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Whoa Nellie! Big Juicy Melons — restyled cabinet backglass

Stern · 2015

Whoa Nellie!

Light the four colored pop bumpers, then shoot the target whose 200-point lamp is on. The unusually short flippers make ball control difficult.

Learn the controls →

What you are trying to do

Objective

At the upper left are four narrow red and green lanes. Roll the ball through a lane whose light is off. That turns on the round pop bumper and the flat star-shaped buttons of the same color. Those parts then score 10 whenever the ball touches them.

Three separate shots can be worth 200: the left bullseye target, the turkey saucer, and the right bullseye target. Look for the one glowing 200 lamp, then shoot the part next to that lamp.

  1. Turn on all four colorsRoll through each upper-left lane once before the ball drains. This progress begins again on the next ball.
  2. Look at the three 200 lampsFind which lamp is on: left bullseye target, turkey saucer, or right bullseye target.
  3. Shoot that targetFor a bullseye target, the ball must press its small center section. For the turkey, the ball must enter the black saucer opening.

The unusual part of this machine

Short flippers

Whoa Nellie’s short flippers work with the two rubber-covered posts below their inner tips. Players specifically recommend using those posts for saves. Watch where a returning ball will meet the lower playfield: a ball outside a tip may still rebound from a post.

  1. Look for contact before the ball drops away. For a slow ball near a lower post, try a small, timed nudge to bring the post into its path. Watch the rebound and use the receiving flipper when the ball comes within reach. A ball already below both posts offers much less to work with.
  2. Learn dangerous returns early. One player reported an upper lane feeding the right outlane and nudged while the ball was still up in that lane. Watch your own machine for repeat trouble spots; intervene before the ball reaches the exit.
  3. Recover after each shot. Follow the rebound from a bullseye target immediately. Choose a repeatable route back to the upper lanes when you need control; don’t chase another target while the ball is escaping.
Practice on this version. These are practice cues drawn from player reports, not a guaranteed save or one fixed button sequence. VPX 2.1.4 players reported less bounce from the lower posts than in real-machine videos. Test gentle nudges and the actual rebound on your setup, within its tilt limit.

Based on Whoa Nellie player advice and the VPX 2.1.4 discussion.

Painted portrait of Hellen

Hellen

“Another sunny day on the farm!”

Do not confuse the bumpers and targets

Parts and shots

Four women throwing water balloons that burst on contact in a playful fight at the melon stand
MelonyEllenHellen

Upper colored lanes

Four narrow red and green lanes at the upper left

Each lane turns on the pop bumper and flat star buttons of the same color. The ball completes a lane by rolling over the flat button inside it.

How to reach them: A launch can fall through them. During play, shoot an open outside path from the opposite flipper to send the ball around the edge and back to the top.

Colored pop bumpers

Four large round red and green pop bumpers

These are the four large round red and green objects. You do not aim for their centers. Each bumper fires automatically when the ball touches its surrounding ring. A bumper scores 10 after you complete the upper lane of the same color.

How to reach them: Shoot an outside lane to send the ball to the top, or make the turkey saucer and let it kick the ball into this area.

Left bullseye target

Small horizontal left bullseye target below the OURS ARE BIG sign

The broad outer area scores 5. The small center section scores 50, or 200 when the nearby 200 lamp is on.

How to try it: Use the right flipper. Strike the ball near the middle or outer half of the bat so it travels diagonally toward the small horizontal target under the “OURS ARE BIG!” plastic.

Whoa Nellie playfield viewed from the two short green flippers
The four large round objects are pop bumpers. The two small horizontal bullseye targets sit farther down, one on each side. Tap to enlarge.

Turkey saucer

Black turkey saucer opening above the middle of the playfield

The saucer scores 50, or 200 when its 200 lamp is on. It also adds the current values of the colored bumpers you have turned on. It then kicks the ball into the bumper area, so the same ball continues.

How to try it: Use the left flipper and aim toward the black opening below the turkey. Be ready for the ball to return from the pop bumpers after the kickout.

Right bullseye target

Small horizontal right bullseye target below the T AND JUICY sign

The broad outer area scores 5. The small center section scores 50, or 200 when the nearby 200 lamp is on.

How to try it: Use the left flipper. Strike the ball near the middle or outer half of the bat so it travels diagonally toward the small horizontal target below the “T AND JUICY” plastic.

Star rollover buttons

Round star-shaped flat buttons near the lower playfield

These are flat buttons in the surface. The ball triggers one by rolling across it. Each scores 10 after its matching color has been turned on at the upper lanes.

How to reach them: They sit in return paths and open areas, so rebounds usually send the ball across them. They are not standing targets that you shoot directly.

The first scoring chance

Launch

The parachute skill shot is the single flat button in the upper-right lane. Pull and release the launcher so the ball reaches that button. It scores 50, or 200 while its lamp is flashing.

If the launch falls into the four colored lanes instead, you want it to enter a lane whose light is off. Completing a new color turns on that color’s pop bumper and star buttons for the rest of the ball. The flipper buttons do not move these lane lights.

Painted portrait of Melony

Melony

“Sweet!”

Red, green, yellow and blue lanterns above a farmer and collie at the ticket booth
Turn on all four colors.Each completed upper lane makes one pop bumper and its matching star buttons worth 10 for the rest of that ball.

A plan for every ball

First game strategy

This electromechanical-style game has no multiball or wizard mode. The whole strategy is to light colors, follow the moving 200-point lamp, and keep the single ball alive.

  1. Try the parachute skill shotA flashing parachute button is worth 200. If the ball misses it and enters the colored lanes, try to enter a lane whose light is off.
  2. Send the ball back to the topShoot an outside path from the opposite flipper. Every new upper-lane color makes another pop bumper and group of star buttons worth 10.
  3. Check which 200 lamp is onLook at the left bullseye target, turkey saucer, and right bullseye target. Shoot the one whose nearby 200 lamp is glowing.
  4. For a bullseye, aim at its small center sectionThe broad outer area scores only 5. The small section in the middle scores 50, or 200 when that target’s lamp is on.
  5. Use the turkey after turning on several colorsThe saucer adds the values of the colored pop bumpers that are on, then throws the ball into those bumpers.
  6. Watch the rebound before choosing another shotThe short flippers leave a large drain gap. Follow the ball until it reaches a flipper, then decide where to shoot.
Painted portrait of Ellen

Ellen

“Nice action!”

Ellen throwing at watermelon targets while Hellen and a redhead jump and cheer
Ellen
The bullseye targets are not the pop bumpers.They are the two small horizontal targets farther down the table. Aim at the small center section of the one whose 200 lamp is on.

Why the 200 lamp changes

Scoring

The 200-point award can be on the left bullseye target, the turkey saucer, or the right bullseye target. Only one of those three lamps is on at a time. Whenever the game awards exactly 5 or 50 points, the 200 lamp advances to another one of those three shots. The playfield marks the 5- and 50-point switches with printed arrows and numbers.

After any 5- or 50-point score, look at all three 200 lamps again. If the glowing lamp is beside a shot you can reach from the ball’s current flipper, shoot it. If you do not have a clear shot, first return path up an outside path or keep it alive. A low-value target hit is not useful if its rebound immediately drains the ball.

Safer points

Complete the four upper colored lanes and keep returning the ball to the pop bumpers. Each contact with a turned-on bumper or matching star button scores 10.

Larger points

Press the small center section of the bullseye target whose 200 lamp is on, or make the turkey saucer when its 200 lamp is on.

The machine saves one High Score to Date. It has no separate mode records. Finish the game with a higher total than the saved score to replace it.

Melony catching a chrome ball that pops out of a brass bowl while the turkey reacts
Melony
The turkey saucer returns the ball.It scores 50 or 200, adds the values of the colored pop bumpers that are on, and kicks the ball into the bumper area.

Keep the ball above the drain

Survival

Watch the return, not the score. After a bullseye hit, follow the ball toward the lower playfield. Decide whether it is coming to a flipper, a rubber-covered post, or an outlane. The recovery matters as much as the shot.

The two lower posts can turn an apparent loss into another chance. Use the short-flipper practice cues above: make any corrective nudge while contact is still possible, then react to the rebound.

When a particular shot repeatedly sends the ball toward an outlane, change your next shot choice or timing. Some players build points by feeding the lit upper bumpers; others favor accurate 200-point shots. Use the route you can make and recover from on this machine.

A redhead reclining in a mountain of watermelons, inspired by the lower playfield artwork

Reference edition

Your table

This guide follows Whoa Nellie! Big Juicy Melons, Stern 2015, using the VPX 2.1.4 recreation installed on the cabinet. Cabinet playtesting has not been verified. Operator settings can change the number of balls, replay score, and difficulty.

Rules checked against the Stern instruction card, Pinball News’s production-machine report, and a player rules discussion. The production report confirms that Stern replaced the original draining gobble hole with a kickout saucer.