Sonic the Hedgehog
Jersey Jack Pinball, 2026 — shot-by-shot rules and strategy guide.
Open Sonic the Hedgehog in the Pinball Genie app →Jersey Jack's Sonic the Hedgehog, a Steve Ritchie design for the hedgehog's 35th anniversary, plays like the games: pick a zone, race its checkpoints, reach the Goal Ring, and knock Eggman out of the sky. Two main flippers plus an upper-left flipper on Eggman's battle deck, a crossing right ramp that returns to the opposite flipper, left and center ramps, orbits, a Bash-Dash captive ball, spring kicker targets that fire the ball back hot, and four H-E-R-O rollover lanes split across the lower guides — H and E on the left, R and O on the right.
Core loops
Seven zones from Green Hill up, selectable with the action button — any incomplete zone, any order. Inside a zone, checkpoint shots light the Goal Ring; completing the level swaps you to a boss battle finished by bashing the Eggmobile. Rings bank as you play and cash out at end-of-ball bonus, so a long ball with heavy ring collection pays twice.
Chaos Emerald multiball is the big one — a six-ball affair once the emeralds line up — with Sonic Heroes multiball built off the H-E-R-O lanes and the Bash-Dash. The Chao target lights orbits for garden play, and the white and pink skill-shot inserts reward a controlled launch from the plunger before the zone race begins.
What to respect
The spring targets fire the ball back with real pace — hit them with a plan, not by accident. One outlane carries a spring kickback, so learn which side forgives you. Super Sonic waits at the top of the insert ladder for players who run the full zone table, with Master Emerald Mission, Casino Night, and Boss Rush inserts marking the rest of the late game.
The Spin-Dash Action Button on Sonic the Hedgehog
Center of the lockdown bar; RGB-backlit.
This button earns its keep during play instead of just steering menus. Between stages it walks the seven-zone ladder so you decide where Sonic goes next, and once you have built a charge on the flippers it turns that charge loose as a Spin Dash. Treat it as a second trigger you keep a thumb near, not a setup control you press once and forget.
- Choosing your next zone: Steps the seven-zone ladder so you can start any stage you have not cleared yet, in any order.
- Charge built up by spamming the flippers: Launches Sonic's Spin Dash, whipping the ball around the 360-degree magnetic accelerator loop in a speed burst.
Goals in Sonic the Hedgehog
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The default skill shot: plunge it in without pre-selecting anything and White scores.
Reward: Base skill-shot value
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Hit a flipper button before the plunge to swap the award from White to Pink for the bigger super skill-shot value.
Reward: Elevated skill-shot value over White
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Green Hill anchors the bottom of the seven-zone ladder: clear a run of lit checkpoint shots, then climb the center ramp and shoot the Eggmobile to close the zone out.
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Green Hill, Chemical Plant, Rooftop Run, City Escape, Speed Highway, Sky Sanctuary, and Seaside Hill stack as a ladder on the lower playfield -- pick any incomplete one with the action button. Each one plays the same checkpoints-then-boss structure Green Hill does.
Reward: Each zone cleared feeds the end-of-game Level Bonus tracked on the backbox display
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Clear the in-line Total-Control drop targets repeatedly to light all seven Chaos Emerald ring inserts, then send a locked ball into the Bash-Dash captive ball to bring the whole six-ball multiball in at once.
Reward: Six balls at once; jackpots at lit shots around the table
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Spell H-E-R-O at the standup bank to collect your team, then shoot the BASH target to bring everyone in together.
Reward: Team-member jackpots; Bash-Dash captures available throughout
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Bash-Dash: Capture and Multiply
During either multiball, catching a ball at the BASH target and immediately firing it into the captive ball multiplies whatever jackpot is currently lit -- the signature combo of the game's multiball play.
Reward: Multiplied jackpot value
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The Battle Zone standups light for a straightforward target-clearing mode -- knock down Eggman's robot army before time runs out.
Reward: Escalating value per Badnik cleared
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Hit the Chao target to light the orbit, then keep looping it while the mode's timer runs.
Reward: Escalating per-loop value
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Shoot the Big Fish target to catch Froggy. Miss the window and a later checkpoint shot relights the chase instead of ending it outright.
Reward: Catch value, higher the first time it's lit each ball
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Rip the spinner to arm a hurry-up, then roll the left inlane to actually start its countdown.
Reward: Hurry-up value, decaying on a timer once started
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The inlanes are ring lanes -- rolling either one banks rings toward a cash-out, classic Sonic currency reskinned as a pinball bonus feature.
Reward: Banked ring value, cashed out as part of the end-of-ball bonus
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Collect all seven Chaos Emeralds for a shot at Super Sonic -- the machine's top-tier scoring mode, lit on the playfield next to Boss Rush.
Reward: The machine's top-tier scoring mode
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Beat Eggman at the end of all seven zones in one game. The backbox tracks 'Biggest Boss Battle' and a running Boss Battle point total, so this is the category the game itself is already keeping score on.
Reward: Tracked on the backbox as Boss Battle Total Points; contributes to the Grand Champion / high-score board
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Strategy: First Ball, Keep It Moving
Take the White skill shot, clear Green Hill's checkpoints without chasing every side mode, and bank a couple of ring rolls on the way past.
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Strategy: Emeralds Before Everything
Prioritize the in-line drop targets early so Chaos Emerald Multiball -- and the Super Sonic mode behind it -- is realistically in reach before the ball count runs out, then use Bash-Dash to inflate whatever multiball is running.
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A named feature with its own playfield insert, positioned left of the zone ladder next to Casino Night.
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A named feature with its own playfield insert, positioned left of the zone ladder next to Master Emerald Mission.
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A named feature with its own playfield insert, lit next to Super Sonic on the right side of the zone ladder.
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