Shrek

Stern, 2008 — shot-by-shot rules and strategy guide.

Open Shrek in the Pinball Genie app →

Shrek is a deep game hiding behind a licensed theme most players walk straight past. It has four separate multiballs, ten modes across two independent ladders, a fully playable mini playfield with its own ball and flippers, and a final wizard mode gated behind a six-item checklist. If you have only ever plunged and flailed at it, the machine will feel random. It is not. Almost everything on it is a counter, and once you know which shot feeds which counter the whole thing opens up.

Reading the playfield

The left side is targets: the Fiona standup, the Puss In Boots orbit that returns down the left rather than looping, the Pinocchio drop target and the four-target Baby drop bank. The centre holds the main ramp with the Castle Guard target standing in front of it, the three-target Shrek bank, and Prince Charming above that. The right side is where the game gets unusual — the Donkey mini playfield sits up there with the Puss In Boots Jackpot lane running underneath it, and the Swamp scoop and Gingy spinner feed the whole mode structure. Two captive balls spell P-I-N-B-A-L-L. Merlin, tucked by the bumpers, is your mystery award.

Start with the skill shots

There are two. The obvious one is the bottom target of the Baby bank, lit at the start of every ball, worth 500K the first time and 250K more with each one after. The one nobody finds is the Puss In Boots Jackpot lane: put the plunge through there while the skill shot is lit and you collect double the current value and add 250K to the next award on top. Take the secret one every time. Over a long game the difference is millions.

The two mode ladders

Prince Charming and the Swamp run in parallel, and the pop bumpers rotate both of them at once. That matters — a stray bumper hit changes what you are about to start on both ladders, so pick your target before you commit to a shot. Prince Charming is a counter target: five hits collects the flashing award, six for the next, seven after that. The Swamp is fed by the spinner, ten rotations for the first mode and five more for each one after, up to thirty.

Four multiballs, four different jobs

Baby Multiball is the workhorse — clear the Baby bank three times for the first, then four, five and six. Its jackpots are priced in switch hits, so it is a bumper-and-spinner affair rather than a shot-making one. Dragon Multiball comes from Prince Charming. Donkey Multiball is the reward for completing all five characters on the mini playfield during Donkey Pinball, and it demands every character be completed twice — once up top and once down below. Its Super Jackpot is 2M, and hitting Merlin in the seconds immediately afterwards pays triple that. Far Far Away is the final wizard mode, and it starts on the mini playfield before spilling out onto the main one.

The Far Far Away checklist

The last mode is not a shot, it is a report card. Six boxes have to be ticked: five Castle Guard Jackpots, ten lit shots during Repay Your Debt, fifteen Baby Multiball jackpots, all five Prince Charming awards, one Donkey Multiball Super Jackpot, and 25M or more scored inside a single Swamp Wizard. Hold either flipper during play and the third instant-info screen shows exactly which of them you still owe. The Swamp Wizard requirement is the hardest, so build your game around getting there twice rather than hoping to clear 25M on your first attempt.

Habits worth building

Knock Pinocchio down early — the save post between the flippers is real protection, and the lit Tell A Lie inlane raises the target so you can re-arm it. Watch which inside inlane is lit, because the slingshots swap them constantly and a doubled spinner rip is also doubled Swamp progress. Relight Merlin with ramp shots; the game never hands you a useless mystery award. And treat the Puss In Boots and Castle Guard pair as one shot rather than two, because those jackpots are on the wizard checklist whether you were thinking about it or not.

How Shrek plays

Shrek is a busy pre-lockbar Stern set in the swamp-and-fairytale world, built around a Donkey mini playfield, a stack of five Swamp modes, and a six-part checklist that opens the Far Far Away wizard. Play the Swamp modes, drop onto the Donkey deck, and tick every Far Far Away requirement to reach the finale.

The loop

  1. Rip the Gingy spinner to light the Swamp scoop, bump the pops to the mode you want, and start it at the scoop.
  2. Light every letter of P-I-N-B-A-L-L across the two captive balls so the next Swamp shot hands you the Donkey deck; finish its five characters to wake the main flippers for Donkey Multiball.
  3. Collect Prince Charming awards toward Dragon Multiball and run the Baby drop bank to zero for Baby Multiball, keeping Merlin lit off the ramp for mystery awards.
  4. Push all six Far Far Away requirements to threshold -- Castle Guard jackpots, Repay Your Debt shots, Baby jackpots, every Charming award, a Donkey super, and a big Swamp Wizard -- to light the wizard at the Swamp.

Reading the lights

  • Swamp Modes (mode) — lit: The Swamp scoop lights once you have ripped enough Gingy spinner rotations -- ten the first time, then more each time out to thirty -- and a lit scoop is a Swamp mode waiting to be started. · flashing: The mode currently up flashes at the scoop, and pop-bumper hits rotate it through the ones you have not played yet. · then: Bump the flashing mode to the one you want, then shoot the lit scoop to start it for a flat award plus whatever it pays; play all five and the scoop lights once more for Swamp Wizard, whose starting jackpot is built from how many shots you made in each mode.
  • Prince Charming Awards (ladder) — lit: The Prince Charming target keeps a running tally -- the first award costs five hits, the one after it six, then seven -- while any bumper hit rotates which of the five prizes is up. · flashing: The prize currently up flashes, so line up the one you want before you finish the count. · then: Rotate to your pick and bank the hits to collect it, saving Un-Happy Hour's twenty seconds of double scoring for a moment when a multiball is already running; Dragon Multiball is one of the five, so taking all five puts it on your Far Far Away checklist by default.
  • B-A-B-Y Drop Bank (letters) — lit: The B-A-B-Y bank shows a lit target for each letter still standing, and clearing all four knocks one off the count shown above the right flipper, with dropped targets staying down until the bank resets for the next clear. · then: Run that count to zero to start Baby Multiball -- three clears for the first, then four, five and six -- and grind its switch-priced jackpots, since a stack of Baby jackpots is one of the six things Far Far Away demands.
  • P-I-N-B-A-L-L Captives (letters) — lit: Each captive-ball hit lights one more letter toward P-I-N-B-A-L-L; when a captive is not already lit, the Fairy Godmother can spot a letter for free. · then: Finish the word and the next Swamp shot hands you the Donkey mini playfield; complete its five characters up top to wake your dead main flippers for Donkey Multiball.
  • Donkey Mini Playfield (mode) — lit: Up on the Donkey deck five character shots run left to right -- Fiona, Gingy, Shrek, Puss and Charm -- while the Donkey standups buy extra seconds onto a short round clock that starts at fifteen. · then: Sweep the characters before the clock dies to score Donkey Pinball, then complete all five to launch Donkey Multiball, where every character must be finished again down on the main playfield for a Super at the Castle Guard lane. · control: Either flipper button: your two flipper buttons now drive the mini playfield's own pair of flippers while the main flippers sit dead, so each button works the character shots up on the deck (the Donkey playfield is live)
  • Castle Guard Jackpots (shot arrows) — lit: A ball sent at Puss In Boots tends to clip the Castle Guard target as it passes, which bumps that jackpot up and starts a short timer on it. · flashing: The Castle Guard light runs down after a Puss shot, while a Merlin-lit one has no clock at all. · then: Pair Puss into Castle Guard to take the escalating jackpot, and with its light flashing start Repay Your Debt for twenty seconds of multiplied lit shots; five of these Castle Guard jackpots is one line on the Far Far Away checklist.
  • Merlin Mystery (status) — lit: Merlin starts every ball already lit and comes back on with each ramp shot, and a lit Merlin is a mystery award the game tailors to what you are short of, never handing you something you already have. · then: Feed the ramp to keep Merlin available, then cash it for anything from a couple of million to Baby Multiball, an extra ball, a re-raised save post, or Far Far Away itself.
  • Shrek Bank Bonus Multiplier (multiplier) — lit: The three Shrek targets are your end-of-ball bonus multiplier, and clearing the bank steps it up one toward a 5X ceiling, with each clear paying a little more until it caps. · then: Keep sweeping the bank to reach 5X, and grab a Hold Bonus X whenever Merlin offers one so the multiplier carries into your next ball instead of dropping back to 1X.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Knock down the lit bottom Baby target for the skill shot, or thread the plunge through the Puss In Boots jackpot lane for double the value, then drop Pinocchio so the post pops up between the flippers. Start ripping the Gingy spinner to light your first Swamp mode, and sweep the Shrek bank early to climb the bonus multiplier. — Baby Target Skill Shot, The Secret Skill Shot, Raise The Save Post, Light The Swamp, Build The Bonus Multiplier
  • Building — Stack the Swamp modes and multiballs. Collect Prince Charming awards toward Dragon Multiball, run the Baby bank to zero for Baby Multiball, and fill P-I-N-B-A-L-L to drop onto the Donkey deck and its multiball. Save Un-Happy Hour's double scoring for whenever balls are already loose. — Prince Charming Awards, Dragon Multiball, Baby Multiball, Donkey Pinball, Donkey Multiball, Un-Happy Hour
  • The big one — Far Far Away is the finish, and it is a report card rather than a shot -- five Castle Guard jackpots, ten Repay Your Debt shots, fifteen Baby jackpots, all five Charming awards, a Donkey super, and a 25M Swamp Wizard all have to be banked before the Swamp lights for it. Beat those and the wizard pays out everything you build on the Donkey deck across every lit shot below. — The Far Far Away Checklist, Far Far Away, Swamp Wizard

Does Shrek have an action button?

Shrek arrived about five years before Stern started putting a button in the middle of the lockdown bar, so there is nothing extra to press. The Donkey mini playfield up on the right has its own ball and its own flippers, but they run off the same two buttons you already have — your main flippers simply go dead while it is live.

Goals in Shrek

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

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