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.

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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