Frank Thomas' Big Hurt

Gottlieb, 1995 — shot-by-shot rules and strategy guide.

Open Frank Thomas' Big Hurt in the Pinball Genie app →

Big Hurt is a narrow-body baseball machine with a four-ball multiball and one of the largest single awards in pinball hiding inside its trading card system. It is also a game where the correct strategy is unusually clear, which makes it worth learning deliberately rather than by feel.

Reading the playfield

A wide metal ramp dominates the centre, and where you hit it decides everything. Left of centre goes to the left gap, dead centre to the home run hole, right of centre to the right gap. Fall short and the ball drops into the warning track, a trench that spits it out to the left flipper or into the pop bumpers depending which way it rolls. A moving glove guards the top of the ramp, and the ramp's centre section raises to expose the signs behind it.

Around the outside sit a left field loop and a right field loop, a left scoop that lifts the ball onto a habitrail feeding the upper left flipper, a captive ball, a three-target drop bank, and a right hole that starts rounds. Above the pop bumpers are a Load Bases lane and the Big Hurt pothole.

The one habit that matters

Shoot the right loop every single time it flashes. That is the jackpot builder — ten million a shot, and the value carries between balls. It starts flashing after you shoot it, after a home run, after the ball rolls left out of the warning track, and after the left inlane. Raising the jackpot before you reach the 7th Inning Stretch is what turns that multiball into a serious score, because the double jackpots there pay off the number you built.

Innings, catches and the loop ladder

Rounds

Rounds start at the lit right hole, and a glove catch re-lights it afterwards. Four of the six are multiball rounds. Golden Glove counts every glove hit as a catch, weak or firm, which makes it the fast route to the Catches board. Frank's HR Derby wants the home run hole. Steal Home is timed and single-ball: left scoop, then centre drop target, for twenty million, thirty, then an extra ball plus forty. All Stars is a ramp grind worth 450 million for all nine players. Frank Thomas Cards lights both orbits. Night Game moves two lit shots around the five majors, and each one completes an inning. Complete all six and World Series lights — four thirty-million shots, then a super jackpot at the home run hole.

Multiball

Regular multiball comes from Players Choice or a bullpen award, and its sequence is strict: home run for the jackpot, an orbit, then home run again inside five seconds for the double, then orbit and home run once more for the super. Miss the five-second window and another orbit simply restarts the timer and raises the ramp — the sequence is delayed, not lost. Third and fourth balls join after the first and second home runs.

Trading cards, and the sixteen

Cards come from steals, the Cards round, bullpen awards, and three at a time from a left outlane drain. At the end of the game they pay ten million each, which is a trap — trading them in at the right hole is worth far more. The trade table climbs from a flashed left field award through advancing innings, jackpots and an extra ball, and then hits the one that matters: exactly sixteen cards doubles your entire score. Not fifteen, not seventeen.

Small things worth knowing

Use the manual plunger before the game launches for you, and plunge softly — the ball drops into the Big Hurt pothole for a letter, then feeds the pops and comes back neatly onto the right flipper. At Players Choice, take the award that is not the GRAND SLAM letters, or the list stalls and stops offering multiballs. And every combo ends on the same pair, left scoop into centre drop, which is also how you collect walks and steals.

Goals in Frank Thomas' Big Hurt

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

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