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. The right lane and balls dropping out of the basket are your usual sources of hits.

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.

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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