WWF Royal Rumble

Data East, 1994 — shot-by-shot rules and strategy guide.

Open WWF Royal Rumble in the Pinball Genie app →

WWF Royal Rumble is a widebody with no toys, which sounds like a complaint until you realise the upper playfield does all the work a toy would. The rules are unusually legible: three wrestler shots, a grid of nine modes you steer between them, and a wizard round at the end.

Three shots, nine wrestlers

The left ramp, center ramp and right orbit are the wrestler shots, three wrestlers each. Collecting all nine lights multiball, and the requirement hardens every time round. First run, any order works. Second run, you clear a whole group of three before moving on. After that it is strictly left ramp, center ramp, right orbit. Each wrestler is also a million in the bonus.

Those same three shots steer the mode grid. The nine modes sit in a three-by-three layout and each wrestler shot owns a column — left ramp, center ramp and right orbit, left to right. Shooting one moves the selection into its column, or up a row if you are already in it. Once a column is played out, its shot stops moving anything.

The extra ball route

Light Extra Ball is one of the nine modes and there is a reliable path to it. Shoot the center ramp until Search For Doink is selected, then take the left ramp — that moves you onto Light EB. The trap is that you now need a lit mode hole, and another center ramp shot would move the selection away. So go up the right lane instead, play the upper playfield, and drain from there: the ball returns to the right inlane, which relights the left mode hole.

The upper playfield is worth visiting

The right lane ends in a kicker that throws the ball upstairs to two small flippers, and there is real money up there even outside modes. The Loop is easy — hold the left flipper up and the return bounces to the right flipper for a free catch — and it pays one million, then two, three, four and five. That fifth shot also raises the multiball jackpot base to twenty million, and twenty-five the next time.

Two jackpots that carry between games

Get Back In The Ring lives at the Left Lane. Rolling down it unlit starts a fifteen-second window; shooting back up the lane inside it pays a jackpot that persists across players and games, ranging from around eleven million to nearly a hundred. Balls leaving the bumpers often roll down that lane and arm it for you.

RIP works off the D-E-A-D drop targets. Each full clear in single-ball, non-mode play spots a letter, and spelling it pays another carry-over jackpot starting north of eleven million. Letters are tracked per player.

The modes

Multiball

Nine wrestlers lights it; the left ramp, right lane, Loop or Top Hole starts it. One wrestler shot at a time is lit for a jackpot from fifteen million, climbing five each time you collect one or clear the upper drops. Let a jackpot timer expire and the game launches another ball rather than punishing you. Collect all nine and the Super lights at the Top Hole from a hundred million, growing while balls keep moving and shrinking if you hold the flippers.

The left ramp is hard enough with one ball, so a common approach is to let one go and hold the other two, one per flipper, for clean shots. And if you lose two balls without collecting a jackpot, any start shot inside fifteen seconds gives you a two-ball restart.

Royal Rumble

Play all nine modes and both start holes flash. Hit either, then all three wrestler shots, and six balls come out. You eliminate wrestlers with twenty bumper hits or a cleared upper drop bank, and the two counters run independently. Eliminate all nine and the wrestler shots light for 30, 40 and 50 million, climbing ten a cycle to a ninety million ceiling. No ball saver, and it ends when one ball is left.

Goals in WWF Royal Rumble

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

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