Last Action Hero

Data East, 1993 — shot-by-shot rules and strategy guide.

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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

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

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.

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