Pulp Fiction

Chicago Gaming Company, 2023 — shot-by-shot rules and strategy guide.

Open Pulp Fiction in the Pinball Genie app →

Chicago Gaming Company / Play Mechanix, 2023. Playfield by Mark Ritchie, rules by Josh Sharpe, sound by David Thiel (250+ real movie lines). A deliberately retro, single-level 1980s-style layout: no ramps, no upper flippers — two flippers, three pops (Jack, Rabbit, Slim's), two orbit spinners, seven drop targets, a grab magnet, and two physical 3-ball locks (back-panel briefcase trough and under-playfield subway). Ships as Special Edition and "Bad Mother Flipper" LE; rules are identical across editions.

Skill Shot

Five arrows light in sequence above the top Starts Character saucer. A full plunge drops into the saucer: 3k per lit arrow, 100k with all five lit, and any drop-in starts a character. Holding the left flipper while plunging is the Super Skill Shot: all five Payoff shots light, any one within the timer scores 100k. Never plunge soft — weak plunges dribble back down the right orbit.

The Five Objectives (each lights an insert toward the wizard mode)

Multipliers & Award Systems

Divine Intervention (Wizard)

Light all five objective inserts, then start at the Roll Scene saucer or Briefcase lane. Six stages of 4-ball multiball that renews each stage: Briefcase lane x6, scoop x3, Roll Scene drop x5, top saucer x5, all seven red arrows, then — with no more ball renewal — the Bullseye Magnet target. Completion doubles your entire score; draining all balls fails and resets every objective.

Core Strategy

Kahuna X first, insurance early (backhand the right drop target), then stack the multiplier onto Gold Watch collects, Drive Fast MPH cash-outs, multiplied Gun Bonus banks, or safe multiball Super Payoff laps.

How Pulp Fiction plays

Chase Big Kahuna playfield multipliers, then spend them on Roll Scene movie modes and payoff multiballs across the diner and the pawn shop. Light five objectives and clear Divine Intervention to double your entire score.

The loop

  1. Build Big Kahuna by taking both diner standups and the magnet target, doubling everything for the rest of the ball before you spend a cent of it.
  2. Backhand the Roll Scene drop for outlane saves, cycle the pop bumpers to the scene you want, and start it at the right saucer.
  3. Milk each scene by collecting in its last ten seconds, which repays it plus every scene before it and snowballs the total.
  4. Lock at the pawn shop and the briefcase, spell PULP FICTION on the red arrows, and gather the cast -- all of it feeding the five objectives that open Divine Intervention.

Reading the lights

  • 1-2-3-4 Lanes and Bonus X (lanes) — lit: The two rollovers up by the saucer are the 1 and 2 of the 1-2-3-4 set, and the return lanes carry the 3 and 4; light all four and your bonus multiplier climbs while the Royale hurry-up begins. · then: Steer the top pair with the flippers and pick up the 3 and 4 off ordinary returns to finish the set, stepping bonus toward its ceiling -- crossing a middle rung there also spots an extra ball. Each full set relights the Royale target for its hurry-up. · control: Either flipper button: tapping a flipper button slides which of the lit 1 and 2 rollovers is active, so while the ball rattles around the pop nest you can shuffle the one you still need under it (while the ball is loose up in the bumpers, before it drops down a lane)
  • Big Kahuna Playfield X (multiplier) — lit: The two Big Kahuna standups by the pops light Advance at the magnet target; take both, then the magnet, and every point on the field doubles until you drain. · then: Repeat the pair-then-magnet chain to stack the multiplier higher on a single ball, and do all of it before you open a scene or a multiball so the boost rides over the big stuff. The magnet grabs and parks the ball for you at the finish, handing you a free trap to set up the next climb.
  • Payoff Shots (shot arrows) — lit: Five arrow inserts sit on the two orbits, the briefcase lane, the pawn scoop and the Roll Scene saucer; holding the left flipper on the plunge lights the whole set for the Super Skill Shot. · flashing: All five strobe in color during Cast Chaos, each turning white as you collect it. · then: Cash any lit arrow off a held plunge for a clean opener. Inside Cast Chaos, run the five in a lap and finish at the top saucer for the big Super Payoff, which relights the set to lap again -- roughly a million a loop with Kahuna riding on top.
  • PULP FICTION Red Arrows (letters) — lit: Seven red-arrow targets in three banks -- a pair low on the left, the center front-door trio and a pair on the right -- spell PULP FICTION, a letter for each bank you complete. · then: Sweep the banks to fill the title; the center trio double-dips as pawn-shop lock progress, and the side pairs tend to fall while you shoot around them. Spell it out to erupt a four-ball frenzy at the scoop where every switch pays and each re-spell drops another fat scoop award.
  • Roll Scene Movie Modes (mode) — lit: Knocking the memory drop by the right saucer arms a scene and, as a bonus, lights a save on one outlane; which of the four scenes is up rides on the inserts and swaps on every sling or bumper rap. · then: Rap the pops to line up the scene you want -- Gold Watch pays the most -- start it at the saucer, and build value for forty seconds. Collect in the final ten to bank that scene plus every one before it, and finishing all four opens The Shot, an untimed mini-wizard paid from your stacked scene total.
  • Drive Fast MPH Loops (shot arrows) — lit: An already-lit return briefly wakes the opposite orbit for Drive Fast; catch that window and the loop keeps handing the ball back and forth while the orbit spinners crank up your speed reading. · then: Chain the orbits with no miss to climb the per-loop value and pile on the miles, then cash it all at the hidden target tucked behind the pawn drops -- worth far more with the front drop down and Kahuna high. Push the counter past its mark and an extra ball lights; uncollected speed only survives between runs on the same ball, so bank it before you drain.
  • Pawn Shop and Briefcase Locks (status) — lit: Two lock ladders run at once: the center front-door trio opens the subway scoop hidden behind it, and the inline drops in the briefcase lane guard a popper that kicks balls up to the case. · then: Stash three in the scoop for the forgiving Pawn Shop Panic, or three behind the briefcase for Boogie, then farm each one's red-yellow-green payoff ladder up to its blue Super. Progress on both sets of drops is remembered ball to ball, and either Super checks off an objective toward Divine Intervention.

Lane change: the flipper buttons move the lit lane. This cabinet has no action button, so the flippers carry the lane change: tap either button to slide the lit 1 or 2 rollover across the top while the ball works the pop nest. Line the one you still need under the ball, and pick up the 3 and 4 off the return lanes -- each full 1-2-3-4 set adds a Bonus X (a middle rung lights an extra ball) and kicks off the Royale hurry-up.

Start scoring

Does Pulp Fiction have an action button?

Nothing extra on this cabinet — flippers, the plunger, and your hips are the whole interface. The 1-2-3-4 top lanes change with the flipper buttons, and holding the left flipper while you plunge is what arms the Super Skill Shot, so the flipper buttons carry the small amount of off-playfield control the game asks for.

Goals in Pulp Fiction

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

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