Last Action Hero
Data East, 1993 — shot-by-shot rules and strategy guide.
Open Last Action Hero in the Pinball Genie app →Last Action Hero looks like a shot-collecting game and is really a completion game. The lights above the flippers are a checklist of Dynamite Features, the movie scoop hands you whichever is flashing, and the pop bumpers change which one that is. Finishing a round adds five million to the World Premier award, so completions compound into the ending.
How the features cycle
- The scoop starts each ball lit. Spend it and the ramp relights it; an inlane relights it for a very short window.
- Steady lights are finished rounds. The flashing light is what the scoop will give you next.
- The left captive ball resets the current round's timer to full, once per round. Save it for a good Blow Out.
- An inlane lights the Wildcard scoop during most rounds. Taking it there doubles that round's scoring.
- Most rounds stack. Go to the Movies, Super Crane and multiball are the ones that lock everything else out.
Which rounds are worth your time
The Roof is the most repeatable: three ramps in twenty seconds for thirty million, and each made ramp diverts to the right inlane so the next shot is set up for you. Red Eye is three eyeball targets for the same total. Big Mistake crosses the playfield twice in a fixed order — CRANE target, eyeball, movie scoop.
Blow Out is the frenzy round: twenty seconds on a six million base, switches worth 250K climbing 50K every ten hits toward a one million ceiling. The Lt. Dekker spinner drops the ball straight into the bumpers, the fastest way to feed it. A typical round is twenty million; a ball that lives in the pops can push thirty.
Two rounds are not worth chasing. Go to the Movies pays poorly, blocks everything else, and its captive hits do not advance multiball. Find Benedict hides him in one of three scoops at random and pays nothing for a wrong guess.
Locking, M-Ball and 6 Ball
Clearing all five CRANE drop targets starts Runaway Crane, a hurry-up from ten million down to three, and lights the crane lock whether or not you collect it. Watch the Danger Bar behind the bank — hitting it stands every target back up. Two balls is the maximum, and clearing the bank with two already locked pays seven million.
Captive ball hits light M-Ball at the movie scoop, and an inlane first doubles the credit each hit gives you. Lock before you start: the jackpot is fifteen million plus five per locked ball, capped at twenty-five. The ramp collects it, and the crane pays double inside ten seconds. That double jackpot is what starts 6 Ball.
6 Ball runs a loop. Collect the four 5M badges — left captive ball, crane, Ripper, Wildcard scoop — then the crane for thirty million, the badges again, the ramp for a super jackpot of fifty million per ball in play, then the crane for double that. Keeping balls alive matters more than any single shot, because every drain cuts the super jackpot.
The title round is the big one
Three Dynamite Features are the words of the title, worth ten million each at the movie scoop. You need not wait for them: the Wildcard scoop forces the next feature to the next unlit word, so you can drive straight at it — scoop, ramp to relight, scoop, ramp, scoop.
Completing it puts six balls out with twenty-five seconds and asks for fifty target hits. Make them and you take the running award, gain time, and are asked for fifty more. Feed the spinner into the bumpers and this can last minutes. If you will not make the count, burn the Smart Missile. One warning: if the timer climbs past ninety-nine seconds it wraps to zero and the round ends.
World Premier, and the award that hides
Clear every feature, title round included, and the movie scoop starts World Premier. You take a flat award, then the scoop pays a million per seated patron until the theatre fills — and the number of seats depends on how many rounds you completed earlier.
Second Cousin Frank's is the hidden treasure. It grows between games until somebody collects it, fed by ramp shots and by balls returning to the chicken scoop through the bumper lane. To take it: two consecutive ramps, then the chicken scoop, with the ball touching nothing in between.
Combos, rescues and the missile
- Crane, ramp, ramp, right captive ball — ten million and four advances toward M-Ball in one string.
- Crane, ramp, ramp, Ripper — ten million and three RIPPER letters.
- Five ramp-ramp pairs turn the Dekker spinner from 50K a spin into a million a spin on your next shot.
- The RIPPER bounty is held across balls, players and whole games — check what it is worth before chasing it.
- Balls come back generously: after CRANE target hits, shortly after a Ripper shot, and on the plunge. A ball nudged back in from an outlane pays three million.
You get one Smart Missile per ball, it is awkwardly placed, and an outlane drain kills it. It pays whatever is lit. The best use is 6 Ball: take the first badge set yourself, the crane for thirty million, then press it to light the ramp for a super jackpot. It will not hand you a flashing feature — it lights multiball at the scoop instead.
Goals in Last Action Hero
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
-
Drop Target Skill Shot
A red light under the CRANE targets walks along the bank. Plunge so that the ball knocks down whichever target is lit at that moment. It pays two million on ball one, three on ball two and four on ball three.
Reward: 2M, 3M or 4M by ball
-
How Dynamite Features Work
The lights above the flippers are the game's to-do list. The movie scoop hands you whichever one is flashing, and the pop bumpers change which one that is. Every round you finish properly makes the two wizard rounds richer, so completing beats starting every time.
Reward: +5M to the World Premier award per completion
-
Blow Out
Twenty seconds of frenzy on a six million base, with every target worth 250K and the value climbing 50K for every ten hits you land. A ball that finds the pop bumpers can turn this into thirty million on its own. It counts as complete over twenty million.
Reward: 17M-30M typical, 99M ceiling
-
Go To The Movies
An add-a-ball round: both captive balls are lit for twenty seconds and each hit launches another ball. After the timer expires the captives pay five million a hit instead. Be aware it is not worth much and it blocks every other round while it runs.
Reward: Extra balls in play, then 5M per captive hit
-
Red Eye
Three hits on the eyeball targets for five, ten and fifteen million. Straightforward, quick, and worth taking every time it comes up. The Smart Missile only pays the next hit, not the whole set.
Reward: 30M for all three
-
The Roof
Three ramp shots in twenty seconds for five, ten and fifteen million. The ramp diverts to the right inlane after each made shot, which hands the ball back in perfect position for the next one — this is the most repeatable round on the machine.
Reward: 30M for all three
-
Big Mistake
Three targets in a fixed order inside twenty seconds: any CRANE target for five million, any eyeball for ten, then the movie scoop for fifteen. It crosses the playfield twice, so it rewards knowing your flipper feeds rather than raw aim.
Reward: 30M for the full sequence
-
Cat Millions
The display runs a value up and down between five and ten million, and hitting the CAT target on the ramp post takes whatever it is sitting on. Each hit adds another travelling value, up to three at once — so the third hit collects three of them together.
Reward: 5M-10M per lit value, up to three at once
-
Super Crane
A six-ball round with one job: hit the crane. It starts at five million with a twenty-second timer and climbs five million per hit. When the timer dies you have to clear the CRANE targets to relight it — and once relit that way it stays lit with no timer at all.
Reward: 5M climbing by 5M per crane hit
-
Save Danny
A pure hurry-up. The value starts at twenty million and falls to three, and only the crane shot collects it. If you have a ball trapped on the left flipper, this is the moment to try the backhand.
Reward: 20M falling to 3M
-
Find Benedict
The game hides Benedict in one of the three scoops at random and pays thirty million for finding him. There is no pattern and a wrong scoop pays nothing at all, so treat it as a coin flip you take on the way to something else.
Reward: 30M
-
Spell LAST ACTION HERO
Three of the Dynamite Features are the words of the title, worth ten million each at the movie scoop. Collect all three and the machine puts six balls into play with a twenty-five second clock and asks for fifty target hits — and every fifty you land buys more time and keeps the award climbing.
Reward: The LAH bonus, then a running award that can reach billions
-
M-Ball
Captive ball hits light multiball at the movie scoop. The jackpot starts at fifteen million plus five for each ball you locked beforehand, capped at twenty-five; every target on the playfield adds to it. The ramp collects it, and the crane then pays double if you get there in ten seconds.
Reward: Up to 25M jackpot, then double at the crane
-
Locking Balls
Clearing the CRANE bank starts Runaway Crane, a hurry-up counting from ten million down to three, and lights the crane lock whether or not you collect it. Two balls is the maximum, and clearing the bank again with two already locked pays a seven million bonus.
Reward: 10M-3M hurry-up, plus 7M for the third bank clear
-
6 Ball
Earned by doubling an M-Ball jackpot at the crane. Six balls, and a loop of increasing rewards: collect the four 5M badge shots, then the crane for thirty million, then the badges again, then the ramp for a super jackpot of fifty million per ball still in play, then the crane for double that.
Reward: 50M and then 100M per ball still in play
-
World Premier
The end of the road. Clear every Dynamite Feature including the title round and the movie scoop starts it. You take a flat award first, then the scoop pays a million per seated cinema-goer, over and over, until the theatre fills — and how many seats there are depends on how many rounds you actually completed.
Reward: A flat award, then 1M per seated patron per scoop shot
-
Play Chicken
The chicken scoop counts your shots to it and pays out on a rising schedule: two shots for five million, three for ten million or an extra ball, four for fifteen million or a lit special. After each award the count resets and the next one costs one more shot.
Reward: 5M, then 10M or an extra ball, then 15M or a special
-
Second Cousin Frank's
A carried-over award that sits there growing between games until somebody collects it. Ramp shots and balls returning to the chicken scoop through the bumper lane both feed it. Collecting it takes two consecutive ramps and then the chicken scoop, and the ball must touch nothing else in between.
Reward: The accumulated Second Cousin Frank's value
-
The Combo Sheet
Three combos are worth learning by feel because they pay far more than the shots do individually. Two of them start at the crane and run through the ramp twice, and the third turns the spinner into a million a spin.
Reward: 10M plus multiball advances, RIPPER letters, or 1M per spin
-
The RIPPER Bounty
Every Ripper shot spots a letter, and spelling RIPPER collects a bounty that is held across balls, players and whole games. On a busy machine that number can be very large by the time somebody finally spells it.
Reward: The accumulated Ripper Bounty
-
Build The Bonus
The bonus is worth up to fifty million, which is a real chunk of a good game, and it is built entirely out of things you are already doing. There is no bonus hold and no multiplier ladder — only the three rollovers, which double it.
Reward: Up to 50M at the end of every ball
-
The Rescues
This machine gives balls back in several situations it never advertises. Learn them and you will stop panicking after a bad bounce off the CRANE bank or a Ripper kickout.
Reward: A returned ball, and 3M for a death save
-
Spend The Smart Missile Well
One missile per ball, awkward to reach, and gone the moment you drain down an outlane. It pays whatever is lit — which makes when you press it a genuine scoring decision rather than a panic button.
Reward: The best award currently lit
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.