Looney Tunes pinball rules and strategy

The Strategy

Looney Tunes turns white film arrows into Episodes, while Anvil Frenzy and Giant Rocket Multiball can protect an Episode that is already running. Collect three white film arrows, shoot the ACME Crate or Vault, choose an Episode with the flipper buttons, and confirm it with the action button. Start the Episode before either main Multiball because a new Episode cannot begin during one.

The goal

Use three white film arrows and the Crate or Vault for an episode, the left ramp and Crate for Anvil Frenzy, or the captive ball and right orbit for Giant Rocket Multiball.

  1. Start an episode

    Shoot three white film arrows, then shoot the ACME Crate or Vault. Use the flipper buttons to choose an episode and press the action button to start it.

  2. Start Anvil Frenzy

    Shoot the left ramp, then shoot the ACME Crate to collect the Anvil hurry-up and one virtual lock. Repeat the ramp-to-Crate sequence; the second lock starts two-ball Anvil Frenzy.

Alternative route: Giant Rocket Multiball

This is the other main Multiball route.

  1. Hit the captive ball strongly enough to count down the fuse, then shoot the right orbit for each of three locks. The third lock starts Giant Rocket Multiball.
  2. Shoot five different major-shot Jackpots, then hit the captive ball for the declining Super Jackpot.
Need to know
Episodes
Three white film-reel shots light an episode at the ACME Crate or Vault, and most episodes are not conventionally timed.
Encore
Completing an episode lights the Vault for a hurry-up starting at 10% of episode points, doubled when the Vault is reached without touching adjacent targets.
Anvil Frenzy
Left ramp then Crate scores an Anvil hurry-up and lights a virtual lock, while two locks start two-ball Anvil Frenzy.
Sources and references6 source links and outbound references.
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Looney Tunes playfield

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