NBA Fastbreak

Williams, 1997 — shot-by-shot rules and strategy guide.

Open NBA Fastbreak in the Pinball Genie app →

NBA Fastbreak keeps score like an actual basketball game. Baskets are worth two, three-pointers three, free throws one — and 300 points is an outstanding game. That one choice changes everything. There are no huge jackpots and no ladder to climb; there are six tasks, and completing all six starts Trophy Multiball, where you play for a Ring. Rings outrank points here, so a small score with a Ring beats a big score without one.

The layout

Five major shots do almost all the work, and all five are easy: left orbit, left ramp, centre ramp, right ramp and right lane. The centre ramp always feeds the hoop and is the shot to take from a trapped ball — miss it halfway and the ball comes straight back down the middle, the main drain in the game. The left ramp normally returns to the inlane, but a diverter can send it around to the basket instead. The right lane is your route to the bumpers, which matters more than it looks.

Below the hoop sits an arc of four numbered saucers. Land in one and it fires the ball up a wireform into the basket. That leads to the game's most generous rule: make the left or centre ramp but miss the hoop and the ball usually drops into a saucer, which shoots it in for you and awards whatever you were shooting for, plus that saucer's number. Weak shots are rarely wasted here.

The six tasks

Where the points actually are

Crazy Bob's concessions run in a fixed order and they are the scoring heart of the game. Pizza hands you control of a real flipper on the backglass for about ten seconds; the backglass hoop cycles between 1, 2 and 3 points, and timing your shots to land on 3 can be worth eighteen points on its own. Hot Dog sets a 24-second shot clock — roughly ten seconds — where any major shot is 3 points and resets the clock, though the resets get shorter until it strangles itself. NBA Trivia asks a basketball question: right answer 10 points, wrong answer 1, and since no shot is required you should cradle the ball and read carefully. Egyptian Soda pays 3 points on the outer ramps for about fifteen seconds and is the weakest of the four — letting it time out still completes the task.

Shoot Around Multiball comes from spelling S-H-O-O-T across the five major shots. Inside the two-ball multiball, spelling it a second time lights an extra ball, and that is the reason to play it. Around The World needs all four saucer numbers, mostly collected through In The Paint: roll an inlane, the opposite orbit or lane lights for about ten seconds, and shooting it drops you into a saucer where a plastic guard slides toward you. Pass between saucers with the flippers until you are clear, then shoot the hoop with the button. Once the three-ball multiball starts, ignore the flashing shot — it only pays a point per ball in play — and shoot free throws instead.

Power Hoops, the awkward task

Power Hoops modes start on bumper hits alone, commonly at 11, 22, 33 and 44, though this varies and the machine lowers the requirement if you keep coming up short. Three of the four light a single ramp for 3 points — Half Court on the centre ramp, Hook Shot on the left, Run & Shoot alternating between them — and the fourth is a two-ball mode. On a machine with dead bumpers this is by far the slowest task. Your hits come mostly from the right lane, plus whatever the basket kicks back down toward the bumpers.

Extra balls and the last-ball gamble

None of the extra balls are random, which is unusual and welcome. All light at the left saucer and they stack without limit: all four combos lights one, a second S-H-O-O-T lights one, ten free throws lights one (some machines are set as low as three, and this route works once a game), and a long grind of left orbit loop combos lights another. Free throws during Around The World are the cheapest route.

On your last ball — or after your final extra ball — the right outlane lights for the Million Dollar Shot. Draining there on purpose launches another ball with about ten seconds to make the basket from the centre ramp. There is no compensation here: hit the ramp and miss the hoop and it does not count. Make it and your game carries on. And since this game has no end-of-ball bonus at all, tilting away a lost ball costs you nothing.

How NBA Fastbreak plays

NBA Fastbreak keeps score in real basketball points -- three hundred is a blowout -- so treat tasks, not points, as the goal. Finish six of them and Trophy Multiball starts on its own, where you play to win a Ring rather than to run up a number.

The loop

  1. There is no plunger: the lockbar button drops the ball into the bumpers, then later doubles as your shot at the hoop and your free throws.
  2. Bank the simple Goals task first -- sink a deuce, a trey and a single free throw -- then sweep the four two-shot combos for an extra ball.
  3. Score the actual points in Crazy Bob's concession modes and the two multiballs, Shoot Around and Around The World.
  4. Feed the bumpers to trip the four Power Hoops modes -- starting each one is enough, since finishing is never required.
  5. Land all six tasks and Trophy Multiball fires by itself -- outscore the opponent inside the clock to take home a Ring.

Reading the lights

  • The Four Combos (shot arrows) — lit: A lit combo-start shot opens a two-shot chain you have a few seconds to finish: the right lane feeds Tip-Off, the right ramp feeds Slam Dunk, the left orbit feeds Alley-Oop, either ramp feeds Fast Break. A combo only lights while In The Paint is not claiming that same shot. · then: Finish all four to complete a task and light your first extra ball at the left saucer. Collect them in clean single-ball play, because combos go dead during Power Hoops and the concession modes.
  • 3-P-T Targets (letters) — lit: The three purple standups light as you complete them -- you clip them on rebounds rather than aim for them -- and finishing the set arms a three-point shot at both the left and the centre ramp. · then: Cash the lit three-pointer up a ramp into the hoop to knock out part of the Goals task; the basket also counts a plain free throw any time nothing else is lit on it.
  • S-H-O-O-T (letters) — lit: Hitting the five major shots in any order lights the letters of S-H-O-O-T, and each lit letter is one you still owe. Spelling the word starts a two-ball multiball. · flashing: Inside the multiball the five letters flash until re-collected -- respelling the whole word resets them and lights an extra ball. · then: Every flashing shot pays a couple of points along the way, but the real prize is respelling the word during the multiball for that extra ball, and the whole feature ticks off a task.
  • Four Top Saucers (ladder) — lit: The four numbered saucers under the hoop light as you gather 1 through 4 -- and any ball that simply drops into one claims that number for free, including a ramp shot that misses the hoop and falls in. Light all four to start a three-ball multiball. · then: In Around The World the flashing shot pays only a point per ball, so ignore it and stack cheap free throws at the hoop instead -- both feed the extra ball, and it beats chasing the roving shot.
  • In The Paint (mode) — lit: Crossing an inlane lights the opposite shot for about ten seconds -- the left inlane lights the right lane, the right inlane lights the left orbit. Shoot the lit side and the ball is kicked up into one of the top saucers, where a plastic guard starts sliding across toward you. · then: Once a saucer is clear, punch the lockbar button to fire at the hoop -- make it and you light one of the four saucer numbers toward Around The World. The button shot can still brick, and a brick ends the mode. · control: Either flipper button: shuffle the ball across the four top saucers to slip clear of the sliding guard before you fire at the hoop (while the guard is closing in)
  • Power Hoops (mode) — lit: The three pop bumpers are the only way in -- roughly every eleven, twenty-two, thirty-three and forty-four hits arms the next Power Hoops mode, and the machine eases the count if you keep coming up short. Feed them through the right lane and the bumper exit lane. · then: Three of the modes light a single ramp for three points apiece and the fourth is a two-ball affair, but only STARTING all four is needed to tick off a task -- so when a mode is not paying, let it time out and return to feeding the pops for the next one.
  • Crazy Bob's Concessions (mode) — lit: The left saucer lights to serve its four concession modes in one set sequence: Pizza to open, then Hot Dog, a round of NBA Trivia, and finally Egyptian Soda. It is also where every extra ball in the game waits, and Pizza even hands you the real flipper and ball on the backglass for about ten seconds. · then: Play all four to complete a task and rake in the biggest points on the machine -- a well-timed Pizza alone can outscore a whole ball of ordinary play. The saucer still pays a point a visit once the set is done.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Bank the guaranteed stuff: the Tip-Off skill shot is already lit at the start of every ball, the Goals task wants just a deuce, a trey and one free throw, and the four combos light an extra ball. Remember a Ring beats any point total, and with no end-of-ball bonus a doomed ball is free to shake. — Tip-Off Skill Shot, Goals: Two, Three And A Free Throw, The Four Combos, Rings Beat Points
  • Building — Chase the real points and the remaining tasks together -- run Crazy Bob's concession modes, trip all four Power Hoops off the bumpers, and close out both multiballs, Around The World and Shoot Around. — Crazy Bob's Concessions, Power Hoops, Shoot Around Multiball, Around The World Multiball
  • The big one — Complete all six tasks and Trophy Multiball starts by itself: roughly twenty seconds of unlimited balls with only the centre ramp lit for two points, and the lone task is to beat the opposing side for a Ring, which outranks any number of points on this machine. Every task but the points target resets afterward, so a second Ring is on the table. — Trophy Multiball, The Six Tasks

The Shoot Button on NBA Fastbreak

The big button in the middle of the lockdown bar.

There is no shooter rod on this machine at all — one button on the bar replaces it, and it keeps working long after the launch. The same press that puts a ball into play is the one that fires at the hoop from the top saucers and takes your free throws. Treat it as a shot you can make with your thumb.

Goals in NBA Fastbreak

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

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