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Willy Wonka and the Chocolate Factory is the newest creation from Jersey Jack Pinball! Below is an in-depth overview of the machine, and a dive into the features and rules – check it out!

I shake you warmly by the hand! Tremendous things are in store for you! Many wonderful surprises await you!
– Willy Wonka





Please note: artwork and inserts will be slightly different on production machines.


Jersey Jack plans to have games in customer homes within 60 days.
Production will start with Standard Edition games, then a run of Limited Edition games, then the Collector’s Edition games. After all the Collector’s Edition games are built, more Limited Editions and Standards will be built.

I am preparing other surprises that are even more marvelous and even more fantastic for you and for all my beloved Golden Ticket holders – mystic and marvellous surprises that will entice, delight, intrigue, astonish and perplex you beyond measure. In your wildest dreams you could not imagine such things could happen to you! Just wait and see!
– Willy Wonka












ALL RULES SUBJECT TO CHANGE

There are three different skill shots:
1. Plunge into the saucer.
2. Short plunge, then use the upper right flipper to make a shot at the center ramp.
3. Super Skill Shot: activate the super skill shot by holding the left flipper, then short plunge and hit the center ramp, and combo into the saucer (this is a combination of the other two skill shots).
The inserts in the middle of the lower playfield represent your tour of Willy Wonka’s factory. There are 12 inserts in this section, which are divided into three sections of four (which you can distinguish by the different color borders). These different sections are each qualified in a different way and are stackable.

Spell W-O-N-K-A on the tower by shooting the right ramp. This qualifies the bottom four inserts (with the orange border):

Hitting loops/orbits qualifies the middle four, which are playfield multipliers (with the purple border):

Hitting the captive ball qualifies the top four (with the green border):

Please note: border colors on inserts will be slightly different on production machines.
You can track your progress on qualifying these inserts on the bottom right of the display.

You can also switch which insert is lit within each of the four sections (for example, hitting the spinner will switch which multiplier insert is lit). Once one or more are of these inserts are lit, you can start the mode/insert at the “!”.


You collect Wonka Bars as you play. There are Wonka Bar inserts in front of ramps, and when you shoot a ramp you collect a Wonka Bar (when lit). As you collect more Wonka Bars, the difficulty of which ramps are lit increases. Each ball starts with all three Wonka Bar inserts lit at the ramps, and then it gets progressively harder the more Wonka Bars that are collected. The bonus is very straightforward – Wonka Bars are the bonus (times any multipliers).

Inserts on the playfield indicate how many Wonka Bars you have collected. These inserts have two columns and when you reach a certain number of Bars, that bonus number will save from one ball to the next. (This is similar to games like Harlem Globetrotters and Paragon.) This is called the “Golden Bonus Level”. So, if your bonus has over 50 Wonka Bars on your first ball, you will have at least 50 on your remaining balls. But if you drain at 49 Wonka Bars, you’re back to 25.

Collecting Wonka Bars will also light Computer Tickets. Computer Tickets contain 15 mystery-style awards. You can control which award you get and change your current award by hitting the standup target to the right of the center ramp. Your game starts off with only a certain number of awards available, with more becoming available as you collect additional tickets. There are several modes that are qualified with Computer Tickets including:
Once one or more are qualified, you can start the mode/insert at the “!”.
Modes in Computer Tickets share the same 30 second timer. That means if you start one of them it starts a 30 second timer – then if you start another mode it will reset the timer and both will be running (similar to The Simpsons Pinball Party) for an additional 30 seconds.

Scoring during Computer Ticket modes is based on multiple factors, such as how many Wonka Bars you have or how much candy you have in the candy jar, which is filled by completing the rollovers in the in-lanes. The candy jar count also continues to increase the spinner value as the game goes on.
You can view how many Wonka Bars are needed for the next Computer Ticket on the lower left of the display.


Shooting the ramps advances the captive ball numbers. It starts at 1. Make a successful ramp shot and it will go to 2. If you take too long to make another successful ramp shot, it will drop back to 1. If you hit a ramp before it drops back down to 1, it goes to 3. You’re trying to get to the “?”, and when you reach it you hit the captive ball and you will get a mystery award or start a mode. Once you get to the question mark one time, the difficultly increases and you have to shoot combo ramps to increase the captive ball numbers. The center/upper ramp will always build it up one at all difficulty levels (no combo required). The modes associated with the Captive Ball include:

Combos spell Scrumdidilyumptious, which you can cash in at the gobstopper target.

While playing the game you are awarded coins via game play achievements. These coins are used in the gumball machine in the candy store. Achievements range from simple things such as “sling hits” to more difficult ones, like cashing in a full Scrumdidilyumptious combo collect.

Completing the G-U-M targets lights kickback.

Hitting standup targets on the playfield fill in the candy cluster lamps. Once all the circles are filled, Extra Ball is lit.

Hitting the gobstopper target will increase Bonus X. You need to hit the target X number of times for each increase. For 2X you need to hit it twice, for 3X you need to hit it 3 times… etc. There is a max of 8X bonus and Bonus X can be held over with a Computer Ticket award.

Slugworth Multiball is two ball multiball. At the start of the multiball one of the three ramps will be lit. When this ramp is made it will light the jackpot on the captive ball. This jackpot shot is a hurry up where the value is going down over time. If you collect it before the hurry up ends it will take that value earned and add it to the next potential jackpot after hitting the next ramp to relight it. If you fail to collect the jackpot, the same ramp shot will be lit again to relight it. If you make the jackpot it will move to the next ramp. If you miss a jackpot it will reset the “built up” jackpot value that you were increasing with all the jackpots you made in a row.

Lock three balls in the Gobstopper to start Gobstopper Multiball. Gobstopper Multiball is a three ball multiball. During Gobstopper Multiball you need to hit the ramps a certain number of times to open the gobstopper hole. When the hole is open you can collect a Gobstopper Jackpot by shooting into the hole. Hitting the gobstopper target will increase jackpot value.

There are five kids that you can qualify, collect, and “complete” in the game:
You qualify the kids in different ways. Veruca and Charlie are in their corresponding modes – Veruca is in Golden Egg Room and Charlie is in Fizzy Lifting Room – playing those two modes qualifies those kids. Your progress on Violet, Augustus, and Mike are represented on the top of the display.

Violet is qualified by completing the G-U-M targets. Augustus is qualified by hitting the spinner a certain number of times. Mike is qualified by hitting the lit icon shot that is shown on the candy store background in the Wonkavision. If the candy store is not being shown, Mike’s shot is also represented by a cyan colored shot in that area.
Once you qualify a kid, the Collect Kid insert is lit at the Captive ball, which lights Kid Multiball at the left lane target above the upper left flipper.
As mentioned above, for kids you can “qualify” them and “collect” them, but you can also “complete” them. Each kid has its own “mode” that can be completed to earn the status of “completed”. In some cases the mode is a hurry up (Violet and Augustus). Other times it is a mode – for example, to complete Mike you play a mode where you need to complete a certain number of shots in 30 seconds.
Bringing any qualified kid into the multiball adds a ball, so if you’ve collected two kids, you will have a three ball multiball, up to a maximum of a six ball multiball. (This feature is similar to Royal Madness on Medieval Madness.) Every kid has a different jackpot shot – Violet is G-U-M, Charlie and Veruca are the ramps, Mike is the center shot, Augustus is loops/orbits. Every completed kid that is brought into the multiball adds +1x to every completed kid jackpot shot.
For example, if you go into the multiball with Violet and Veruca completed and Charlie only qualified, both Violet and Veruca’s jackpot shots will be 3x and Charlie will still just be a standard jackpot value. The Center ramp will always be lit during the multiball for a double jackpot regardless of how many kids have been brought into it. Earn a certain number of jackpots to light the super jackpot at the left lane target above the upper left flipper. The super jackpot is also +1x for each completed kid.
There are multiple ways to lock balls in the Wonkavator. You can light Super Lock from a Computer Ticket award, or a Captive Ball award, or when you’ve played any three Factory Tour modes. For the Standard Edition, these are virtual locks. You can also steal Wonkavator locks! (Setting can be turned off for tournament play.)

Wonkavator Multiball is a 3 ball multiball. It is broken up into different stages, and each stage consists of hitting a certain number of jackpots. After each stage there is a unique super jackpot portion to complete. Wonkavator Multiball does not stack with any other multiball.

There are FIVE Golden Tickets hidden within the different modes of the game. Here is how they are (currently) acquired:
Each Golden Ticket found earns unique and sometimes magical awards to the player.
There will likely be three wizard modes in Willy Wonka and the Chocolate Factory.
Finding the fifth Golden Ticket will light the FINAL WIZARD MODE:

Mr. Wonka: “Don’t forget what happened to the man who suddenly got everything he wanted.”
Charlie Bucket: “What happened?”
Mr. Wonka: “He lived happily ever after.”


I WANT IT NOW!!
– Veruca Salt
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