John Wick (Stern Pinball Machine)

John Wick is a line of pinball machines designed and manufactured by Stern Pinball. The title was officially revealed on May 7, 2024, with the first Pro Edition games shipping to customers soon after that date. 
In the game, players take on the role of John Wick in recreations of assorted battles depicted throughout the John Wick film series, completing pinball shots to defeat enemies while taking on Jobs for factions across the criminal underworld. The ultimate objective is to complete as many Jobs and defeat as many of John's adversaries as possible, and to do so skillfully in order to earn a high score. 
The pinball playfield represents New York City and depicts several key locations, including the Continental Hotel and Red Circle nightclub, as well as replicas of John Wick's Car, his weapon crate, and an Oath Marker. The game's three ramps depict Charon, Katia, and Akira, who may be summoned as Allies and assist John in dispatching his enemies. Winston serves as the player's guide and advisor, with Ian McShane providing original call-out narrations for the game. The game's LCD display shows action scenes from all four films, as well as original CGI animations to serve as cut-ins and backdrops.
==Personnel==
*Game Designer: Elliot Eismin
*Mechanics: Robert Blakeman
*Software: Tim Sexton
*Artwork: Randy Martinez
*Music: Charlie Benantehttps://sternpinball.com/game/john-wick/
==Editions==
John Wick is sold in three different "Editions": Pro, Premium, and Limited, each with varying levels of trim and different artwork across their cabinets. The "Pro Edition" is least expensive, and has fewer moving parts than the Premium and Limited editions, providing a slightly different gameplay experience. The "Limited Edition" is based on the more complicated "Premium Edition" playfield, with additional decorative accessories included, such as decals for the interior walls of the cabinet. Each of the 1,000 Limited Edition games also includes a unique card containing a swatch of suit fabric, said to be from the Lionsgate "production wardrobe" of the John Wick films.
===Differences between Pro and Premium/Limited Edition games===
*The Premium Oath Marker is fully-sculpted, with a lid which is normally closed and swings open to reveal red "fingerprint" lamps inside. The Pro Oath Marker is a single sheet of plastic, with fingerprint illustrations that are lit from behind.
*The Premium playfield features a single drop target in the entrance to the Red Circle arena, which may block access and/or trap a pinball behind it. The Pro playfield still has a hole cut out for the target, but there is a red plug in its place.
*The Premium playfield features a "Deconsecrated Multiball" physical lock mechanism at the back of the playfield. A crescent-shaped diverter in the center ramp swings aside to allow access to the lock-point, which releases up to three balls directly into the Red Circle arena. In the Pro Edition, all "Deconsecrated" locks are handled as "virtual locks" instead.
*John's car is a "bash toy" in all versions of the game, which can move back and forth when it detects an impact. In the Premium and Limited Edition, the car can extend out further and swerve to the side, providing a larger target to hit while blocking off other parts of the playfield. Pinballs may also be trapped behind the hood of the car while it has swerved out.
*The Premium weapon crate features a moving lid, which normally lays flat on the playfield. The crate's lid is a functioning target, and hitting the crate enough times will make the lid swing open, allowing access to the kick-out hole behind it. In the Pro Edition, the lid is always open, replaced by a single standup target, and the kick-out hole is always accessible.
==Gameplay Features==
Many features are subject to change in future game code updates, until the release of v1.00 code.
===Enemies===
Enemies are represented by blinking blue lights in front of the game's seven "major shots." To attack enemies, complete the associated shot on the playfield. Up to three enemies may be stationed at any shot, and all three enemies may be defeated at once. Allies may also assist in defeating Enemies across the playfield while they are active. 
At the start of the game, one enemy will be present on a random shot. Enemy spawns occur every 20 seconds, signalled by a quickening chime sound, before the enemy lights blink and the new spawns appear. More enemies will be added with each wave as more Jobs and Multiball rounds are activated throughout the game. Fighting an Adversary will reset the spawn rate. Additionally, any activity in the Red Circle Club "arena" will increase the number of spawns for the next wave. 
When a shot has 3 enemies present, further enemy spawns on the same shot will instead give the existing enemies Armor (their lamp changes from blinking to solid-lit,) allowing the enemy to withstand one attack. Completing a shot with an armored enemy present will defeat any un-armored enemies while removing the armor. 
Enemies "block shot arrows," which means that any enemy presence on a shot will prevent other types of progression or scoring from being awarded until that shot is free of enemies. At the same time, every enemy defeated will increase the scoring value of all Job and Multiball shots, particularly when enemies are defeated during that same mode.
===Jobs===
Jobs are qualified by shots to the Crate, and are activated by shooting into the kick-out hole behind the Crate. Each of the seven unique Jobs is done for one of seven Factions, which are tied to the seven major shots of the game. The next Faction is determined by which shot was made most recently before the Job starts, however, the Factions and the tasks they offer are apparently paired at random each game. The Job's objective shots will light in the colour associated with the current Faction. 
All Jobs have a 60-second time limit at their start. Every successful objective shot awards a 3-second extension, and once per Job, completing the Crate sequence again will award a 30-second extension. Losing the ball will end the Job.
Each Job can be concluded by shooting the Administration scoop once its requirements are met, but further objective shots are allowed until the timer expires, for additional scoring. Completing a Job at the scoop awards a bonus, equal to 20% of the points scored from that Job.
==== Job Types ====
* Security Detail - Random shots are lit in waves. Make all of the lit shots to spawn a new wave. Completion allowed after a set number of waves.
* Escort the VIP - Two shots appear: a blinking shot to represent the VIP, and a solid-lit shot to represent their destination. Make the blinking shot to move it one shot closer to the destination. Make the destination shot to increase the score value of the VIP shot. Completion allowed after the VIP has been moved enough.
* Night Watch - All shots start lit. Make any shot free of enemies to un-light it. Completion allowed once all shots are un-lit, at which point all shots will re-light to allow further scoring.
* Assassination - Defeat Enemies across the playfield to "find the target" and light a shot arrow. Complete that shot to be assigned a new target. Completion allowed after a set number of targets are eliminated.
* Task a Crew - Random shots will light faintly. Make one of these shots to "take control" of the shot, permanently lighting it, and to light another shot. Completion allowed once all shots are controlled.
* Heist - Make shots to the "center" shots: the Red Circle, Center Ramp, and RIght Orbit. Completion allowed after enough shots are completed.
* Gather Intel - Make shots to each of the three ramps. Completion allowed after each ramp has been completed at least twice.
==== Allies' Effects ====
Allies are qualified by making their respective ramp shots while no Job or Multiball modes are ongoing, and their respective light will begin blinking once a Job or Multiball has started. Make an active Ally's ramp shot again to activate their effects. These effects can be re-activated as long as the Ally remains active. Active Allies will also increase the scoring awarded for each enemy defeated. Once there are no Jobs or Multiball modes active, all Allies' effects will end. Each time an Ally has been activated, one additional ramp shot will be required to qualify them again.
* Akira (Left Ramp): Defeats all enemies at the most-populated shot on the playfield.
* Charon (Center Ramp): Removes armor from all enemies that have it. (Ineffective when no enemies have armor.) (Takes effect before damage calculation; any armored enemies on the Center Ramp will be instantly defeated.)
* Katia (Right Ramp): Defeats one un-armored enemy on all other shots.
===Multiball Modes===
Multiball modes offer Jackpot and Super Jackpot shots, which remain available until only one ball remains in play. If a Job is active when Multiball begins, its objectives will remain available to complete during Multiball play. However, Jobs may not be started during Multiball.
Most Multiball shots are indicated by arrows lit in magenta.
During any Multiball mode, completing the three slim targets near the ramps will qualify "Add-A-Ball" at the Administration scoop. Activating Add-A-Ball serves another ball into play, while also activating a short ball-saver period. This opportunity is lost if Multiball ends before shooting the scoop.
*Car Chase - Shots to the Car will boost the value of the Car Jackpot, and will eventually qualify Car Chase Multiball, which is activated by shooting the Left Orbit. Further Car Chase Multiball rounds must be qualified with more hits to the car, and each subsequent Multiball will start with one more ball in-play. There are four different Car Chase scenes available, with each scene having different rules for collecting Jackpots and Super Jackpots. The order of these Multiballs is randomized each day. In general, a flashing "CAR" light insert indicates the Car can be hit to collect a Jackpot, and if multiple inserts are flashing, the Jackpot at the Car will be multiplied in value.
**Helipad Showdown: Make lit shots to light the Car for Jackpot. Further lit shots will increase the Car Jackpot multiplier. Once four jackpots are collected, the Car lights for Super Jackpot, while the Left Orbit lights for 2x Super Jackpot.
**Taxicab Chase: At Multiball start, shoot the Car to lock in a decreasing Jackpot value. Make a lit shot, then hit the Car for Jackpot. Further Jackpots require one more shot, and will have an additional multiplier. After four Jackpots are collected, the Left Orbit lights for Super Jackpot, while hitting the Car will increase the Super Jackpot value.
**Motorcycle Pursuit: Either "Left Side" shots (Left Scoop, Left Orbit, Left Ramp) or "Right Side" shots (Center Ramp, Right Orbit, Right Ramp) will light. Make a lit shot to "switch sides" and light Jackpot at the Car; further shots increase the Car Jackpot multiplier. Once four Jackpots are collected, the Continental lights for Super Jackpot.
**Bagarre a l'Etoile: Make any Ramp to light the Car for Jackpot, then make either Orbit to increase the Jackpot multiplier. After four Jackpots have been collected, the Car lights to collect up to four separate Super Jackpots.
*Excommunicado - Completing the set of three slim targets near the ramps will qualify Excommunicado Multiball at the Red Circle. Once Excommunicado has been activated, before any additional balls are served into play, a fifteen-second "head start" phase allows for shots that will increase the value of all Jackpots once Multiball begins. Hits in the Red Circle arena provide the greatest boost. Shoot each slim target during the head start phase for a five-second extension. After this phase ends, Jackpots are lit on the two outermost shots. Collect a Jackpot to light a new shot, one step closer to the Red Circle entrance in the center. When the Red Circle is lit, shooting it will collect a Super Jackpot and re-light the outermost Jackpot shot. Move both sides' Jackpot shots to the Red Circle before shooting it to collect a 2x Super Jackpot.
*Deconsecrated - Shooting the Continental Hotel captive ball will spell W-I-N-S-T-O-N. Complete WINSTON to light Deconsecrated Locks at the Center Ramp, indicated by the Red Circle's exterior lights at the top-left of the playfield. Collecting the third Lock will activate Multiball. "Multiball Award" shots are lit in magenta. Collect Awards to make WINSTON letters start to blink, then shoot the Continental to collect a Jackpot that grows in value for each letter that was flashing. Once WINSTON has been completed again, the Center Ramp lights to collect a Super Jackpot. After collecting the Super Jackpot, further Jackpots require two magenta shots to be completed per WINSTON letter.
=== Adversaries ===
Adversary battles are one-on-one encounters between John and his foes, which are qualified by defeating increasing numbers of enemies. Enemies defeated while any Multiball mode is active do not count towards this requirement. Once the enemy quota has been reached, and while there are no active Job or Multiball modes in progress, the Adversary fight may be started from the Administration scoop. There are five Adversaries to defeat, and the upcoming Adversary can be changed by a shot to the Oath Marker targets before starting the encounter. Starting an Adversary battle immediately removes any remaining Enemy presence from the playfield, and activates a short ball-saver timer.
Each Adversary has unique rules to the shot patterns in their battle, but every battle has a fixed time limit of 200 seconds. Most other game features are made unavailable during the fight. Adversary battles will end once the ball has been lost.
Making five different shots - the Oath Marker, Dance Club, Car, Continental, and Crate - will light the Administration scoop for an Escape Jackpot, worth approximately 20% of the points scored during the battle. Shooting the scoop while lit offers the option to continue the battle, or to Escape and collect the Jackpot. Completing enough shots during a battle will also award a "Be Seeing You" bonus, which is simply a large amount of points.
==== Adversary Battles ====
* Viggo - Shots to John's Car & the Continental Hotel captive ball will deal damage to Viggo. Damaging Viggo also lights random shots' arrows in gold, with each gold shot scoring increasing amounts of points. Car hits light shots on the "left side," while the Hotel lights shots on the "right side." "Be Seeing You" awarded after 12 hits or gold shot collections.
* Kirill - Shots alternate between "left side" and "right side" arrows being lit in red. Completing a lit shot will damage Kirill and "switch sides," with fewer shot options being available afterwards, while lighting the Red Circle. Shooting the Red Circle will award a "Dance Club Jackpot", which increases with every shot made beforehand, and makes all shots on each side available once again. "Be Seeing You" awarded after 12 shots are collected.
* Cassian - Most shot arrows are lit in blue, with one shot flashing purple to mark the "Cassian Jackpot" shot. Every switch activation and target hit will add a small amount to the Jackpot value. Blue shots will add a moderate amount to the Jackpot and unlight when hit. Ramp targets shift the Jackpot shot to another, random shot. Collect a Jackpot to relight all shots in blue, and to spawn a new flashing Jackpot shot. All potential Jackpot shots will reset after every 100 switch hits. "Be Seeing You" awarded after 5 Jackpots are collected.
* Ares - Most shot arrows are lit in white. The objective shot is always roving across the playfield at a consistent pace, but it is "covered" by the white lights. Make any of the white shots to un-light its arrow - those shots will now reveal Ares' roving shot when it passes by, as a flashing red arrow. Make the roving shot to damage Ares and re-light all arrows in white. The roving shot does not need to have been "revealed" to count as a hit, and making the roving shot while it is "under cover" awards more points, whether by skill or by luck. As more roving shots are collected, more potential shots are added, and the objective begins to shift between shots faster. "Be Seeing You" awarded after collecting 8 roving shots.
* Zero - Most shot arrows are lit in cyan. Making one of these "starting" shots lights potential Combo shots in rapidly-flashing cyan. Shoot Combo shots within a short timer for increasing point awards, and/or collect the "Zero Payoff" award at the Car, the Continental, or the Administration scoop (double value). "Be Seeing You" awarded after 5 Zero Payoffs have been collected.
=== Skill Shots ===
Whenever a new ball is served to the plunger lane - at the start of a game, when a ball has been lost, or when a ball has been physically locked (Premium versions only), a number of different Skill Shots can be attempted. There is a short time limit for a Skill Shot to be registered after the first attempt to launch the ball.
* Crate Skill Shot - Gently plunge the ball past the one-way gate without it leaving the top of the shooter lane, so that it falls into the Crate kick-out hole. Awards a small amount of points.
* Super Crate Skill Shot - Gently plunge the ball past the one way gate, without hitting the second roll-over switch past the gate. Awards a moderate amount of points, and advances one step towards the next Job if possible (or activates a Job if it is already qualified.)
* Baba Yaga Skill Shot - Precisely plunge the ball so that it passes the one-way gate without hitting either shooter lane roll-over switch. Awards a moderate amount of points, and instantly starts the next Job if possible.
* VIP Skill Shot - Plunge the ball with moderate strength so that it leaves the shooter lane and enters the hidden "VIP Entrance" to the Red Circle arena, approximately located behind the Car and Center Ramp. Awards a moderate amount of points; effectively ensures the next enemy spawn will have additional enemies present.
* Car Skill Shot (Premium versions only) - While Skill Shots are active, the Car will be fully-extended, blocking the entrance to the Right Orbit. Precisely plunge the ball so that it leaves the shooter lane, then falls down the Right Orbit wall, behind the hood of the car. Awards a moderate amount of points.
=== Oath Marker Ball Save ===
Shooting the Oath Marker targets enough times will qualify a Ball Save at either of the outlanes, indicated by a flashing orange Ball Save light. The lit outlane can be switched at any time with either flipper button. When a ball rolls through a lit outlane, the Ball Save is consumed and a new ball is served into play.
The Oath Marker Ball Save can only be qualified once, before the Marker's obligation must be fulfilled: battling one of the Adversaries. Once an Adversary fight has been resolved by any means, the Oath Marker targets can be hit to re-qualify the Ball Save. If the Ball Save was lit, but not consumed before starting an Adversary fight, the Ball Save is removed, and 10 seconds are added to the Adversary battle's Ball Save timer in compensation.
===Lights Out===
When the ball rolls through one of the four "BABA YAGA" lanes when neither of the lane's letters are lit, a letter in BABA is collected. If that lane's BABA letter is already lit, rolling through that lane will instead collect a letter in YAGA. Completing "BABA" increases the End of Ball Bonus multiplier and resets the sequence. Completing "YAGA" will qualify activation of "Lights Out" and reset the sequence. Completing YAGA while Lights Out is already qualified (or while it is active) instead collects a "Motion Sensor" that can be used during Lights Out. 
Once qualified, press the glowing Action Button at any time during play to activate Lights Out. For the next 30 seconds, all scoring is doubled. During this time, almost all of the lights on the playfield will be disabled, thereby hiding which shots have enemies present and/or awards to collect. To take advantage of this feature, players must either remember or intuit which shots have high-scoring awards to collect during the blackout. 
If the player has a Motion Sensor available, the Action Button will continue to glow once Lights Out has been activated. Press the button again to place a Motion Sensor, which will temporarily reactivate some of the lights on the playfield, while also extending the duration of the Lights Out effect. 
==Special Modes (To Be Implemented)==
Not present in current game code. These "wizard modes" are set to be implemented in future game code updates.
===The Staircase===
Available after battling all five Adversaries.
===The Duel===
Available after taking a Job from all seven Factions.
===Special Assignment===
Available after completing both "The Staircase" and "The Duel."
File:JohnWick-RulesCardCrop-Stern.jpg|Instructions Card
== References ==
== External Links ==
Official Stern Pinball site
Stern Pinball Game Code site (for most recent Read Me file)
Pinball News reveal coverage
Category:Games