control and use the second ball to keep teacup and Jackpot Madness progress alive.\",\"Prioritise completed modes because WONDERS letters, not mere starts, unlock the ultimate quest.\",\"For competition, White Rabbit or Caterpillar plus a prepared two-ball feature is a safer route than immediate five-ball and Jabberwock play.\"]}],\"Homepin\":[{\"title\":\"Blues Brothers Pinball\",\"releaseDate\":\"April 2024\",\"produced\":\"Production total not publicly documented; serial evidence confirms at least 105 early-production machines\",\"productionBasis\":\"Homepin service notice applies to serials through 105, proving a minimum rather than a final total\",\"gameDesigner\":\"Homepin design team; playfield derived from Stern Electronics' Stars\",\"soundDesigner\":\"Homepin audio team using licensed film music; open-source audio system\",\"artist\":\"Homepin art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Mike Kalinowski and the Homepin engineering team\",\"rules\":[\"Clear the drop banks twice to qualify Elwood, complete the JAKE stand-ups to qualify Jake and collect 500 spinner turns to qualify the Band.\",\"Start each qualified mini-mode at the kickout hole; starting within 30 seconds adds a playfield multiplier, and multiple qualifications extend the timer.\",\"Elwood scores lit drops, Jake scores lit stand-ups and Band scores spinners; each starts as two-ball play with add-a-ball available after a mode shot.\",\"Score at least one shot in all three mini-modes to qualify Concert Multiball, whose kickout-hole Jackpot is relit by a drop, stand-up and spinner.\",\"Open Hide Away with captive-ball hits, lock two balls and complete the starting shot for Rawhide Multiball; progress from Jackpot to Super and two-ball Mega Jackpot.\",\"Finish Concert and Rawhide to qualify Joliet Multiball at the left ramp, then alternate the left and right spinners to start it.\"],\"modes\":[\"Elwood, Jake and Band are stackable two-ball mini-modes and determine Concert Jackpot value through completed shots.\",\"Concert Multiball releases two additional balls and repeatedly relights the kickout-hole Jackpot with three shot types.\",\"Rawhide Multiball uses the Hide Away physical lock, then builds Jackpot, Super Jackpot and Mega Jackpot stages.\",\"Joliet Multiball is the completion mode after Concert and Rawhide, with three Jackpot locations and a timed Hide Away Super.\",\"Playfield multiplier equals balls in play plus concurrently running mini-modes, strongly rewarding prepared stacks.\",\"The open-source rules and audio package allows owner modification, so public competition should identify the installed build.\"],\"strategy\":[\"Qualify two or three mini-modes before visiting the kickout hole; stacked modes extend the start timer and multiply the playfield.\",\"Alternate spinners deliberately for Band because alternating adds ten spins and reaches 500 far faster.\",\"Score at least one shot in every mini-mode even if time is short, since that is the gateway to Concert Multiball.\",\"During Rawhide, trap spare balls and use captive ball, kickout and Hide Away in order rather than shooting randomly.\",\"Complete Concert and Rawhide on the same game to preserve access to Joliet; its spinner-start sequence rewards controlled orbit shooting.\",\"Verify that the machine uses the factory rules before tournament play because owner-written open-source code can materially change scoring.\"]},{\"title\":\"This Is Spinal Tap Pinball\",\"releaseDate\":\"September 2022\",\"produced\":\"Currently shipping; production total not publicly documented\",\"productionBasis\":\"Homepin lists the game as shipping but has not published a final run size or verified serial total\",\"gameDesigner\":\"Mike Kalinowski and the Homepin design team\",\"soundDesigner\":\"Homepin audio team using licensed Spinal Tap material\",\"artist\":\"Homepin art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Mike Kalinowski and the Homepin engineering team\",\"rules\":[\"Advance the band's career through song, concert and backstage objectives shown on the LED display and video screen.\",\"Complete the principal music shots to qualify songs, then make their flashing sequences before the track or mode timer expires.\",\"Build amplifier and volume progression toward eleven, collecting the lit award when the required shots are complete.\",\"Qualify multiball through the band's lock and stage features, then collect song and concert Jackpots across the main shots.\",\"Play the optional video feature when enabled by the operator; it can be disabled independently in the service settings.\",\"Complete the required songs and band milestones to reach the final concert; a complete public code-level rulesheet is not available.\"],\"modes\":[\"Song modes provide the main timed shot sequences and use licensed music and film material.\",\"Concert Multiball converts stage and lock progress into broad Jackpot shooting.\",\"Backstage and band-member features provide qualifications, awards and career progression between songs.\",\"The amplifier-to-eleven feature is a repeatable thematic objective and scoring milestone.\",\"An operator-selectable video game and Adult Mode alter presentation without changing the physical layout.\",\"The final concert is the intended completion payoff, although Homepin has not published a detailed public rules map.\"],\"strategy\":[\"Start songs only when the ball is controlled and note their first flashing shot before the music obscures display instructions.\",\"Build lock progress alongside song qualification, then start multiball during a difficult timed track if stacking is permitted.\",\"Take amplifier-to-eleven progress whenever it overlaps a safe major shot; do not force it through risky rebounds.\",\"Check whether video and Adult modes are enabled before play so presentation and available awards are predictable.\",\"Because public rules documentation is limited, follow the installed display prompts and record the firmware version for tournaments.\",\"Treat broad song completion as a long-game plan; in short competition, favour one repeatable song and the quickest controlled multiball.\"]},{\"title\":\"Thunderbirds Pinball\",\"releaseDate\":\"January 2018\",\"produced\":\"Production completed; final total not publicly documented\",\"productionBasis\":\"Homepin and the licensed product site confirm production ended but do not publish a reliable completed count\",\"gameDesigner\":\"Mike Kalinowski and the Homepin Team\",\"soundDesigner\":\"Homepin audio team using authentic character voices and original theme music\",\"artist\":\"Homepin art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Mike Kalinowski and the Homepin Team\",\"rules\":[\"Start any of six International Rescue missions; only one runs at a time and it must be completed before another can activate.\",\"Complete each mission's flashing rescue shots using Tracy Island, ramps, subways and the Thunderbird vehicles.\",\"Play the Thunderbird 2 mission as a dedicated multiball rescue, collecting its lit objectives while several balls are active.\",\"Activate the International Rescue signal by completing Mission 5's required communication and rescue shots.\",\"Advance mission progress across the full team, using the retracting Tracy Island pool and subway to reach key starts and awards.\",\"Complete Mission 6 to defeat The Hood, then use broad mission completion for the game's largest rescue payoff.\"],\"modes\":[\"Six missions can be tackled in any order but cannot overlap; each represents an International Rescue assignment.\",\"Thunderbird 2 Multiball is the main multi-ball mission and uses vehicle and rescue shots for its jackpots.\",\"International Rescue Signal is Mission 5 and centres on activating the team's communications.\",\"Defeat The Hood is Mission 6 and the principal villain confrontation.\",\"Tracy Island's retracting pool, palm trees, lift and subway provide the machine's central mechanical progression.\",\"Completing the rescue set is the long-form objective, with difficulty selectable from the operator menu.\"],\"strategy\":[\"Choose a mission whose final shot matches the safest return on the installed machine; unfinished missions block access to the others.\",\"Use Thunderbird 2 Multiball to attack dangerous Tracy Island and centre shots with drain protection.\",\"Read each mission prompt before shooting\u2014progress is sequential, and an otherwise valuable shot may not count out of order.\",\"Avoid parking a ball indefinitely in a lock or upper area as an exploit; tournament settings should prevent unintended extended single-ball play.\",\"On default Easy settings, use the extra forgiveness to learn mission routes before moving to harder competition settings.\",\"For tournaments, prioritise one reliable rescue plus Thunderbird 2 rather than attempting all six missions and The Hood.\"]}],\"American Pinball\":[{\"title\":\"Barry O's Barbecue Challenge\",\"releaseDate\":\"March 8, 2024\",\"gameDesigner\":\"Barry Oursler, with design assistance from Steven Bowden, Dennis Nordman and Ryan McQuaid\",\"artist\":\"Dan Hughes; art direction by Jack Haeger\",\"soundDesigner\":\"David Thiel; voice production by Matt Kern\",\"mechanicalEngineer\":\"Zofia Ryan and Mitesh Pithva\",\"produced\":\"Limited Edition capped at 100; Classic edition total production is not publicly documented\",\"productionBasis\":\"Official American Pinball edition cap; no verified combined factory total\",\"rules\":[\"Choose a barbecue pit and complete its flashing food and grill shots to prepare a dish for the neighbourhood festival.\",\"Collect meats, sauces and sides through their labelled targets and ramps; completed recipes increase Cook-Off scoring.\",\"Build temperature at the grill spinner and manage the heat so food is finished without burning.\",\"Start food-truck and hot-rod features from their qualified shots, then complete the timed route for ingredients and awards.\",\"Lock balls for Cook-Off multiball and shoot the lit grills and serving shots for jackpots, then complete the final plate for a super jackpot.\",\"Win the principal pit challenges and serve the required dishes to reach the Grand Champion barbecue finale.\"],\"modes\":[\"Regional pit modes focus on distinct meats, sauces and cooking objectives.\",\"Ingredient and side-dish collections feed recipe completion.\",\"Hot Rod and food-truck events are short timed side modes.\",\"Cook-Off Multiball combines physical locks with grill and serving jackpots.\",\"Temperature and doneness add risk\/reward to repeated spinner and grill work.\",\"The Grand Champion finale celebrates completed pits and winning dishes.\"],\"strategy\":[\"Choose a recipe whose required shots are comfortable and finish it before collecting unrelated ingredients.\",\"Build grill heat during safe feeds, but cash the dish before excess spinner work risks burning it.\",\"Advance locks while a pit mode is active so Cook-Off protects its hardest centre shots.\",\"In multiball, serve the easiest complete plate first and only then chase higher super-jackpot values.\",\"Use ramp returns to trap and pass rather than firing immediately into the crowded grill area.\",\"For competition, complete one quick dish and Cook-Off Multiball before attempting the full Grand Champion menu.\"]},{\"title\":\"Galactic Tank Force\",\"releaseDate\":\"March 2023\",\"gameDesigner\":\"Dennis Nordman and Paul Reno\",\"artist\":\"Christopher Franchi; art direction by Jack Haeger\",\"soundDesigner\":\"Matt Kern\",\"produced\":\"Official production total unknown; community serial evidence suggests a boutique run in the several-hundred range across editions\",\"productionBasis\":\"No factory total published; estimate deliberately broad because edition serials are incomplete\",\"mechanicalEngineer\":\"Zofia Ryan, with engineering by Mitesh Pithva\",\"rules\":[\"Destroy enemy tanks by shooting their lit hit points, then finish the tank at the dangerous close-range centre target.\",\"Choose and complete missions under Duke Moonwalker to recover ice-cream ingredients and defeat Empress Annoya\u2019s forces.\",\"Visit Plotnik\u2019s Lab through the qualified LAB lane for mystery technology, Atomic Shield, Lucky Break and other assistance.\",\"Start Air Strike, Meltdown and Cow-A-Bongo multiballs, then collect their changing jackpots and required super jackpots.\",\"Advance rank, collect medals and build Quantum Accelerators for playfield multipliers that can greatly increase mission scoring.\",\"Complete tank and ingredient objectives to reach Tank Zulu, make the Ice Cream Sundae and ultimately start the Intergalactic Ice Cream Social.\"],\"modes\":[\"Story missions supply ingredients for the stolen intergalactic ice cream.\",\"Tank battles use lit hit points and a physical centre attack.\",\"Air Strike Multiball focuses on ramp and tank jackpots.\",\"Meltdown uses the pop-bumper reactor and escalating super jackpot.\",\"Cow-A-Bongo rescues cows and turns their shots into multiball awards.\",\"Tank Zulu, Ice Cream Sundae and Intergalactic Ice Cream Social are escalating wizard modes.\"],\"strategy\":[\"Damage the tank from safer side shots before taking the close-range finishing hit.\",\"Build Quantum Accelerator playfield multipliers before a lucrative mission or multiball cash-in.\",\"Carry Atomic Shield or Lucky Break into a tank battle to reduce the risk of a centre rejection.\",\"During multiball, stabilise one ball and use the other for the called jackpot rather than spraying the tank.\",\"Select skill-shot LAB when a strong Plotnik award is more useful than a small rank advance.\",\"Tournament strategy centres on one mission, a controlled tank kill and the safest available multiball before pursuing Tank Zulu.\"]},{\"title\":\"Hot Wheels\",\"releaseDate\":\"June 2020\",\"gameDesigner\":\"Joe Balcer\",\"artist\":\"Lermelyn Ondas and American Pinball art team\",\"soundDesigner\":\"Matt Kern and American Pinball audio team\",\"mechanicalEngineer\":\"Joe Balcer and American Pinball engineering team\",\"rules\":[\"Choose a car and race through Hot Wheels City by completing the lit loops, ramps and targets for each event.\",\"Build RPM at the spinner and shift at the correct time to increase speed, scoring and race performance.\",\"Collect cars from their qualified shots; different collections advance City progress and unlock larger awards.\",\"Complete Track Builder shots and orange-track loops to create routes, extend combos and qualify multiball.\",\"Start Red Line Mania and other multiballs, then shoot the lit track and car shots for jackpots and escalating supers.\",\"Win enough events, collect key cars and complete the city objectives to reach the final championship race.\"],\"modes\":[\"City events include timed races, stunts and vehicle-specific challenges.\",\"Car collection is a long-form progression and scoring multiplier.\",\"RPM and shifting create a timing-based speed mechanic.\",\"Track Builder turns repeated orange-track routes into combinations and locks.\",\"Red Line Mania and supporting multiballs reward fast loop and ramp shooting.\",\"The championship is the wizard path after the principal city races are won.\"],\"strategy\":[\"Choose a car that supports the event or scoring path you intend to play rather than selecting randomly.\",\"Watch the tachometer and shift deliberately; mistimed flipper presses waste RPM value.\",\"Repeat the safest orange-track loop to build Track Builder and combos while maintaining flow.\",\"Bring a race close to completion before starting multiball so the extra ball protects its final shot.\",\"Secure easy track jackpots first, then attack stand-ups or centre shots after the ball count is stable.\",\"For competition, prioritise one race win, useful car collection and Red Line Mania over scattered city progress.\"],\"produced\":\"Exact production total not published; community discussion commonly places the run below 1,000, but this remains unverified\",\"productionBasis\":\"Manufacturer has not released totals; community estimate retained with an explicit uncertainty label\"},{\"title\":\"Houdini: Master of Mystery\",\"releaseDate\":\"December 2017\",\"gameDesigner\":\"Joe Balcer\",\"produced\":\"Exact production total not publicly documented; community estimates generally place the run in the several-hundred range\",\"productionBasis\":\"No official factory count; estimate based on serial sightings and collector-market discussion\",\"soundDesigner\":\"Matt Kern\",\"artist\":\"Lermelyn Ondas and American Pinball art team\",\"mechanicalEngineer\":\"Joe Balcer and American Pinball engineering team\",\"rules\":[\"Complete magic-show modes by shooting the flashing stage, theatre and illusion shots before their timers expire.\",\"Spell H-O-U-D-I-N-I and perform escapes such as the Water Torture Cell, Milk Can and Straitjacket through their qualified features.\",\"Collect theatre posters and master magic-school lessons to increase show value and unlock deeper challenges.\",\"Use the stage trapdoor, magic trunk, secret passage and moving chains to qualify locks, mysteries and escape awards.\",\"Start Jail Escape, Trunk and other multiballs, then complete the lit escape shots for jackpots and final super jackpots.\",\"Master the principal illusions and escapes to reach the ultimate Master Mystery performance.\"],\"modes\":[\"Stage shows recreate Houdini\u2019s major illusions and public performances.\",\"Escape challenges include the Water Torture Cell, Milk Can, jail and straitjacket.\",\"Magic-school lessons teach and award distinct shot skills.\",\"Poster collection tracks completed venues and increases show progress.\",\"Multiple multiballs use the trunk, locks, stage and escape mechanisms.\",\"Master Mystery is the endgame after the central illusion checklist is completed.\"],\"strategy\":[\"Choose an early show whose flashing shots align with the safest ramps on the particular machine.\",\"Advance HOUDINI and an escape together so a multiball can cover the difficult final escape shot.\",\"Use the trunk and scoop returns as control points instead of immediately shooting on the fly.\",\"During multiball, finish a nearly completed escape before chasing low-value jackpots elsewhere.\",\"Outlane modes are limited per game, so save the strongest protection for a valuable late ball.\",\"Tournament players should bank a short show, poster progress and one multiball before attempting Master Mystery.\"]},{\"title\":\"Legends of Valhalla\",\"releaseDate\":\"October 23, 2021\",\"gameDesigner\":\"Scott Gullicks\",\"produced\":\"Approximately 1,300 Deluxe games reported, with Classic production not publicly disclosed\",\"productionBasis\":\"Specialist production reporting for Deluxe; combined total remains unknown\",\"soundDesigner\":\"Frank Gigliotti; licensed music from Two Steps From Hell\",\"artist\":\"Scott Gullicks\",\"mechanicalEngineer\":\"Scott Gullicks\",\"rules\":[\"Choose among sixteen Viking Legend battles and complete each timed sequence to defeat its monster or rival.\",\"Build an army at the Viking ship, physically lock balls and launch the ship multiball for ramp and battle jackpots.\",\"Use the action button to bring down Thor\u2019s Hammer when the magnet captures the ball, earning lightning and weapon awards.\",\"Fight the Kraken when its hidden magnet seizes and throws the ball; complete the lit retaliation shots before the timer ends.\",\"Finish the War on Land battles, Rampage, War of the Clans and supporting objectives while collecting weapons and tasks.\",\"Complete enough legends to enter Valhalla, then finish the wider chapter checklist to reach Ragnarok, the super-wizard mode.\"],\"modes\":[\"Sixteen Legend Battles include five multiball encounters.\",\"Viking Ship Multiball uses physical ball locks and army building.\",\"Thor\u2019s Hammer is an action-button mechanical strike and award feature.\",\"Kraken encounters use a concealed magnet for unpredictable ball movement.\",\"Valhalla is the first major wizard mode after the legend path.\",\"Ragnarok is the super-wizard finale reached through the broader game completion checklist.\"],\"strategy\":[\"Select battles with repeatable ramp sequences first and leave magnet-heavy encounters until protection is available.\",\"Build the army while another mode runs, then use Ship Multiball to finish its dangerous targets.\",\"Press the action button only when the captured ball is correctly positioned for Thor\u2019s Hammer.\",\"After a Kraken throw, pause long enough to read the new trajectory instead of flipping blindly.\",\"Complete all eight central tasks alongside battle progress so Ragnarok is not delayed by cleanup work.\",\"For competition, a safe Legend Battle plus Ship Multiball and weapon collection is more reliable than rushing Valhalla.\"]},{\"title\":\"Oktoberfest: Pinball on Tap\",\"releaseDate\":\"October 2018\",\"gameDesigner\":\"Joe Balcer\",\"artist\":\"Jeff Busch\",\"soundDesigner\":\"Matt Kern\",\"produced\":\"Exact production total not publicly documented; community serial and market evidence indicates a several-hundred-unit run\",\"productionBasis\":\"No official count; cautious range rather than an unsupported precise figure\",\"mechanicalEngineer\":\"Joe Balcer and American Pinball engineering team\",\"rules\":[\"Tour the festival by starting attraction modes at their qualified shots and completing each timed objective.\",\"Collect beer steins from the different tents and attractions; stein variety and quantity build major festival awards.\",\"Use the player-controlled MagNab buttons to catch the ball on the magnets, then release it toward the desired mode or target.\",\"Play carnival attractions including the Ferris wheel, barrel, corkscrew and beer-hall features to qualify locks and bonuses.\",\"Start Beer Barrel and Corkscrew multiballs, then shoot the marked attraction jackpots and complete the super-jackpot route.\",\"Complete the attraction grid and stein collection to reach the final Oktoberfest celebration.\"],\"modes\":[\"Festival attraction modes provide the main timed objectives.\",\"Stein collection is a strategic set-building system with progressively stronger rewards.\",\"MagNab magnets are directly controlled by the player with cabinet buttons.\",\"Beer Barrel Multiball uses the barrel and beer-hall progression.\",\"Corkscrew Multiball focuses on the looping ride and associated ramps.\",\"The final celebration is unlocked through broad attraction and stein completion.\"],\"strategy\":[\"Choose attractions with safe feeds first and complete them rather than lighting every mode.\",\"Use MagNab to settle or redirect the ball deliberately; holding it too long wastes mode time.\",\"Collect different steins when the set bonus exceeds the value of repeating an easy tent.\",\"Stack a nearly finished attraction with multiball so the difficult final shots are protected.\",\"In multiball, collect the easiest ramp jackpots before using MagNab on a crowded playfield.\",\"Tournament play rewards one attraction completion, a useful stein set and a controlled Beer Barrel multiball.\"]}],\"Haggis Pinball\":[{\"title\":\"Celts Pinball\",\"releaseDate\":\"April 2021\",\"produced\":\"Approximately 70 completed machines; the announced run was capped at 200\",\"productionBasis\":\"Production database retains the planned 200 cap, while specialist Australian resale reporting states only about 70 were actually built\",\"gameDesigner\":\"Damian Hartin and Greg Sealby\",\"soundDesigner\":\"Casey Dean and Greg Sealby\",\"artist\":\"Sam Greenwood; animation by Greg Sealby\",\"mechanicalEngineer\":\"Damian Hartin\",\"rules\":[\"Compete in Highland Games by starting their associated objectives and completing the lit targets, scoops, horseshoe and orbit shots.\",\"Build clan strength and choose battles, then defeat rival clans through their changing timed shot patterns.\",\"Complete the four-bank drop targets and supporting features to qualify one of the game's five multiballs.\",\"Use the right-orbit diverter to feed the upper-left flipper and reach shots that are unavailable from the lower flippers.\",\"Accumulate Highland achievements, clan victories and game completions to improve end-of-ball and campaign rewards.\",\"Complete the required Games, battles and multiballs to reach the final Celtic celebration.\"],\"modes\":[\"Highland Games modes turn traditional events into timed precision or repetition challenges.\",\"Clan Battles provide the main opponent progression and use changing combinations of orbits, scoops and stand-ups.\",\"Five multiballs are distributed across the game's event, clan and feature branches.\",\"The horseshoe, two scoops, drop bank, orbit diverter and upper flipper create independent qualification routes.\",\"Spinning targets, pops and stand-ups supply supporting bonuses and event value.\",\"The final Celtic celebration is the broad-completion payoff after Games, clans and major multiballs.\"],\"strategy\":[\"Learn the right-orbit diverter feed and upper-flipper timing; several valuable objectives depend on that controlled shot.\",\"Bring a qualified multiball into a difficult Clan Battle so the timed target sequence has drain protection.\",\"Finish one Highland Game before spreading progress across others, because completed achievements advance the final path.\",\"Attack the central drops during multiball whenever possible; their rebounds are more dangerous in single-ball play.\",\"Use the smooth outer orbit for repeatable control and qualification rather than forcing low-percentage scoops.\",\"For tournaments, favour the fastest event and one reliable multiball; the full Celtic finale is a long-game objective.\"]},{\"title\":\"Centaur Revisited Pinball\",\"releaseDate\":\"July 2023\",\"produced\":\"Production was interrupted by Haggis Pinball's liquidation; no reliable evidence of a completed commercial run\",\"productionBasis\":\"Pre-orders were accepted while Fathom was still being built, but liquidation occurred before normal Centaur production was established\",\"gameDesigner\":\"Jim Patla (original layout); Haggis Pinball for proposed Revisited rules\",\"soundDesigner\":\"Haggis Pinball audio team; final individual credits not publicly documented\",\"artist\":\"Paul Faris (original artwork); Haggis creative team for the proposed Oblivion package\",\"mechanicalEngineer\":\"Haggis Pinball engineering team; final individual credits not publicly documented\",\"rules\":[\"In the classic game, complete ORBS targets and the 1-2-3-4 target sequence to advance scoring, release features and special awards.\",\"Knock down the two inline target banks to expose and collect the locked balls behind them.\",\"Build Guardian and target-bank progress to increase scoring multiplier and strengthen the eventual multiball.\",\"Release the captive balls and start Centaur's signature four-ball multiball, then shoot relit targets and returns for multiplied scoring.\",\"Use the right-side saucer and target groups to collect lit awards, reset banks and continue qualification.\",\"The proposed Revisited\/Oblivion modern rules were never publicly completed as a shipped production package; this entry therefore documents verified classic play.\"],\"modes\":[\"Classic Centaur is a feature-progression game rather than a modern timed-mode game.\",\"Four-ball Multiball is the central event, built through the two inline physical-lock banks.\",\"ORBS and 1-2-3-4 completions control major awards, bonus and special progression.\",\"Guardian builds the scoring multiplier and changes the value of subsequent targets and multiball play.\",\"Inline drops, captive balls, saucer and return lanes create the game's distinctive staged lock sequence.\",\"Oblivion\/Revisited additions remained an announced development concept and should not be presented as verified final modes.\"],\"strategy\":[\"Prioritise safe ORBS and 1-2-3-4 completions while building Guardian multiplier before releasing all locked balls.\",\"Pick off inline drops from controlled cradles; grazing them can send the ball sideways toward an outlane.\",\"Do not start four-ball play with a weak multiplier if another safe Guardian advance is available.\",\"During multiball, trap what you can and attack remaining target banks with a single controlled ball.\",\"Use the saucer only when its award or reset is valuable, since its feed can interrupt otherwise stable control.\",\"For tournament documentation, identify whether the machine is an original Bally or a rare Haggis prototype; do not assume unshipped 2.0 rules.\"]},{\"title\":\"Fathom Revisited Pinball\",\"releaseDate\":\"April 2021\",\"produced\":\"Limited number delivered before Haggis entered liquidation; exact completed total is not reliably documented\",\"productionBasis\":\"Classic and Mermaid editions were made to order, but announced orders and deposits substantially exceeded completed deliveries\",\"gameDesigner\":\"Ward Pemberton (original layout); Martin Robbins (2.0 rules)\",\"soundDesigner\":\"Casey Dean\",\"artist\":\"Greg Freres (original artwork) with Scott Seedsman as remake creative director\",\"mechanicalEngineer\":\"Lachlan Dowd\",\"rules\":[\"In Classic rules, complete the inline drop banks and coloured target groups to build bonus, light locks and advance special awards.\",\"Lock balls through the two kickout holes and inline-drop progression, then release them for classic three-ball multiball.\",\"In Mermaid 2.0, use blue targets to qualify modes and multiballs at the Lagoon scoop.\",\"Use green targets to qualify battles against four Mermaidens and the Mermaid Queen at the Cave Trap scoop.\",\"After defeating each Mermaiden, complete the corresponding Cave Escape hurry-up to return safely to the boat.\",\"Complete the battle, Lagoon and multiball requirements to reach Mermaid Treasure wizard mode.\"],\"modes\":[\"Classic Fathom preserves the 1981 rules, drop-target economy, locks, bonus and three-ball multiball.\",\"Four Mermaiden battles and the Mermaid Queen form the opponent ladder in 2.0.\",\"Lagoon Multiball and Mermaid Multiball reuse the original locks and target colours with modern jackpot rules.\",\"Cave Escape hurry-ups follow defeated opponents and require a controlled series back to the boat.\",\"The Mermaid edition can select original or 2.0 code and uses apron displays for mode instructions.\",\"Mermaid Treasure is the 2.0 wizard mode and requires broad battle and multiball completion.\"],\"strategy\":[\"Confirm Classic or 2.0 rules before plunging; the same coloured targets serve very different strategic purposes.\",\"In Classic play, complete inline banks methodically and use multiball to attack the most dangerous remaining drops.\",\"In 2.0, choose blue mode or green battle progress according to which scoop can be reached safely from control.\",\"Do not treat a defeated Mermaiden as complete until the following Cave Escape is finished.\",\"Stack Lagoon or Mermaid Multiball with a battle whenever the installed code permits it.\",\"For competition, Classic rewards bonus and controlled target completion; 2.0 rewards one completed battle-plus-escape sequence.\"]}],\"HEXA Pinball\":[{\"title\":\"Space Hunt Pinball\",\"releaseDate\":\"May 2023\",\"produced\":\"Production total not publicly documented\",\"productionBasis\":\"HEXA publishes support and serial registration but no reliable completed unit count or edition cap\",\"gameDesigner\":\"Luis Dos Santos (original homebrew, game and art design), with rules development by S\u00e9bastien Muller\",\"soundDesigner\":\"HEXA Pinball audio team; individual credits not publicly documented\",\"artist\":\"Luis Dos Santos and the HEXA Pinball art team\",\"mechanicalEngineer\":\"HEXA Pinball engineering team with electronics by Romain Fontaine\",\"rules\":[\"Choose and complete Fight, Sniper, Hunt, Bomb, Spy, Safe and other missions, earning bronze through gold badges for stronger completion.\",\"Drop the target beside the bumpers, then shoot the upper lock scoop; lock three balls to start the main Multiball.\",\"Stack the main Multiball with Fight, Sniper, Spy or Safe missions so the same lit shots advance both systems.\",\"Complete the HUNTED inlane and outlane inserts with flipper-controlled lane change to raise bonus multiplier up to 8X.\",\"Play randomly offered Challenges based on the five mission types and win five Challenges toward extra ball.\",\"Advance mission badges and the wider bounty-hunter campaign to reach the wizard mode and highest-value hunt.\"],\"modes\":[\"Fight, Sniper, Hunt, Bomb, Spy and Safe are the principal bounty-hunter missions with medal tiers.\",\"Main Multiball is a three-ball lock mode and can be combined with four specified mission families.\",\"Random Challenges are compressed versions of Fight, Sniper, Hunt, Bomb and Spy objectives.\",\"Gravity Loop, spinner milestones, combos and mission medals provide extra-ball and supporting progression.\",\"HUNTED lane completion controls the end-of-ball multiplier, while Mystery can award points or valuable features.\",\"The wizard mode is the broad-completion payoff for mission badges and campaign progression.\"],\"strategy\":[\"Select missions whose required shots overlap with your current lock and combo progress rather than choosing solely by base value.\",\"Qualify main Multiball first, then start Fight, Sniper, Spy or Safe immediately before the third lock for a protected stack.\",\"Use lane change aggressively to complete HUNTED; 8X bonus can turn a modest ball into a major score.\",\"Pursue bronze badges across three missions early because they provide an attainable extra-ball route on non-tournament settings.\",\"During Challenges, follow the display and prioritise completion over side scoring because five wins earn a valuable milestone.\",\"Check the installed code revision\u2014HEXA continued substantial rules updates through 2026 and tournament priorities can change.\"]}],\"Pinball Adventures\":[{\"title\":\"Punny Factory Pinball\",\"releaseDate\":\"April 2023\",\"produced\":\"Production capped at 120 units, including a maximum of 10 engraved-cabinet games\",\"productionBasis\":\"Manufacturer and launch reporting state the 120-game cap and ten-game engraved edition limit\",\"gameDesigner\":\"Dave Sanders, with concept direction by Andrew MacBain and development by Team Pinball\",\"soundDesigner\":\"Andrew MacBain and Team Pinball\",\"artist\":\"Andrew MacBain and the Pinball Adventures art team\",\"mechanicalEngineer\":\"Team Pinball; individual mechanical credit not publicly documented\",\"rules\":[\"Spell PUNNY FACTORY across the stand-up targets to light the shots needed to assemble a Punny, then enter the Press to collect it.\",\"Collect all fifty different Punnys; the insert ring above the flippers tracks long-term factory progress.\",\"Knock down the guard drop target, then shoot the Punny Press upkicker for lit awards, feature starts and Punny collection.\",\"Complete GAG at the top rollovers to advance the end-of-ball bonus multiplier.\",\"Complete JOKE at the inlanes and outlanes to light the opposite orbit for a hurry-up, based on which side completed the word.\",\"Qualify two-ball Multiball and lock its first ball in the Punny Press before manually launching the second.\"],\"modes\":[\"Punny construction is the main campaign: spell the title, make the newly lit assembly shots and collect at the Press.\",\"Two-ball Multiball uses the physical Press lock and manual second-ball plunge.\",\"JOKE hurry-ups light the orbit opposite the side that completed the final lane letter.\",\"GAG rollovers raise bonus multiplier, while almost every non-pop and non-sling switch adds to bonus up to 127 units.\",\"The vari-target, three drop targets, seventeen stand-ups and three pops provide classic-style awards and factory progress.\",\"Collecting the full set of fifty Punnys is the long-form completion objective rather than a conventional wizard multiball.\"],\"strategy\":[\"Use lane change to finish GAG and JOKE; the opposite-orbit rule makes the side of the final JOKE letter strategically important.\",\"Shoot the guarded Press only when its award is lit, because knocking down the guard without a purpose can produce a risky centre return.\",\"Build several PUNNY FACTORY letters through safer outside targets before attacking the most dangerous stand-ups.\",\"Start two-ball Multiball with a Punny assembly sequence ready so both balls contribute to long-term progress.\",\"Maximise bonus multiplier early: the large accumulated bonus can outweigh isolated hurry-up points.\",\"In competition, combine one Punny collection, a controlled two-ball mode and repeatable JOKE hurry-ups rather than chasing all fifty.\"]}],\"Chicago Gaming Company\":[{\"title\":\"Attack from Mars Remake\",\"releaseDate\":\"July 2017\",\"gameDesigner\":\"Brian Eddy (original design); Chicago Gaming remake team\",\"produced\":\"Exact remake total across Classic, Special and Limited editions is not publicly documented\",\"productionBasis\":\"Chicago Gaming has published edition features but no verified combined factory total\",\"soundDesigner\":\"Dan Forden (original audio); Chicago Gaming enhanced-audio team\",\"artist\":\"Doug Watson (original artwork); Chicago Gaming remake production team\",\"mechanicalEngineer\":\"Williams original engineering with Chicago Gaming remake engineering\",\"rules\":[\"Destroy each saucer by completing its force-field stand-ups, then repeatedly shoot the exposed centre saucer.\",\"Conquer six countries by destroying their saucers and collecting the associated attack awards.\",\"Complete the three-bank targets to light lock, then lock three balls and start Martian Multiball.\",\"Start Total Annihilation by completing the four major multiball objectives and collect its jackpots.\",\"Complete MARTIAN targets to start Martian Attack and defeat the invading Martians.\",\"Conquer all six countries and shoot the saucer to Rule the Universe.\"],\"modes\":[\"Six country saucer attacks are the main progression.\",\"Martian Attack uses the MARTIAN target bank.\",\"Martian Multiball is the primary three-ball lock feature.\",\"Total Annihilation combines completed multiball objectives.\",\"Stroke of Luck awards mystery features.\",\"Rule the Universe is the wizard mode after all continents are conquered.\"],\"strategy\":[\"Finish a partially damaged saucer before moving to another objective.\",\"Shoot force-field targets from controlled angles to avoid centre drains.\",\"Build locks while attacking a country.\",\"During Martian Multiball, focus on lit jackpots before random saucer damage.\",\"Use Stroke of Luck when it can spot meaningful progress.\",\"Tournament play centres on saucer count, Martian Multiball and Total Annihilation.\"]},{\"title\":\"Cactus Canyon Remake\",\"releaseDate\":\"August 21, 2021\",\"gameDesigner\":\"Tom Kopera and Matt Coriale (original); Lyman Sheats and Josh Sharpe for Continued rules\",\"produced\":\"Exact combined remake total across editions is not publicly documented\",\"productionBasis\":\"No verified factory count; Remake and Continued Edition production spans multiple batches\",\"soundDesigner\":\"Paul Heitsch and original Bally\/Williams audio team; Chicago Gaming enhanced audio\",\"artist\":\"John Youssi (original artwork); Chicago Gaming remake team\",\"mechanicalEngineer\":\"Williams original engineering with Chicago Gaming remake engineering\",\"rules\":[\"Complete gunfights by shooting the lit bad-guy targets before their timers expire.\",\"Save towns by completing each town\u2019s required shots and defeating its outlaw.\",\"Shoot the mine to collect gold, start mine features and advance prospecting awards.\",\"Lock balls and start High Noon Multiball, then defeat the lit bad guys and collect jackpots.\",\"In Continued code, complete expanded bounty, train, river and frontier objectives to advance the story.\",\"Save the required towns and defeat Bart to reach the final Showdown\/wizard progression.\"],\"modes\":[\"Gunfights are timed target battles.\",\"Town modes form the central frontier checklist.\",\"High Noon Multiball combines locks and outlaw jackpots.\",\"Mine and gold awards provide risk\/reward scoring.\",\"Continued Edition adds deeper bounties and frontier chapters.\",\"The final Showdown follows completed town progress.\"],\"strategy\":[\"Take gunfight targets from a cradle; misses can return straight down the middle.\",\"Finish one town before spreading progress.\",\"Use High Noon to clear difficult bad guys.\",\"Collect safe mine awards but avoid repeated scoop attempts from poor feeds.\",\"On Continued code, choose bounty paths whose shots overlap town objectives.\",\"Tournament strategy favours towns, gunfights and High Noon before the full Showdown.\"]},{\"title\":\"Medieval Madness Remake\",\"releaseDate\":\"March 2015\",\"gameDesigner\":\"Brian Eddy (original design); Chicago Gaming remake team\",\"produced\":\"Exact remake production total across Standard, Limited, Special and Royal editions is not publicly documented\",\"productionBasis\":\"Edition production occurred in several runs without a combined published count\",\"soundDesigner\":\"Dan Forden (original audio); Chicago Gaming enhanced-audio team\",\"artist\":\"John Youssi (original artwork); Chicago Gaming remake team\",\"mechanicalEngineer\":\"Williams original engineering with Chicago Gaming remake engineering\",\"rules\":[\"Destroy six castles by lowering each drawbridge, raising the gate and shooting the castle entrance repeatedly.\",\"Complete Troll targets to start Trolls!, then bash both pop-up trolls for awards and progression.\",\"Complete Catapult, Joust, Damsel, Peasant and other Madness objectives at their labelled shots.\",\"Start Multiball Madness by qualifying two or more Madness features, then collect their jackpots.\",\"Complete all six castle multiballs\/objectives to qualify Barnyard Multiball and deeper awards.\",\"Destroy every castle to start Battle for the Kingdom.\"],\"modes\":[\"Six castles form the main conquest ladder.\",\"Trolls! is a timed two-target combat mode.\",\"Six Madness features can be stacked into Multiball Madness.\",\"Royal Madness follows broad feature completion.\",\"Barnyard Multiball is a humorous late-game feature.\",\"Battle for the Kingdom is the wizard mode after all castles fall.\"],\"strategy\":[\"Advance castle damage whenever the centre shot is safely available.\",\"Start Trolls with the ball trapped and hit one troll consistently.\",\"Stack multiple Madness features before starting multiball.\",\"During multiball, focus on castle or feature completion instead of low-value jackpots.\",\"Use Merlin\u2019s Magic when it can spot a difficult objective.\",\"Tournament play rewards castles and a large Multiball Madness stack.\"]},{\"title\":\"Monster Bash Remake\",\"releaseDate\":\"November 2018\",\"gameDesigner\":\"George Gomez (original design); Chicago Gaming remake team\",\"produced\":\"Exact remake total across Classic, Special and Limited editions is not publicly documented\",\"productionBasis\":\"Multiple production batches with no verified combined figure\",\"soundDesigner\":\"Vince Pontarelli and original Williams audio team; Chicago Gaming enhanced audio\",\"artist\":\"Kevin O\u2019Connor (original artwork); Chicago Gaming remake team\",\"mechanicalEngineer\":\"Williams original engineering with Chicago Gaming remake engineering\",\"rules\":[\"Collect each monster\u2019s instrument by completing their specific objective: Dracula, Wolf Man, Mummy, Bride, Frankenstein and Creature.\",\"Start individual monster modes and make their flashing shots to build that monster\u2019s value.\",\"Complete the centre-lane count to start Mosh Pit Multiball and shoot the lit music jackpots.\",\"Start Frankenstein Multiball through the lab and collect jackpots at the major monster shots.\",\"Collect all six instruments to start Monster Bash; complete remaining instruments during it to upgrade to Monsters of Rock.\",\"Finish the band and maximise Monsters of Rock for the game\u2019s principal finale.\"],\"modes\":[\"Six monster modes recruit the complete band.\",\"Mosh Pit Multiball is qualified through centre-lane shots.\",\"Frankenstein Multiball uses the lab and monster jackpots.\",\"Monster Bash begins when all instruments are collected.\",\"Monsters of Rock upgrades the finale after full completion.\",\"Tour and concert scoring reward overlapping active monsters.\"],\"strategy\":[\"Start monster modes whose required shots overlap.\",\"Collect instruments even if a mode times out; band progress is the priority.\",\"Stack monster modes with Mosh Pit or Frankenstein Multiball.\",\"During Monster Bash, finish missing instruments immediately to reach Monsters of Rock.\",\"Avoid repeated Dracula targets from uncontrolled feeds.\",\"Tournament strategy focuses on instrument count and a well-stacked multiball.\"]},{\"title\":\"Pulp Fiction\",\"releaseDate\":\"March 2023\",\"produced\":\"Bad Mother Flipper Limited Edition capped at 1,000; Special Edition total is not publicly capped\",\"productionBasis\":\"Official Chicago Gaming feature matrix\",\"gameDesigner\":\"Mark Ritchie; rules by Josh Sharpe\",\"soundDesigner\":\"David Thiel\",\"rules\":[\"Choose a character at the saucer and complete their associated scene objectives across the retro-style playfield.\",\"Complete the in-line Briefcase combination drops to lock three balls and start Briefcase Boogie.\",\"Complete Pawn Shop drops and locks to start Pawn Shop Panic, then shoot its lit escape and combat jackpots.\",\"Play Roll Scene modes\u2014Twist Contest, BMF Wallet, Gold Watch, Clean the Car and The Shot\u2014through the roll target and eject.\",\"Advance Royale with Cheese, Drive Fast, Big Kahuna and Adrenaline features for hurry-ups, multipliers and scene progress.\",\"Complete the required scenes and mini-wizards Cast Chaos, Pulp Fiction Frenzy and The Shot to reach Divine Intervention.\"],\"modes\":[\"Five Roll Scene modes recreate major film sequences.\",\"Briefcase Boogie is a three-ball lock multiball.\",\"Pawn Shop Panic uses the subway lock and heads-up kickout.\",\"Five total multiballs provide distinct scene jackpots.\",\"Three mini-wizards bridge the main scenes to the finale.\",\"Divine Intervention is the ultimate wizard mode.\"],\"strategy\":[\"Choose a character whose scene objectives match currently advanced features.\",\"Memorise the in-line Briefcase combination and shoot the drops from control.\",\"Build Briefcase and Pawn Shop locks in parallel.\",\"Use multiball to complete dangerous Roll Scene targets and the gun magnet shot.\",\"Keep 1-2-3-4 rollover control active for bonus and qualification value.\",\"Tournament play rewards Briefcase Boogie, one completed Roll Scene and a mini-wizard path.\"],\"artist\":\"Scott Pikulski\",\"mechanicalEngineer\":\"Play Mechanix and Chicago Gaming engineering teams\"},{\"title\":\"Vacation America\",\"releaseDate\":\"October 2003\",\"produced\":\"Exact production total not publicly documented; discontinued home-market title\",\"productionBasis\":\"Chicago Gaming lists the product as discontinued and no verified run count is available\",\"gameDesigner\":\"Chicago Gaming Company design team; individual credit not publicly documented\",\"soundDesigner\":\"Chicago Gaming Company audio team; individual credit not publicly documented\",\"artist\":\"Chicago Gaming Company art team; individual credit not publicly documented\",\"mechanicalEngineer\":\"Chicago Gaming Company engineering team; individual credit not publicly documented\",\"rules\":[\"Travel across American vacation destinations by completing each location\u2019s lit lanes and targets.\",\"Collect souvenirs from visited stops to increase end-of-ball bonus and unlock later routes.\",\"Complete roadside attraction objectives for timed awards and extra travel progress.\",\"Build miles through loops and ramps, then cash them at the destination shot.\",\"Qualify and start the game\u2019s multiball, shooting lit destination targets for jackpots.\",\"Visit the required locations and complete the route to finish the cross-country vacation.\"],\"modes\":[\"Destination modes represent major American travel stops.\",\"Souvenir collection provides persistent bonus growth.\",\"Roadside attractions are short timed side modes.\",\"Mileage is a build-and-cash progression.\",\"Vacation Multiball uses destination jackpots.\",\"The completed cross-country route is the final objective.\"],\"strategy\":[\"Finish the current destination before changing routes.\",\"Collect varied souvenirs for set value rather than repeating the easiest one.\",\"Build miles on safe loops and cash before risking a difficult shot.\",\"Use multiball to finish tight destination targets.\",\"Treat this compact home model\u2019s rebounds cautiously and trap whenever possible.\",\"Tournament-style play favours destinations, souvenirs and the first multiball.\"]}],\"Bitronic\":[{\"title\":\"Super Hoop Pinball\",\"releaseDate\":\"January 28, 2022\",\"produced\":\"At least two announced batches of 300; exact completed production total not publicly documented\",\"productionBasis\":\"Contemporary reporting states Bitronic was producing a second 300-unit run, supporting 600 planned across the first two batches but not a verified final shipped count\",\"gameDesigner\":\"Antonio Ortu\u00f1o and Gustavo D\u00edaz \/ Quetzal Pinball\",\"soundDesigner\":\"Quetzal Pinball audio team; individual credits not publicly documented\",\"artist\":\"Quetzal Pinball art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Quetzal Pinball development with manufacturing engineering by Bitronic\",\"rules\":[\"Shoot the upper scoop, choose one of six main modes with the flipper buttons and press both to start it.\",\"Complete the eight lit Super Stars shots; making them in order awards an additional Jackpot.\",\"Hit Assist twice to light locks, lock three balls and start main Multiball; shoot right ramp and basket for Jackpots, then left ramp for Super Jackpot.\",\"Complete three consecutive upper loops to start two-ball Alley Oop Multiball, with left-ramp Jackpots.\",\"Complete the six basketball skills\u2014Rebound, Run & Gun, Fastbreak, Pick & Roll, Assist and Crossover\u2014through their qualifying shots and timed basket finishes.\",\"Complete all six main modes and major basketball objectives to reach the game's overall completion goal.\"],\"modes\":[\"Six selectable main modes are started at the upper scoop and form the primary campaign.\",\"Main three-ball Multiball uses Assist locks, basket and right-ramp Jackpots, and a left-ramp Super Jackpot.\",\"Alley Oop Multiball is a quick two-ball mode earned by three upper loops in succession.\",\"Run & Gun, Pick & Roll and Crossover use repeated scoop or ramp qualification followed by timed basket shots.\",\"Rebound uses the upper lanes and player-controlled upper slings; Kisscam moves a flashing target after enough spinner turns.\",\"Shooting positions, Super Smash, Fastbreak and ball multiplier up to 5X provide supporting basketball achievements.\"],\"strategy\":[\"Take the normal skill shot to the left ramp, then repeat it immediately for the Super Skill Shot while the feed is predictable.\",\"Start a selectable main mode before a multiball so basket, ramp and loop shots score for both systems.\",\"For timed basketball skills, cradle first and wait for a clean basket angle instead of firing hurried rebounds.\",\"Build multiplier through Ball Complete, Pick & Roll, Run & Gun and Rebound before collecting a large mode finish.\",\"During main Multiball, trap spare balls and alternate right-ramp or basket Jackpots with the left-ramp Super Jackpot.\",\"In tournaments, Alley Oop Multiball and repeatable timed basket skills are safer than attempting full six-mode completion.\"]}],\"Quetzal Pinball\":[{\"title\":\"Captain Nemo Pinball\",\"releaseDate\":\"June 2015\",\"produced\":\"Approximately 30 planned; the small hand-built run was still reported incomplete in 2020\",\"productionBasis\":\"Manufacturer plan reported by Pinball News and later specialist histories; exact finished quantity is not publicly documented\",\"gameDesigner\":\"Antonio Ortu\u00f1o\",\"soundDesigner\":\"Quetzal Pinball audio team; individual credit not publicly documented\",\"artist\":\"Gustavo D\u00edaz and Rub\u00e9n Lavado\",\"mechanicalEngineer\":\"Antonio Ortu\u00f1o with STR Pinball assembly and engineering support\",\"rules\":[\"Choose a mission from the LCD-integrated Nautilus adventure, then make the flashing major shots to advance its timed objectives.\",\"Complete the two main ramps and orbit work to explore locations, build awards and open deeper Twenty Thousand Leagues Under the Sea chapters.\",\"Attack sea creatures through the central feature and associated stand-ups; repeated successful hits raise the value of later encounters.\",\"Lock balls through the qualified lock sequence, then start one of the game\u2019s multiballs and collect jackpots at the indicated ramps and feature shots.\",\"Use the periscope and playfield LCD feedback to track mission state, ball locks, jackpot direction and remaining objectives.\",\"Finish the principal adventures and major multiball objectives to progress toward the game\u2019s final Captain Nemo challenge.\"],\"modes\":[\"Story missions are selected and displayed on the LCD embedded directly in the playfield.\",\"Sea-creature encounters turn the central targets and feature shots into short combat objectives.\",\"Multiple lock-and-multiball sequences use the ramps, orbits and Nautilus features.\",\"Exploration awards reward controlled completion of both sides of the playfield rather than one repeatable shot.\",\"Periscope and Nautilus presentation modes provide audiovisual progress and mission information.\",\"The late-game path combines completed voyages, encounters and multiball progress into the final adventure.\"],\"strategy\":[\"Read the embedded LCD before shooting: its next-shot callout is more useful than guessing among the similarly lit inserts.\",\"Control the ball after each ramp return and alternate sides only when the current mission demands it.\",\"Build lock progress alongside a mission so multiball can protect the most dangerous encounter shots.\",\"During multiball, collect the first available jackpots cleanly before chasing higher-value central targets.\",\"Avoid uncontrolled centre-feature rebounds from a rolling ball; trap up and take the shot from the better flipper.\",\"In competition, favour a completed early mission plus a qualified multiball over spreading progress across several unfinished adventures.\"]},{\"title\":\"Tokyo Perfect Drift Pinball\",\"releaseDate\":\"December 2018\",\"produced\":\"Unknown; demonstrated as a prototype\/small-run game and no verified production total has been published\",\"productionBasis\":\"Pinside and IPSND list the production run as unknown; no reliable serial population is available\",\"gameDesigner\":\"Antonio Ortu\u00f1o\",\"soundDesigner\":\"Quetzal Pinball audio team; individual credit not publicly documented\",\"artist\":\"Gustavo D\u00edaz\",\"mechanicalEngineer\":\"Antonio Ortu\u00f1o with Orlando and Cristina of STR Pinball\",\"rules\":[\"Select a driver and begin a drift event, then shoot the flashing lanes and targets before the event timer expires.\",\"Use the four flippers to transfer the ball between the lower and upper shooting areas; clean upper-flipper timing is central to completing routes.\",\"Complete race objectives and marked checkpoints to advance through Tokyo events, improve the car and open tougher competitions.\",\"Spell or complete the indicated drift targets to build the drift meter, then cash it at the lit shot before time runs out.\",\"Qualify multiball through the lock or race progression, then shoot the changing jackpot lanes and finish the event\u2019s final objective.\",\"Win the principal races and drift challenges to reach the championship\/final event path.\"],\"modes\":[\"Timed street races ask for a sequence of changing checkpoint shots.\",\"Drift challenges reward rapid, accurate combinations rather than simple switch volume.\",\"Car and driver progression changes awards and opens later events.\",\"Four-flipper route modes make the upper lanes and return control part of the objective.\",\"Race multiball adds jackpot calls to the active street-course shots.\",\"Championship progression is the game\u2019s long-form objective after the main events are won.\"],\"strategy\":[\"Learn which lower-flipper shots feed each upper flipper; the game becomes much safer once those transfers are deliberate.\",\"Start timed events only after bringing the ball under control, because the first missed upper shot can consume much of the clock.\",\"Prioritise lit checkpoints over general drift-meter building whenever an event timer is active.\",\"Use multiball to finish awkward upper-playfield objectives, but secure easy jackpots before taking risky cross-playfield shots.\",\"Short-pass between the lower flippers rather than firing immediately from poor return angles.\",\"For tournament play, choose the shortest repeatable race path and bank its completion bonus before attempting the championship chain.\"]}],\"Team Pinball\":[{\"title\":\"The Mafia Pinball\",\"releaseDate\":\"July 21, 2018\",\"produced\":\"10 machines are confirmed in public production databases; the originally announced maximum run was 100\",\"productionBasis\":\"Documented completed count is 10, while Team Pinball's 100 figure was a planned cap rather than evidence of 100 built\",\"gameDesigner\":\"Balint Ats\",\"soundDesigner\":\"Adam Gubman and Andreas Backelund\",\"artist\":\"Attila Szabo; animation by Balint Ats and Brian Morris\",\"mechanicalEngineer\":\"Romain Fontaine\",\"rules\":[\"Shoot the left orbit, right orbit and captive ball to qualify the game's principal hurry-up opportunities.\",\"When a hurry-up begins, shoot the indicated Casino, Train or Diamond target before its value counts down.\",\"Advance through gang objectives and city-control awards using the classic single-level orbits, stand-ups and central features.\",\"Shoot the bank spinner to build robbery value and complete the associated bank objective.\",\"Complete bullet stand-ups and related target groups to improve attack value, awards and end-of-ball bonus.\",\"Conquer the required city objectives and criminal businesses for the largest completion award; the game deliberately has no multiball.\"],\"modes\":[\"Casino, Train and Diamond hurry-ups are the central timed modes and are qualified by the two orbits and captive ball.\",\"Bank Robbery uses the bank spinner and related shots as a repeatable scoring objective.\",\"City conquest and gang progression connect completed hurry-ups and businesses into the long-term goal.\",\"Bullet targets, captive ball and orbit combinations provide classic EM-style feature advancement.\",\"The LCD, music and callouts add story feedback, but the physical rules remain deliberately single-level and multiball-free.\",\"The completion path is based on mastering the hurry-ups and city objectives rather than starting a wizard multiball.\"],\"strategy\":[\"Qualify all three hurry-up routes before collecting one if the code allows, then choose the safest flashing finish.\",\"Start Casino, Train or Diamond only with the ball controlled; a countdown can be lost immediately on a wild rebound.\",\"Use full orbit shots to build modes and avoid weak feeds that fall onto the central stand-ups.\",\"Rip the bank spinner from a controlled cradle when its robbery value is high instead of grazing it during random play.\",\"Because there is no multiball safety net, prioritise kickback, bonus and survivable shots over speculative centre rebounds.\",\"For tournaments, repeat the most reliable hurry-up qualification and cash out solid values rather than forcing full city conquest.\"]}],\"Phenix Pinball\":[{\"title\":\"Goblin Contest Pinball\",\"releaseDate\":\"June 2018\",\"produced\":\"Very small boutique production; exact completed count not publicly documented\",\"productionBasis\":\"Only a handful of owned examples are publicly tracked, but no factory statement supports a precise total\",\"gameDesigner\":\"Christian Petit and Julien Larose\",\"soundDesigner\":\"Not publicly documented\",\"artist\":\"Ph\u00e9nix Pinball art team; individual credits not publicly documented\",\"mechanicalEngineer\":\"Christian Petit and Julien Larose \/ Ph\u00e9nix Pinball\",\"rules\":[\"Complete the goblin-themed lane and target groups to advance contest scoring and light their associated awards.\",\"Use the two flippers to control a simple single-level layout built around stand-ups, lanes, bumpers and classic return feeds.\",\"Finish complete target banks rather than isolated switches to raise bonus and qualify the next contest award.\",\"Collect lit awards at their indicated lane or target before completing the same group again.\",\"Build end-of-ball bonus through repeated group completions and preserve it with any available hold feature shown by the game.\",\"Goblin Contest contains no multiball and no documented deep wizard mode; its objective is maximising classic-style contest and bonus scoring.\"],\"modes\":[\"The machine uses short goblin contest features rather than modern selectable narrative modes.\",\"Target-bank completions light escalating awards and provide the primary progression.\",\"Lane and bumper scoring builds bonus and creates the classic random-versus-controlled risk balance.\",\"Lit specials, extra-ball or replay awards depend on operator settings and repeated feature completion.\",\"There are no ramps and no multiball; the design intentionally follows economical retro solid-state play.\",\"The practical endgame is maximising contest completions, bonus multiplier and table high score.\"],\"strategy\":[\"Identify the safest complete target bank and finish groups methodically; partial progress has less value than a collected award.\",\"Nudge early around bumpers and outlane feeds because there is no multiball or deep ball save to recover a short ball.\",\"Use controlled dead bounces and catches before shooting narrow stand-ups on the simple open playfield.\",\"Build multiplier before chasing high-risk specials so every later switch contributes more to end-of-ball value.\",\"Check operator settings for extra balls, replays and number of balls because they materially change the optimal target.\",\"Treat this as a classic accuracy game: survival and bonus generally outperform frantic attempts to hit every goblin feature.\"]}],\"Dutch Pinball\":[{\"title\":\"Bride of Pinbot 2.0\",\"releaseDate\":\"November 2014\",\"produced\":\"Add-on kit production total not publicly documented\",\"productionBasis\":\"Conversion kits were sold for existing Williams machines; no verified complete shipment or serial-range total exists\",\"gameDesigner\":\"Python Anghelo and John Trudeau (original layout); Dutch Pinball 2.0 rules team\",\"soundDesigner\":\"Jules Reivers\",\"artist\":\"Original Williams artwork by John Youssi; Dutch Pinball display and animation team\",\"mechanicalEngineer\":\"Uses the original Williams mechanisms with Dutch Pinball P-ROC electronics and display conversion\",\"rules\":[\"Advance the Bride's face through eyes, voice and transformation by completing the original face and lock shots.\",\"Collect energy and batteries for the Bride, then unload and insert them to activate her next stage.\",\"Complete the first lock and transformation sequence to start Multiball 1, then continue the story to qualify Multiball 2.\",\"Select and complete added wheel modes, skill shots and video features rather than repeating only the original centre-ramp strategy.\",\"Build jackpot multipliers and complete the staged objectives within each three-ball multiball.\",\"Complete Multiball 1 and Multiball 2 to qualify the 2.0 wizard mode and finish PIN*BOT's expanded story.\"],\"modes\":[\"The 2.0 story follows PIN*BOT and the Bride through energy collection, batteries, activation and transformation.\",\"Multiball 1 and Multiball 2 are three-ball stages with different qualification and jackpot rules.\",\"Wheel modes add selectable timed objectives to the unchanged physical playfield.\",\"New skill shots, jackpot multipliers and a video mode broaden scoring beyond the original centre ramp.\",\"Williams Mode remains selectable on supported installations, preserving the original 1991 rules alongside 2.0.\",\"The wizard mode is reached only after both modern multiballs and completes the expanded Bride storyline.\"],\"strategy\":[\"Confirm whether 2.0 or Williams Mode is selected before forming a plan; the physical inserts alone do not reveal all modern priorities.\",\"Advance batteries and face stages together so the next multiball is never waiting on a completely untouched branch.\",\"Choose wheel modes whose shots overlap with current transformation or lock progress.\",\"Build jackpot multiplier before starting a three-ball stage rather than taking the start at minimum value.\",\"Trap a spare ball during multiball and use the other for controlled face and ramp shots.\",\"For tournaments, the first modern multiball plus one completable wheel mode is more reliable than rushing both stages and wizard mode.\"]},{\"title\":\"The Big Lebowski\",\"releaseDate\":\"April 2016\",\"produced\":\"Still manufactured in batches; final production total not publicly documented\",\"productionBasis\":\"Dutch Pinball has continued production after resolving its contract-manufacturer dispute, so there is no fixed completed run\",\"gameDesigner\":\"Barry Driessen and Jean-Paul de Win\",\"soundDesigner\":\"Jules Reivers, with music contributions from Roel Gommans\",\"artist\":\"Freek van Haagen, Barry Driessen and Jean-Paul de Win\",\"mechanicalEngineer\":\"Guus Fingskes and the Dutch Pinball engineering team\",\"rules\":[\"Hit the rug toy enough times to reveal its start hole, then begin one of the Dude's Rug modes and complete the flashing shots.\",\"Start Car modes from the upper playfield by opening the garage and completing the corresponding driving objectives.\",\"Collect film characters through their associated features; each collected character strengthens Character Multiball.\",\"Shoot the bowling alley to play ten frames, making strikes and spares through the physical mini-bowling mechanism.\",\"Qualify and play Dude, Walter, Donny, Maude and other character or story multiballs, collecting staged Jackpots and add-a-balls.\",\"Complete the required modes, bowling and character progression to reach Mark It Zero and the game's final confrontation.\"],\"modes\":[\"Rug modes are started behind the movable rug toy and use major playfield shots for film scenes.\",\"Car modes begin on the upper playfield and cover the Dude's increasingly unfortunate vehicle encounters.\",\"Character Multiball scales with the number of Dude, Walter, Donny, Maude and other characters collected beforehand.\",\"Bowling is a full physical sub-game with ten frames, strikes, spares and its own cumulative value.\",\"Nihilist, Dude Abides and other story multiballs use locks, the rug, bowling and character features in different combinations.\",\"Mark It Zero is the late-game mode reached through broad scene and character completion.\"],\"strategy\":[\"Collect several characters before starting Character Multiball; its value and ball count improve with preparation.\",\"Start a Rug or Car mode immediately before a compatible multiball so difficult scene shots are protected.\",\"Treat bowling as controlled progression: aim for consistent spares instead of risking the ball solely for rare strikes.\",\"Use the upper playfield deliberately to qualify Car modes, but avoid repeated weak garage shots that fall unpredictably.\",\"During multiball, watch the 2.5-second grace period after the penultimate drain and take one last Jackpot or add-a-ball shot.\",\"For tournaments, one completed Rug mode, a prepared Character Multiball and steady bowling usually outperform a rushed Mark It Zero attempt.\"]}]}; var manufacturer=document.getElementById('rf-manufacturer'); var title=document.getElementById('rf-game-title'); var status=document.getElementById('rf-game-status'); Object.keys(library).sort().forEach(function(name){var option=document.createElement('option');option.value=name;option.textContent=name;manufacturer.appendChild(option);}); 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Each game page will bring the essentials together in one clear place\u2014from [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-109","page","type-page","status-publish","hentry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Games &amp; Rules - Random Flips<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/randomflips.com\/?page_id=109\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Games &amp; Rules - Random Flips\" \/>\n<meta property=\"og:description\" content=\"THE RANDOM FLIPS GAME LIBRARY Games &amp; Rules Choose a machine and get the information that matters: release details, production numbers, rules, modes, multiballs, wizard paths and practical tournament strategy. Know the game. Make the shot. Everything you need before the first plunge. 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Know the game. Make the shot. Everything you need before the first plunge. Each game page will bring the essentials together in one clear place\u2014from [&hellip;]","og_url":"https:\/\/randomflips.com\/?page_id=109","og_site_name":"Random Flips","article_modified_time":"2026-08-12T03:14:19+00:00","twitter_card":"summary_large_image","twitter_misc":{"Est. reading time":"1 minute"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"WebPage","@id":"https:\/\/randomflips.com\/?page_id=109","url":"https:\/\/randomflips.com\/?page_id=109","name":"Games & Rules - Random Flips","isPartOf":{"@id":"https:\/\/randomflips.com\/#website"},"datePublished":"2026-08-11T21:59:12+00:00","dateModified":"2026-08-12T03:14:19+00:00","breadcrumb":{"@id":"https:\/\/randomflips.com\/?page_id=109#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/randomflips.com\/?page_id=109"]}]},{"@type":"BreadcrumbList","@id":"https:\/\/randomflips.com\/?page_id=109#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/randomflips.com\/"},{"@type":"ListItem","position":2,"name":"Games &#038; Rules"}]},{"@type":"WebSite","@id":"https:\/\/randomflips.com\/#website","url":"https:\/\/randomflips.com\/","name":"Random Flips","description":"Everything Pinball: Games, Rules, Tournaments &amp; More","potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/randomflips.com\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en-US"}]}},"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/pages\/109","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/randomflips.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=109"}],"version-history":[{"count":18,"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/pages\/109\/revisions"}],"predecessor-version":[{"id":128,"href":"https:\/\/randomflips.com\/index.php?rest_route=\/wp\/v2\/pages\/109\/revisions\/128"}],"wp:attachment":[{"href":"https:\/\/randomflips.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=109"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}