Beetlejuice

Spooky Pinball, 2025 — shot-by-shot rules and strategy guide.

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Beetlejuice is Spooky Pinball's 2025 standard-width machine designed by Luke "Spooky Luke" Peters and Corwin "Bug" Emery, based on the 1988 Tim Burton film. It ships as a Collector's Edition (999 units) alongside a standard edition; the two differ only in trim (armor, glass, topper, dust cover), not in rules. The headline gimmick is SpookySpeak voice control — the first pinball machine with voice controls — but it lives on the optional topper and is never required to play; every voice action has an Action-Button equivalent. Documentation for this recent machine is still filling in: multiballs and modes are well understood, but playfield-multiplier math, end-of-ball bonus, and the top wizard mode remain unconfirmed.

Layout

Three flippers — two lower plus a full-size upper-right flipper that services the "Waiting Room" upper playfield. Reading roughly clockwise: Left Orbit (figure-8s to the upper flipper), Left Ramp with the physical Dante's Inferno roulette wheel, the Spinner (feeds pops/Juno Scoop), three pop bumpers, the upper-left Juno Scoop, the center Polaroid Camera targets and Center (multiplier) Scoop with 1-2-3-4-5 inserts, the motorized Sandworm guarded by an Attack-from-Mars-style wall-target bank, the dual-lift Right Ramp (up = couch lock, down = loopable), the Handbook target, the convertible Right Orbit / Deadend vari-target with a drop target, the Beetlejuice captive-ball sculpt, and the Mystery (coffin) Scoop. Up top sit the Afterlife Couch ball lock, the Upper Loop (Knock inserts), and the Waiting Room standups/scoop/orbit. A Magna-Save magnet between the lower flippers auto-rescues outlane and center drains, making the game unusually forgiving.

Skill shots

The Standard Skill Shot rewards releasing the plunge on a lit value and feeds the right flipper; a miss is auto-caught by the magnet without spending a save. The Super Skill Shot — the only chain the code scores as a true "combo" — asks you to immediately hit Left Ramp -> Right Ramp -> Spinner while lit.

Modes (the purple stack)

All eight Beetlejuice modes use one flow: shoot purple-lit shots three times to light Mode Start, cycle to your pick with the Mode Change switch and press Launch to lock it, then shoot the Right Orbit to start. Documented modes: As Seen on TV (7 easy shots then the captive ball), Grave Dig (scoops -> headstone -> ramps -> orbit), Day-O Dinner Party (timed; the machine takes the flippers; switch hits build a multiplier), Head Shrink, Charades, Beetle Snake (3 pops, 30 spins, 3 ramps), 'Til Death (blue shots; spinner raises multiplier, right ramp raises shot value), and Otho's Seance (start and finish at the Handbook target). Modes cannot be started during a multiball. The Juno/Waiting Room chain runs Take a Number (Juno Scoop) -> Advance Counter -> Now Serving.

Multiballs

Multipliers, toys, and awards

Returning Souls is the playfield multiplier: pops spawn Lost Souls, returned via lit shots to briefly raise the X shown on the Center Scoop's 1-5 inserts (values/duration TBD). A separate bonus multiplier is fed by the upper-right Waiting Room standups (exact mechanics unconfirmed). The Dante's Inferno Wheel (Left Ramp) awards Super Pops/Ramps/Spinner/Worm at 5x, Extra Ball, points, or "You Lose." The Mystery/coffin scoop grants Lite Lock, points, Advance Now Serving, Lite Ball Save, or the Shooting Gallery video mode. Magna-Save re-qualifies at the Handbook target.

Wizard

Singing in the Stairwell is the documented mini-wizard multiball, lit by completing 2 modes or starting 4; it has built-in add-a-balls and a Super Jackpot at the Juno Scoop collected with the Action Button. A top-tier wizard mode and the Scare-o-meter remain undocumented.

Strategy

The strong opener is the Super Skill Shot into 1-2 Wheel spins for guaranteed value, then the Upper Loop to light the easy Couch multiball, tapping upper standups for bonus X along the way. Big scores come from stacking a brief Returning Souls playfield X and a Wheel Super onto Afterlife Couch Super Jackpots via the Knock loop — not from any combo chain, as the game has no formal combo system.

Goals in Beetlejuice

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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