Chucky's Killer Pinball was one of four original tables that released alongside the late 2023 launch of Pinball M. The table utilizes elements from the Child's Play films, primarily the first four, to tell an original story where the player is thrust into the Good Guys factory and forced to fend off against Chucky in deadly "games" before taking him on directly.
Objective and missions[]
There are three different main missions that must be completed in order to access the wizard mode, Chip Off the Old Block, where Chucky meets his ultimate demise. All three missions are started in the same way - the player must make strong shots to all three VOODOO vari-targets to send them all the way back. Once the target bank has been completed, the ball will be magnetized above the flippers and the player can select their mission using the flippers and launch button.
Up until all three missions have been played, the player can also choose to "rerun" any mission they already completed. Every time a mission is completed, their value will be multiplied by +1x, and in the case of Chucky Says and Olly Olly Oxen Free, will also increase in difficulty. The wizard mode's jackpot value is based on the player's combined mission totals, so rerunning missions can help increase it faster.
Every mission has a 60-second timer that resets once any lit shot is made.
- Chucky Says: Shoot the random flashing shots to advance the mission for 3M per shot. 5 shots are needed to complete this mission the first time, increasing by 1 for subsequent reruns.
- Olly Olly Oxen Free: Plays similarly to Chucky Says described above, but with the added danger of Chucky wandering around the playfield with each shot. The player must avoid Chucky while making the random flashing shots for 3M per shot - if they accidentally shoot Chucky, the mission will automatically end in failure. 5 shots are needed to complete this mission the first time, increasing by 1 for subsequent reruns.
- Tiffany: Make a shot to all six lanes to primp Tiffany for 3M per shot. The final two shots will always be at the left ramp, followed by the apex of the left ramp where it exits towards the flippers, requiring a maximum strength shot. Unlike the other two missions, Tiffany does not increase in difficulty, only in value.
Chip Off the Old Block[]
After completing all three missions, the fourth mission will always be Chip Off the Old Block; no more missions can be attempted until after the wizard mode ends, whether in success or failure. The wizard mode is started by completing the VOODOO targets, just like the three missions preceding it, and has the same 60-second timer rule.
The player must finally put an end to Chucky by using his axe against him! Every shot during the wizard mode scores the combined total of all missions that were completed prior - if they reran a mission, then only the highest mission total will apply to the wizard jackpot.
Chucky will jump off his platform, in front of the right ramp - shoot him with the ball to knock him back, then shoot the right ramp directly to throw the axe at one of his arms. To cut off his other arm, shoot the side ramp by first shooting the left target, then quickly using the razor flipper.
Slice off Chucky's legs with one direct shot to him, then a precise shot to his other leg in front of the right ramp. Finally, finish him off for good with one last direct shot, scoring 10x the wizard jackpot, for at least 1 billion points! As Chucky threatens revenge, all shots are lit to score victory laps for 60 seconds, with strong shots to the left ramp scoring 2x the wizard jackpot.
After the wizard mode ends, even if the player didn't kill Chucky, the player must make a shot to the left and right sinkholes to respawn the axe and Chucky, opening up access to another round of main missions.
Side modes[]
- Killer Mode: Spelling KILL at the return lanes lights the axe spinner for 1M a spin for 30 seconds, with every spinner rip pausing the timer briefly. Score at least 10M in one round of killer mode to light extra ball.
- Devil's Lair: 10 shots to the left ramp during normal play without a combo running, even those that don't go all the way around the second rollercoaster hill, will light the left ramp for devil's lair. Make four more shots to the left ramp - without draining the ball - to light extra ball. Each shot scores 1M + 1M increment for a total of 10M.
- Good Guys Madness: 10 shots to the right ramp during normal play without a combo running will light it for Good Guys madness. Make four additional shots to the right ramp to score a total of 10M and light extra ball.
- Dolls Mode: Spell DOLLS at the right sinkhole with five shots to it to start this side mode, which runs until the player starts another mission. Make four more shots to the sinkhole and listen to Chucky "act natural" with every shot, for a total of 10M if the mode is completed.
Multiball modes[]
- Slasher Multiball: Every shot to the left "cut-throat" target enables the upper razor flipper for a brief time, which can be used to shoot the side ramp and lock balls underneath the spinning fan. Once three balls have been locked under the fan, slasher multiball will start. The first jackpot must be scored at the left ramp, followed by the right ramp (without releasing the held ball); once both jackpots have been scored, Chucky will throw his axe onto the playfield. Shoot it once to score a double jackpot, then again to throw it at Chucky for a super jackpot worth 4x the value. The jackpot sequence then resets until the multiball ends. Every jackpot scores a base of 10M, which increases by 100k per spin of the axe spinner both outside of and during the multiball.
- Marble Prank: Hitting the bumpers gradually raises the jar of marbles from below the playfield (in front of the VOODOO targets). Once the jar is fully raised after 20 hits, the player is given 30 seconds to smash it with the ball to start marble prank multiball. The player must smash the remaining five marbles in two ways - either by sending them into the steel ball for 1M + 1M per shot, or the side ramp's spinning fan for 10M + 10M per shot. If the player smashes at least three marbles, the jackpots for the next round of marble prank will be multiplied by +1x. Every marble that drains will result in Chucky throwing his axe directly at the player, and the table camera becoming covered in blood for a short time.
Other scoring / perks[]
- Skill Shot: The cross-field plunger lane on this table enters the right orbit. Plunge the ball with just enough strength that it lands on the magnet in front of the axe spinner to score a skill shot, worth 100k + 100k increment. The skill shot is disqualified if the ball hits the rubber directly to the left of the magnet.
- Ball Saver: 15 seconds of ball save are granted in many instances - every new ball plunged has the ball save timer, and so does every mission started. Shorter 10-second ball saves are awarded after sending any VOODOO target all the way back, completing any mission, or starting killer mode. All multiballs also begin with a ball save timer, though only the steel ball will be subject to the ball save during marble prank.
- Magna-Save: After hitting one magnet target on either the far left or right side of the table, hit the other one within 10 seconds to light magna-save at both outlanes for 45 seconds. The timer can be extended by repeating the process while magna-save is already lit.
- Bonus Multiplier: Make strong shots to the right orbit that loop all the way around to the left side of the playfield, above the razor flipper, to increase the bonus multiplier by +1x. The bonus multiplier can be held by lighting the three candles with weak left ramp shots and nudging techniques. If the three candles are lit while the bonus multiplier is already held, 2M is awarded instead.
- Combos: Repeatedly alternate the left and right ramps to score carnival combos. Every combo scores 100k more than the last, but prevents progress towards either of their ramps' respective side modes.
- Extra Balls: Maxed out at 5 per game. Score 5M if disabled, and can be lit at the right sinkhole from...
- Scoring 10M during killer mode
- Completing devil's lair side mode
- Completing Good Guys madness side mode
Tips[]
- Ignore the skill shot at all costs. 100k isn't worth having the ball sent out of control, without a ball saver. Instead, always plunge the ball at full strength to guarantee a controlled shot from the left flipper to start each new ball.
- By far the highest-scoring strategy on Chucky's Killer Pinball is to focus on completing as many waves of missions as possible; their values increase over time, causing the wizard mode jackpots to exponentially increase as well. As early as 5 complete rounds of wizard modes, you could have the final blow to Chucky worth 10 billion points, and it keeps increasing! Make sure to use your ball save time for every mission wisely, and consider going for magna-saves during later mission waves if the ball saver is running and you can consistently shoot either target.
- The VOODOO targets can be deadly if shot at the wrong angle. To prevent this, always prioritize the target that is furthest back compared to the other three. This will allow you to get the ball save from completing that target, thus making it safer to shoot for the remaining two targets and start the next mission.
Pinball M |
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Wrath of the Elder Gods: Director's Cut · Chucky's Killer Pinball · Dead by Daylight · Duke Nukem's Big Shot Pinball · The Thing · System Shock |