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. 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
- Innings: the left gap advances one, during single-ball play outside a mode. Each inning adds a hundred million to the super jackpot, which tops out at nine hundred million after the ninth. Finishing the sixth starts the 7th Inning Stretch automatically.
- Catches: a firm hit on the glove is a catch worth a million and re-lights Start Round; a weak one is a single worth a hundred thousand. Ten catches lights a timed extra ball at either loop, twenty pays fifty million, thirty pays a hundred million and lights the right orbit for the same. End-of-ball bonus is a million per catch.
- The left field loop: its ladder climbs by a factor of ten each shot — 500,000, then 5 million, 50 million, 500 million, and finally one billion points. Each hit flashes the value briefly and a repeat both raises it and resets the timer.
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.
- Trade ten to twelve the first time for the extra ball, then work back toward exactly sixteen.
- Steals are the only source that pays one card at a time, so they are how you land on the number precisely.
- Stay out of the pop bumpers when you are close — a bullpen award of three, five or ten cards will overshoot and cost you the double.
- If you do overshoot, take a super jackpot trade rather than chasing thirty cards, and start climbing back to sixteen.
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
- 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.
- 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.
- Start rounds at the lit right hole and re-light it with a firm glove catch; four of the six are multiball rounds.
- 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.
- 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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The plunge is pitched at the upper left flipper. Hold the flipper up and the ball kicks off the captive ball and settles back down onto it, giving you a clean look at the raised drop target — which pays a home run for 10M, or a grand slam for 40M with the bases loaded.
Reward: 10M home run or 40M grand slam
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During multiball and in modes that do not divert the ball, get to the plunger before the game auto-launches and plunge softly. A weak plunge drops into the Big Hurt pothole, and from there the ball goes through the pops and neatly onto the right flipper.
Reward: A BIG HURT letter and a safe feed
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The left gap advances the inning during single-ball play outside a mode. Every inning raises the super jackpot by 100M, and finishing the sixth starts the 7th Inning Stretch. This is the single most valuable repeat shot in the game.
Reward: +100M super jackpot per inning
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Finishing the sixth inning starts a four-ball multiball. The left loop pushes the jackpot up 10M a shot, and the right loop or a ramp shot past the glove adds a letter to BIG HURT — spell it and you collect a double jackpot.
Reward: Jackpots and a double jackpot
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The jackpot opens at 20M and carries between balls. During ordinary single-ball play, every flashing right loop adds 10M. Four things set it flashing: shooting it, scoring a home run, a warning-track roll-out to the left, and the left inlane switch.
Reward: +10M per flashing right loop
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The super jackpot is 100M multiplied by innings completed, so it tops out at 900M after the ninth. It can be collected in regular multiball, in World Series, or by trading in the right number of cards.
Reward: Up to 900M
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The left loop starts at 500K and climbs a full order of magnitude each time: 500K, 5M, 50M, 500M and finally one billion. Each shot flashes the value for a short window and a repeat hit both raises it and restarts the timer.
Reward: 500K climbing to 1,000,000,000
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A firm hit on the glove is a catch worth 1M; a weak one is a single worth 100K. Catches also re-light the right hole for Start Round. They accumulate all game and pay out again at the end of every ball at 1M each.
Reward: 1M each, plus 50M and 100M milestones
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Rounds start from the right hole when it is lit. Finish one and a catch on the glove re-lights the hole for the next. Four of the six rounds are multiball rounds, so a round in progress is rarely a bad time to also chase jackpots.
Reward: Access to all six rounds
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Each round wants one specific thing. Learn which shot pays before it starts, because most of these are short and most are multiball, which is exactly when there is no time to read the display.
Reward: Completing all six lights World Series
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Chosen at Players Choice or handed out as a bullpen award. The sequence is strict: home run for the jackpot, then an orbit, then home run again inside five seconds for a double jackpot, then orbit and home run once more for the super.
Reward: Jackpot, double jackpot, super jackpot
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Spell GRAND SLAM off the two large signs behind the ramp, or take the letters from bullpen and Players Choice awards. Four balls come out together, and for the length of the round the home run hole upgrades every hit into a 40M grand slam.
Reward: 40M per home run, four balls
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Every trip into the pothole adds a letter. Completing the phrase collects a double jackpot, which is why a soft plunge into the pothole is worth so much more than it looks. During the Stretch the right loop and ramp add letters too.
Reward: Double jackpot
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Cards come from steals, the Frank Thomas Cards round, bullpen awards, and three at a time from the left outlane. At the end of the game they pay 10M each, but trading them at the right hole is worth far more.
Reward: Jackpots, extra balls, or a doubled score
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The card exchange has one award that dwarfs everything else on the machine: exactly sixteen cards doubles your entire score. Not fifteen, not seventeen — sixteen. If you are carrying a big score and sitting near that number, stop everything else and get there.
Reward: Your whole score, doubled
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The bullpen hole pays whatever the bumpers have currently selected, and the selection rotates on every bumper switch hit. The list is fixed and each award is removed once taken, so the pool improves as the game goes on.
Reward: Extra ball, cards, innings, jackpot, multiball
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A lit right gap stops the ball and offers two awards, picked with the flipper buttons. One side is always two GRAND SLAM letters. Take the other side — picking the letters again just re-offers the identical pair and stalls the list.
Reward: Multiball, doubles, innings, hurry-up extra ball
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Every combo in this game funnels into the same two-shot finish. The first shot of a chain is unlit and only lights the next, so scoring starts on shot two: 20M, then 40M, then 80M. Touch any other switch and the chain dies.
Reward: 20M, 40M, 80M
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The left scoop into the centre drop target is a combo and a base advance at once. It collects whatever the scoop had lit — a walk first, which then starts steal flashing. Repeat before it times out and you get a steal and a trading card.
Reward: A runner on base plus a trading card
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Complete all six rounds and World Series lights. It is a timed single-ball wizard mode. Four targets pay 30M apiece — left loop, right loop, left gap, right gap — and once all four are down the home run hole opens for the super jackpot.
Reward: 30M per shot plus the super jackpot
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Beyond the high score list, this machine tracks four separate specialist boards. Beating any of them lets you put your initials in and pays a credit, and the running totals are visible on the status display while you play.
Reward: Initials plus a credit per board
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