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[Official Rulesheet]

Game Information & Overview:

  • Lead Designer: Elliot Eismin
  • Code/Rules: Tim Sexton, Joshua Henderson
  • Lead Mechanical Engineer:
  • Artwork: Randy Martinez
  • Display and Animations:
  • Sound Design: Jerry Thompson
  • Release Date: May 2024
  • Wiki Rulesheet based on Code Rev: 0.81
  • Edit the Code revision, if applicable, when you make changes

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

Rules Overview:

Layout:

Premium/LE:

Pro:

Modes of Play:

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

  • Standard:
    See below for full rulesheet.
  • Competition:
  • DJ Mixer
    NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists.
  • Competition Install
    Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:

Skill Shots:

  • Plunge the ball into the right VUK, without hitting any other switches, for a crate skill shot. This instantly starts a job if no switches were hit, or advances towards lighting job + scores 500k if only one switch was hit.
  • Plunge the ball into the backdoor to the Red Circle club for a VIP skill shot. Starts at 1M.
  • (Prem / LE) Plunge the ball behind the car for a car skill shot.

Jobs:

Shoot the weapons crate to light jobs at the right VUK. There are seven factions to complete jobs for (purely cosmetic, the factions are randomized each game on default settings), and allies can be used during jobs if qualified by shooting their respective shots. Each job is timed for 60 seconds, with 5 seconds added for each shot made. The timer can also be extended by 40 seconds, one time per job, by completing the weapons crate targets and then shooting the right VUK to boost the timer.

Starting any job will spawn enemies and are a quick way to spawn them if none are currently available.

The seven job types are:

  • Security Detail - hit random shots to clear the wave. Clear 3 waves to finish.
  • Escort the VIP - hit lit shot and enemies to move VIP (starts at the left orbit, moves one shot to the right with each shot). Move VIP enough to finish.
  • Night Watch - hit lit shots before they relight. Hit all shots to finish.
  • Assassination - shoot enemies to reveal target. Defeat 3 targets to finish.
  • Task a Crew - hit shots without enemies to control them. Control all shots to finish.
  • Heist - hit lit shots before enemies reach them. Hit enough shots to finish.
  • Gather Intel - shoot the left, center, and right ramps. Hit enough ramp shots to finish.

The final shot for each job is at the left eject shot, and awards 20% of the total score from the completed job. Enemies at that shot must be cleared out before the final shot can be scored.

Play a job for all seven factions to qualify The Duel.

Adversaries:

The left eject is the Administration shot. Defeat all the enemies in an assigned location (between 16 to 20) to light the left eject to start an adversary battle, and shoot the left standup targets to change which battle will start. These are 200-second timed modes that represent the one-on-one battles from the films, and take priority over all other game features.

After enough shots have been made, the left eject can be shot to award the “be seeing you” cashout bonus, worth a percentage of the points scored during the battle.

Once any adversary battle has been played, the marker ball save will be requalified at the left standup targets. Ball saves that haven’t been used before a battle starts will add +5 seconds to the initial ball save timer.

The five adversaries are:

  • Viggo: Shoot the car or captive ball to light gold shots for bonuses. Cashout is lit after hitting either the car or captive ball 12 times (gold shots don’t count towards lighting the cashout).
  • Kirill: Shoot the random flashing red shots, which alternate between left and right and decrease in quantity as they are made, to light the Red Circle for their combined total. Cashout is lit after collecting 12 shots.
  • Cassian: Switch frenzy mode. One shot is flashing purple for jackpot, which moves across the playfield as orange standup targets are hit. The jackpot increases as lit blue shots are made or switch hits are registered. Cashout is lit after scoring 6 jackpots.
  • Ares: All shots are lit white to score increasing points, but only one shot is lit red and moves sporadically. The red shot finds Ares and scores 2x the built-up value, and can be seen for a brief time with left standup target hits or slingshot hits. Cashout is lit after collecting 8 red shots.
  • Zero: Combo mode. Shoot any light blue shot to score combos, then either the car, captive ball (1x collect), or right eject (2x collect) to complete them. Cashout is lit after five combos have been cashed out.

After making enough shots, the player can choose to either complete the battle for the “be seeing you” bonus by shooting the left eject shot, or continue the battle and increase the cashout value by making the required shots.

Defeat all five adversaries to qualify The Staircase.

Multiballs:

During any multiball, balls can be added (once per multiball) by completing the orange standup targets, then shooting the Administration shot (left eject).

Car Chase Multiballs:

Bash the car to light the left orbit for car chase multiball. On Prem / LE models, the car can be hit from multiple angles and will lock the ball once the multiball starts. Increase the car bash value by ripping the spinner at the left orbit.

The first multiball requires only four car hits to light. Subsequent multiballs add +2 more car hits to qualify.

There are four different car chase multiballs, played in the following order:

  • Helipad Showdown: Shoot red shots to collect showdown awards and increase the jackpot awarded by hitting the car. Either a single, 2x, 3x, or 4x jackpot can be awarded based on how many “car” inserts are lit (1 additional shot is needed to light each jackpot, so 9 shots are needed for a 4x jackpot). After four jackpots have been scored, the car can be hit for super jackpots worth the combined jackpot total, and the left orbit can be shot for 2x super jackpots.
  • Taxicab Chase: Starts with a 15-second timed hurry-up to hit the car and lock in the hurry-up award value (starting at 750k). Shoot sets of lit chase awards to increase (and light) the jackpot at the car; the jackpot multiplier increases with each subsequent jackpot scored. After collecting four jackpots, the left orbit lights for a super jackpot worth their combined total, which can be further increased by bashing the car.
  • Motorcycle Pursuit:
  • Bagarre a Letoile: Shoot any ramp to light the car for jackpots, and the orbits to increase the jackpot multiplier up to 4x & collect awards. The jackpot must be relit each time it has been scored. After collecting four jackpots, the car is lit to collect four super jackpots, worth the combined jackpot total.

Excommunicado Multiball:

Complete the three red standup targets surrounding the left ramp and right ramp enough times to light the Red Circle for excommunicado multiball. Three target completions are required to light the first excommunicado multiball of a game.

Excommunicado multiball starts with a 20-second timed single-ball phase, with a ball save, where the player can hit shots to increase the jackpot value during the subsequent multiball. Once the timer expires, 2-ball multiball begins. Hit the red flashing shots for jackpots and the Red Circle w/ lit for super jackpot.

Deconsecrated Multiball:

Shoot the captive ball under the Continental to spell WINSTON and light the lock at the center ramp (virtual on Pro, physical on Prem / LE). Only two captive ball hits are required to light locks for the first multiball, and each lock has to be collected before the next one can be lit. Lock 3 balls for deconsecrated multiball.

During deconsecrated multiball, shoot the green shots to score awards and increase the multiplier for the captive ball jackpot (indicated by how many letters in WINSTON are flashing), which starts at 500k. For the first round of jackpots, each shot lights one letter in WINSTON. Once all the letters in WINSTON have been lit by collecting jackpots, shoot the center ramp for the super jackpot worth the jackpot total. The jackpot sequence then resets with a higher base value for jackpots and super jackpots.

Other Scoring:

Enemies:

At the beginning of the game, the player is assigned a random location with the number of enemies to defeat (between 16 to 20). Defeat the assigned number to light battle at the administration shot / left eject.

Enemies spawn with hits to the Red Circle and once any job has been started, and take priority over other shots they are lit at. Defeat enemies to increase the shot values during jobs, adversary battles, and multiballs. Up to six enemies can be spawned per shot at a time, requiring two shots to clear out.

Over the course of the game, enemy difficulty will increase based on the shots that the player is currently struggling to make. Enemies might also shift between shots.

Defeat enough enemies to light extra ball.

Lights Out:

(Not implemented as of 0.81. This is set to be a playfield X rule qualified by completing the YAGA return lanes, and then using the action button.)

Allies:

Shoot the left, center, and right ramps to qualify allies. Allies will help you out during the next job.

(On 0.81 code, allies currently only provide basic score boosts to the next job, the same ones that can be obtained by hitting the weapons crate during jobs.)

The three allies are:

  • Akira
  • Charon
  • Katia

Gold Coins:

Bounces into the gold coin targets (above the weapons crate) light random shots for gold coins, or increase the coin value if they are already lit. Collect coins to add to end-of-ball bonus.

Marker Ball Save:

Complete the left standup targets to light an outlane for marker ball save. The flashing outlane can be changed by pressing the flippers, if both outlanes are available. The lit outlane only indicates that ball save has already been used at that outlane. If a ball save is already lit, the targets will add to the value.

If a ball save is lit, but hasn’t been collected yet, and the player starts an adversary battle, the ball save will be converted to +5 seconds of ball save time during the battle. They cannot be used during battles, but once any has been played, the left standup targets can be shot to light ball save again.

Extra Balls:

Extra ball is lit at the left eject after:

  • Defeating enough enemies (approx. 10 for the first extra ball)
  • Playing three jobs

Extra balls score 10M if disabled.

End-of-Ball Bonus:

Wizard Modes:

The Duel:

Lit after playing a job for all seven factions.

The Staircase:

Lit after defeating all five adversaries.

Special Assignment:

Lit after playing both The Duel and The Staircase.

3 Likes

Thanks as always for getting this started so quickly!

1 Like

@CaptainBZarre, looks like I can’t edit this rulesheet like I can the others. Can you open it up to everyone to make edits?

Edit:
Can someone wiki this post so we can all add edits? @joe can you help with this?

Rulesheet has been Wikified. Thanks as always to @CaptainBZarre for the diligence in getting these sheets drafted so quickly.

1 Like

How do the inlane rollovers work? I’ve got an idea.

When viewing them on stream it kind of looks like they have a Barracora vibe where the right flipper works the top “BABA” set (and they move only right) and the left flipper works the bottom “YAGA” set (and they move only left). And similar to the Barracora rollovers if the top row letter is unlit when rolled over it will light (but not the bottom), and if lit it will light the bottom row letter (if unlit).

I think BABA controls the bonus multiplier. The YAGA might light something not coded in yet (“Lights Out”) but I’m not sure.

I’m sure there’s a better way to explain that, but it’s effectively Barracora.

Yes I think you’re right. They behaved that way for me.

This is correct. BABA increases the bonus X and is controlled with the right flipper. YAGA qualifies lights out (playfield X) and is controlled with the left flipper + can only be lit at lanes that already have a BABA letter lit.

1 Like