Frank Thomas' Big Hurt

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

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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. Four things set it flashing: shooting it, scoring a home run, a warning-track roll-out to the left, and the left inlane switch. 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.

How Frank Thomas' Big Hurt plays

Frank Thomas' Big Hurt is a baseball game where you work the innings, swing for home runs, and chase the World Series. Advance the batting order at the gaps, start the six rounds at the right hole, and stockpile trading cards toward a score-doubling trade.

The loop

  1. As you plunge, keep the upper left flipper raised so the pitch bounces off the captive ball and settles into a cradle, leaving the lone raised target as an aimed home run rather than a swing.
  2. Shoot the left of the wide ramp into the left gap to advance an inning - each one lifts the carried super jackpot - and roll the left inlane to set the right loop flashing for a chunk more.
  3. Start rounds at the lit right hole and re-light it with a firm glove catch; four of the six are multiball rounds.
  4. Spell BIG HURT at the pothole and GRAND SLAM off the two signs to fire their multiballs, and load the bases so a home run upgrades to a slam.
  5. Bank trading cards from steals and awards and cash them at the right hole - a trade of exactly sixteen doubles everything you have scored.

Reading the lights

  • The Innings (ladder) — lit: During single-ball play outside a mode the left gap advances the inning, and it is the busiest scoring shot on the machine - every inning banked lifts the super jackpot by a hundred million. · then: Shoot the left of the ramp to clear the warning track into the gap, which feeds the lower left flipper and sets up the next one. Past the ninth the gaps trade off for thirty million apiece, and finishing the sixth inning kicks straight into the four-ball 7th Inning Stretch.
  • Jackpot Loops (shot arrows) — lit: A flashing right loop is worth another ten million on the jackpot, which carries between balls; the left inlane sets it flashing while it also raises the home run ramp. · then: Answer the flash every time it comes up - that habit is the whole gap between a twenty-million multiball and a two-hundred-million one. Scoring a home run, rolling the warning track out to the left, or hitting the loop itself will set it flashing too, and once a multiball is going the left loop drives the very same jackpot up.
  • Left Field Value Ladder (ladder) — lit: The left loop flashes its current worth after a hit, and the ladder is the steepest thing here - it jumps tenfold each rung, from five hundred thousand up to a full billion. · then: Hit it again before the flash dies and the value multiplies tenfold while the timer resets; let the flash lapse and you drop back to the bottom. Chaining it cleanly is how a single loop pays a billion points.
  • Spell BIG HURT (letters) — lit: Every drop into the Big Hurt pothole adds a letter to the phrase, which is why a soft plunge into it is worth far more than it looks. · then: Complete BIG HURT to collect a double jackpot. During the 7th Inning Stretch the right loop and a ramp shot that clears the glove spell the letters too, so the phrase keeps building even when the pothole is out of reach.
  • GRAND SLAM Signs (letters) — lit: The two broad signs behind the ramp each spell a letter of GRAND SLAM, but they only really open up with the ramp's centre section raised. · then: Lift the centre with the right inlane or the drop targets, then work both signs; letters also drop out of bullpen and Players Choice awards. Finishing GRAND SLAM sends out a four-ball derby in which the home run hole turns every make into a forty-million slam.
  • Start A Round (mode) — lit: The right hole lights to start the next of the six rounds, and a firm catch on the glove re-lights it once a round is done. · then: Feed the lit right hole to begin a round, most of which run as multiballs, so a round in progress is a fine time to chase jackpots too. Complete all six and the World Series wizard mode lights.
  • Bullpen Award (status) — lit: The bumpers show a rotating bullpen award, and it steps to the next option on every bumper switch hit; the pool only improves as the game goes, since each award is struck off once taken. · then: Rotate to an award worth having, then drop into the bullpen hole after touching a bumper to bank it. Reach that hole with no bumper contact and the award is skipped entirely - the ball just rolls on to the right hole. · control: Both flipper buttons: holding both flipper buttons freezes the bumpers so they stop batting the ball around, while their switches keep quietly rotating the award you are about to collect (while the ball is loose in the bumper nest)
  • Trading Cards (status) — lit: Knocking down both the Card and Trade standups lights the exchange at the right hole, where the cards you have hoarded from steals, rounds and awards can be cashed. · then: A modest stack buys an extra ball, a bigger one a super jackpot, and a huge one a double super. The one that dwarfs them all is a trade of exactly sixteen, which doubles every point on your score - grind steals at the left scoop to land the count precisely.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Hold the upper flipper through the plunge for a home run skill shot off the raised target, then pour shots into the left gap - every inning lifts the super jackpot. Build the left-loop value ladder and answer the flashing right loop each time it lights. — Skill Shot, Complete Innings, Build The Jackpot
  • Building — Start rounds at the right hole, four of which are multiballs, and complete six to arm the wizard. Spell BIG HURT and GRAND SLAM for their multiballs, reach the 7th Inning Stretch off the sixth inning, and keep banking trading cards. — Start A Round, The Six Rounds, Grand Slam Derby, 7th Inning Stretch, Trading Cards
  • The big one — World Series is the wizard - complete all six rounds to start the timed showdown, clear the two loops and two gaps for thirty million each, and finish on the home run hole for the super jackpot. The single largest swing on the machine, though, is a sixteen-card trade that doubles your whole score, with the billion-point left loop close behind. — World Series, Exactly Sixteen Cards, The Billion Point Loop

Does Frank Thomas' Big Hurt have an action button?

No extra button to learn on this one. The cabinet gives you two flipper buttons, a start button and a manual plunger, and the plunger is the piece worth practising: pull it soft before the game launches for you and the ball settles into the Big Hurt pothole for a free letter.

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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