Johnny Mnemonic

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

Open Johnny Mnemonic in the Pinball Genie app →

Johnny Mnemonic is a narrow-body four-ball game built around one idea nobody else tried: you choose where your locked balls go. The Data Glove is a magnetic crane you drive yourself, and the Matrix is a three-by-three grid of sensors it drops balls onto. Where you drop decides your award and your jackpot shots — the one decision that separates a good score from a great one.

The Matrix is a choice, not a lock

Shoot Crazy Bob's in normal play and it tells you where one Matrix award is hiding, then lights your first Cyberlock. Locks sit at the centre lane, the spinner lane and the right loop, and all three feed an upkicker that fires the ball to the glove. You then have about seven seconds, flipper buttons moving the crane sideways and the extra buttons moving it forward and back.

After the first lock the display cycles through most of the available awards while the lamps on the physical Matrix flash in time with it. The game is telling you which square holds which prize — but only on the playfield. If you want the extra ball you have to keep one eye on the screen and one on the grid, which is why a machine with dead Matrix lamps is a genuinely worse machine to play.

Lock in a straight line

Three balls locked in a row triple every jackpot for the whole multiball. Since you are steering the glove anyway, this costs nothing but planning — decide on your line before the first drop, because correcting later wastes a lock. Your column also picks your jackpot shots: left gives the left jet lane, spinner lane and left loop; the middle gives the middle jet lane and both ramps; the right gives the right jet lane, right loop and Crazy Bob's. A tripled jackpot on a shot you keep bricking is worth less than a single on one you own.

Yakuza Strike is the big number

Each ramp carries three red triangles, and hitting each ramp three times lights all six and starts Yakuza Strike. A timer opens at 60 million and drops about a million per second, and every lit shot pays whatever is left. Crucially it bottoms out at 25 million rather than zero, so there is no such thing as a wasted late shot. It also runs during multiball. If you can light the sixth ramp and immediately lock your third ball, the two stack and the numbers get silly.

The inlane awards you should be using

The left inlane lights Throwing Spears, collected at the right ramp or right loop. The awards come in a fixed order and reset when you drain: gigabytes, points, Lite Spinner, Quick Multiball, Hold Bonus, extra ball. Quick Multiball alone is worth working toward: a second ball launches and both ramps pay 50 million jackpots while you keep them alive. The right inlane lights Hit Me for one quick shot at the left loop, worth 25 million then 45 million. Given a choice, Spears usually wins.

Modes, and the road to Power Down

The centre lane is lit for Start Mode from the moment the game begins. The selected mode rotates every couple of seconds, so you pick by timing the shot. Every mode opens with 30 million banked, and every made shot resets the timer to fifteen seconds if it had fallen below — which makes completion far more achievable than it first looks.

Finish any mode and Crazy Bob's lights up: a power item plus 200 million. Collect them. Play all five modes and Power Down opens: all four balls in play, every white triangle shot worth 400 million, and the playfield going dark section by section as the game powers down around you. With no power items banked the whole thing is over in about half a minute. With them, you get room to work.

One last piece of housekeeping. Mnemonic Recovery is a left-outlane ball save that starts the game lit, and relighting it takes two hits on the right standup — the first does nothing while Recovery is still on. The returned ball is not diverted, so it arrives out of the left loop at speed. Be ready instead of watching the display.

How Johnny Mnemonic plays

Johnny Mnemonic is a fast Williams machine about hand-placing balls with a magnetic Data Glove. Play its five modes to open Power Down, and steer three locks onto the Matrix grid -- ideally in a straight line -- to triple every multiball jackpot.

The loop

  1. Shoot the center lane to start a mode; the lit one rotates every few seconds, so time the shot to pick which of the five you get.
  2. Send a ball up the upkicker to the Data Glove, steer the crane with all four buttons, and set it on a Matrix cell to lock -- the cell decides your award and which shots pay jackpots.
  3. Lock three balls, ideally in a line, to start multiball with tripled jackpots.
  4. Spell JOHNNY on the left loop and MNEMONIC on the right to trigger the every-switch frenzy, and light the six ramp triangles for Yakuza Strike.
  5. Roll the left inlane to work the Throwing Spears ladder toward Quick Multiball, and play all five modes to reach Power Down.

Reading the lights

  • Rollover Lanes (lanes) — lit: Three lanes sit above the jet bumpers, and a lit one is a lane still missing from the set -- your job is to move it onto the ball's path before it arrives. · flashing: Off the launch the middle lane flashes as your skill-shot target. · then: Line the lit lane up and roll through it. Completing the set steps your bonus multiplier, and once you are at 5X a finished set pays 50M flat rather than stepping further -- grab Hold Bonus from the Matrix to carry the multiplier into the next ball. · control: Either flipper button: either button rotates which lane is lit, sliding it left or right so you can set it beneath whichever lane the ball is heading for (before the ball reaches the lanes, whether off the launch or dropped in from the glove)
  • JOHNNY & MNEMONIC Loops (letters) — lit: The left loop spells JOHNNY and the right loop spells MNEMONIC a letter at a time, but only a clean loop carrying the whole way round counts -- a weak one that rolls back out the entrance registers nothing. · then: Finish both names to light a twenty-second frenzy where every switch on the machine pays 15M. Send the ball into the jet bumpers then, because nothing racks up switch hits like the bumper nest.
  • Center Lane Modes (mode) — lit: The center lane sits lit for Start Mode from the opening plunge and its guard target drops only while the lane is lit, and the mode on offer cycles every couple of seconds so your timing chooses which one you get. · then: Play Upload, Cartoon Hero, N.A.S. Riot, Download and N.A.S. Cure -- all five open Power Down. Relight Start Mode by locking a ball, or at Crazy Bob's whenever you have started fewer modes than you have made locks.
  • Data Glove & Matrix (status) — lit: When a lock is lit the center lane, spinner lane and right loop each send the ball up the upkicker to the Data Glove, giving you about seven seconds to steer the crane -- flippers sideways, the extra buttons in and out -- before it sets the ball on the three-by-three Matrix. · then: Where you drop the ball fixes both your award and which row of shots turns into jackpots. Lock the first from Crazy Bob's and the next two off mode starts; land all three in a straight line and every jackpot in the coming multiball is tripled.
  • Yakuza Strike Triangles (shot arrows) — lit: Each ramp carries three red triangles, and a ramp shot lights one only while that ramp still has a dark triangle left, so all six lit is what arms Yakuza Strike. · then: Starting it drops a 60M timer that bleeds to a 25M floor, and every orange-arrow shot plus both ramps pays whatever is on the clock. It keeps running through multiball, so light the last triangle and immediately lock your third ball for the biggest Yakuza scores.
  • Spears & Hit Me (status) — lit: The left inlane keeps Throwing Spears lit almost all game for a quick cash on the right ramp or right loop, while the right inlane lights Hit Me for a single left-loop shot worth 25M then 45M. · then: Climb the fixed Spears ladder -- gigabytes, points, Lite Spinner, then Quick Multiball, where both ramps pay 50M for as long as you keep two balls alive. The ladder resets on every drain, so push deep on a single ball.
  • Video Frames (status) — lit: Whenever no mode, strike, spear or combo is running, a video frame sits on the display, and either ramp collects the one that is showing. · then: Frames bank 4M apiece at the end of the ball, and once seven or eight are banked, an extra ball lights. The ramps are worth 15M on their own regardless, so the collect is never wasted motion.

Lane change: the flipper buttons move the lit lane. Either flipper button rotates which of the three top rollover lanes is lit, sliding it under the incoming ball -- off the launch the flashing middle lane is your skill shot. Roll the lit lane to complete the set and step the bonus multiplier; at 5X each completion pays 50M flat.

Start scoring

  • Ball one — Take the skill shot by sliding the flashing rollover lane under the launched ball, then arm Mnemonic Recovery with two hits on the right standup for an outlane save. Start spelling the loops and collect video frames between events. — Rollover Skill Shot, Mnemonic Recovery, Collect Video Frames
  • Building — Work the center lane through its modes, light the ramp triangles for Yakuza Strike, and grind the Throwing Spears ladder to Quick Multiball. Bank a power item at Crazy Bob's after each mode to buy time later. — Start Mode, Yakuza Strike, Throwing Spears, Quick Multiball, Power Items
  • The big one — Reach the tripled multiball by locking three balls in a Matrix line, then chase Power Down: play all five modes and every white-triangle shot pays 400M while the game shuts the playfield off in sections. Banked power items are what keep it alive. — Three in a Row, Multiball Jackpots, Power Down

The Data Glove Buttons on Johnny Mnemonic

An extra button on each side of the cabinet, on top of the usual flipper buttons.

Johnny Mnemonic gives you four cabinet buttons instead of two. The extra pair drives the data glove — the magnet crane floating up near the glass — in and out, while the flipper buttons slide it left and right. Every ball you lock and most of what is worth having on this machine gets placed by hand up there.

Goals in Johnny Mnemonic

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.