Pokémon

Stern Pinball, 2026 — shot-by-shot rules and strategy guide.

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Designed by George Gomez and Jack Danger on Stern's SPIKE 3 platform (revealed Feb 12 2026), Pokémon is a two-flipper game built around three parallel scoring paths that a top score must feed together: Story Modes, Catching Pokémon + Rival Battles, and Team Rocket Multiball. The single most important physical shot is the Pokédex triple captive ball — it scans caught Pokémon, finishes story modes, and cashes out combos. Treat it as the hub. Editions are Pro / Premium / LE (750 units); rules are identical across all three, with Premium/LE adding an animatronic Pikachu, an animatronic ball-lock Poké Ball, the Squirtle Whirlpool, a Psyduck Sneak-In scoop, and a chaos-inducing battle-arena electromagnet.

The Playfield

The four major shots each map to a starter: Left Orbit = Bulbasaur, Left Ramp = Squirtle (the steepest shot, backhandable through a one-way gate), Right Ramp = Pikachu (encircles the Pikachu toy), and Right Orbit = Charmander (fronted by an optical spinner, the fastest route into the Tall Grass pop bumpers). The center Battlefield holds two 3-banks that spell B-A-T-T-L-E, a gated center lane, and the Meowth balloon bash toy. To the right sits the Town Scoop (Rival Battles, Mystery, Travel, Extra Balls). Berry targets (two flanking the left ramp, one by the Pokédex) arm 2× Playfield; training targets heal and extend timers.

Skill Shots

Story Modes

Each starts by hitting its home shot and finishes at the captive ball; each completion awards a shot multiplier and adds a ball to the Charizard wizard. Bulbasaur lights ramps/orbits for pollen (clearing a set without the berry = +1× bonus X). Squirtle spins the whirlpool and raises a blue-shot multiplier up to 4×. Pikachu vs. Raichu is a 2-ball multiball — collect 3 captive-ball super jackpots; it is the easiest and most valuable opener. Charmander rips the spinner for 100 spins with a jackpot multiplier up to 4×.

Catching and Rival Battles

Fill the Discover gauge at the bumpers/top lanes to spawn a Pokémon, scan it at the captive ball to start the CATCH! hurry-up (base ~2M), spell C-A-T-C-H on purple shots, then capture at the left ramp (value = combined purple-shot value). Catches gate Rival Battles, started at the Town Scoop: hit flashing shots and Battlefield targets to deal damage, cash faint jackpots at the center lane (multiplied per Pokémon defeated), and grab the victory bonus at the left ramp within ~10s. Keeping your party alive so the faint-jackpot multiplier compounds across battles is the game's biggest sustained points engine. Travel between biomes (Forest → Lake/Desert/Mountain) unlocks by discovering+catching, completing training targets, playing a battle, and completing all four story modes.

Team Rocket Multiball

Spell BATTLE to lower the Meowth balloon, bash it 3× (+2 each subsequent MB), then hit the lane beneath it to start. 6 jackpots light a super jackpot (worth the jackpot total) that qualifies a shot multiplier and opens ~15–20s of unlimited super jackpots; the next cycle needs 8. Add-a-ball: re-spell BATTLE during multiball and press the action button while it blinks green — the core expert tactic for keeping the multiball alive. MB2 (\"Mecha-Meowth\") introduces freeze/thaw jackpot-multiplier mechanics.

Multipliers

Combos and Awards

Combos register by shooting the four ramps/orbits in quick succession; each shot awards a Poké Ball (+1 if TEAM-boosted), and a 2-way-or-greater combo lights the captive ball to cash Poké Balls equal to combo length. The headline system is the eight Eeveelution combos — preset 3-shot sequences (e.g., Espeon = Right Ramp → Left Ramp → Captive Ball) scoring 2.5M + 500k each, with all eight worth 10M and resetting for repeat play. 50 Poké Balls or 25 captive-ball hits light an extra ball at the scoop. TEAM lanes arm timed sub-modes (Pikachu Hurry-Up, Squirtle Prize Pool, Charmander Super Spinner, Bulbasaur Loops) that boost a shot's value for the rest of the ball.

Wizard Modes

Completing all four story modes lights Pikachu vs. Charizard at the right ramp — a 2–6 ball multiball of four phases (base = 10% of each story mode's score) ending in a center-lane super jackpot capped at 100M (200M with 2× playfield), with a Last Chance ball-add. The catch/battle path leads toward the Lucario challenge and the Team Rocket path toward the Arena/Mewtwo challenge; both remain TBD in current code (~0.81–0.83). Scores typically settle around 100M–200M, with strong players breaking a billion.

How Pokémon plays

Pokemon (Stern, 2026) sends you across four habitats to catch Pokemon and win Rival Battles. Discover and catch wild Pokemon, run the four story modes, and climb toward the Charizard and Lucario wizard goals.

The loop

  1. Plunge a lit top lane to build your bonus multiplier, then feed the ball down into the Tall Grass bumpers, which turn up a wild Pokemon.
  2. Scan it at the Pokedex captive ball to start the CATCH hurry-up, hit the purple shots, and finish at the left ramp to make the catch.
  3. Spell BATTLE on the center banks to lower the Meowth balloon, bash it, and shoot the lane beneath it for Team Rocket Multiball.
  4. Start a story mode at its home shot -- left orbit, left ramp, right orbit or right ramp -- to earn a shot multiplier you hang on your best shot.
  5. Take a caught Pokemon into a Rival Battle at the town scoop and chain battles so the faint jackpot keeps compounding.

Reading the lights

  • Top Lanes (Tall Grass) (lanes) — lit: The flashing rollover is your skill-shot lane, and every top lane you complete steps up the Bonus multiplier, which climbs toward a twenty-times ceiling. · then: Roll the lit lane, then let the ball settle down into the Tall Grass bumpers below -- working the bumpers fills the Discover gauge and turns up a wild Pokemon for you to scan.
  • Pokedex Captive Ball (status) — lit: The triple captive ball is the game's hub -- it scans a discovered Pokemon to start the catch, cashes combos into Poke Balls, finishes story modes, and collects super jackpots. · then: Trap on the left flipper and take it from the cradle rather than swinging on the fly. Scanning starts the CATCH hurry-up with a short ball save; the first catch of the game needs a single purple shot and each one after asks for more.
  • BATTLE Banks & Meowth Balloon (letters) — lit: The two center Battlefield banks spell B-A-T-T-L-E, and the center lane spots any letter you miss; completing the word lowers the Meowth balloon over the arena. · flashing: With BATTLE spelled, the Meowth balloon flashes -- bash it three times to light the lane directly beneath it. · then: Shoot the lit lane under the balloon to start Team Rocket Multiball. Re-spelling BATTLE during the multiball feeds add-a-balls off the action button rather than jackpots, which is how you keep it alive.
  • Berries (2x Playfield) (multiplier) — lit: The two flanking berries take two hits each, and then the center berry flashes to arm 2x Playfield. · flashing: The flashing center berry starts twenty seconds of doubled scoring; hitting it again during that window adds a few seconds toward the cap. · then: Layer 2x Playfield over your biggest window -- a multiball or a super-jackpot burst -- so everything scores double while it runs.
  • Story Home Shots (mode) — lit: Each story Pokemon lives at its own shot -- Bulbasaur at the left orbit, Squirtle at the left ramp, Charmander at the right orbit, Pikachu at the right ramp -- and three hits to a home shot begins that mode. · then: Finishing a story mode qualifies a shot multiplier you hang on your money shot; playing all four lights the right ramp for the Pikachu vs. Charizard mini-wizard.
  • Town Scoop (Rival Battles) (mode) — lit: The far-right Chansey scoop starts a Rival Battle once you have caught a Pokemon, and also hands out Mystery awards, Travel to a new habitat, and lit extra balls. · then: Keep your party alive and chain battles: the faint jackpot at the center lane is multiplied by every Pokemon you have beaten, so it compounds into the biggest sustained points source on the game. Catch, battle, and clear the training targets to open Travel to the next habitat. · control: Right flipper button: during a battle the scoop flashes in a benched Pokemon's colour, and a tap of the right flipper changes which party member it is offering, so you can bring in whichever type has the advantage over what you face (before you shoot the flashing scoop mid-battle)

Lane change: the flipper buttons move the lit lane. Clear the two town targets and the outlane ball save lights up, then tap either flipper to slide that protection to whichever outlane the ball is drifting toward. Only one side is guarded at a time, and each save you spend burns it -- clear the town targets again to relight it.

Start scoring

The Action Button on Pokémon

Center of the lockdown bar.

Read the color and you know what the button holds. Green means an add-a-ball is waiting, red means a Pokedex Assist is loaded. In between it locks in hurry-up values and grabs whirlpool prizes while the game is holding your ball for you.

Goals in Pokémon

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

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