The Sopranos
Stern, 2005 — shot-by-shot rules and strategy guide.
Open The Sopranos in the Pinball Genie app →The Sopranos plays like the show's plot: everything runs through favors, territory, and moving up. You start as an Associate and work toward Boss, and almost every shot feeds that climb. Learn the rank system first and the rest of the game — the safe, the episodes, the three multiballs — makes more sense, since most of it either builds toward a rank or gets doubled by one.
Climbing The Ranks
Four envelope inserts sit at the left loop, right loop, left ramp, and right ramp. Light all four and the inner loop turns into an Advance Rank shot worth 500K the first time, +100K every rank after. The other route up is the safe — crack it open, close it at the saucer behind it, and that also bumps your rank. Either path works, so lean on whichever side is running hot that ball.
Every rank comes with its own scoring doubler that lasts for the rest of the ball you earn it on — Double Shakedown, Double Safe, Double Truck Heist, an extra ball, Double Meadowlands, and Double Episode scoring, in order. Reach Underboss and you don't just get a doubler — you unlock the Underboss multiball outright. That's as far as the normal ladder goes; Boss is a separate, much bigger ask.
The Safe And The Grind
The safe is the machine's centerpiece, and it's a slow build on purpose. It takes three hits to crack the first time and one more than that every time after, so the crack gets harder to earn even as the payout climbs. Once it's cracked, a saucer opens behind it — drop the ball in there to close the safe back up, bank the bigger award, and advance your rank at the same time.
Running quietly underneath everything else is Shake Down, a background counter on the pop bumpers. Every bumper hit chips away at a target that starts at 25 and grows by 5 each time you clear it, and each individual hit pays more as the game goes on too — not a shot you aim for on purpose so much as a reason not to mind a bad carom into the pops. The spinner in front of the inner loop works the same way in miniature: it climbs the more you spin it and resets if left alone too long, so a fast inner loop shot is worth chasing on its own.
Five Episodes, One At A Time
Spell SOPRANOS — spin the spinner or hit either stand-up target — and the inner loop lights to start an episode. Only one runs at a time, each on a 30-second clock, and parking in the pop bumpers pauses whichever one is live. Each has its own shape:
- Arson — four flickering shots in any order, 500K to 1.25M, then a 2.5M finish at the inner loop for 6.25M total.
- Exterminate — a single lit arrow walks you through all four outer shots in sequence, then the inner loop closes it for 3M total.
- Horse Race — all five arrows go live at once; how many you clear before time runs out decides a payout from 250K up to 4M.
- Executive Game — a video-mode poker hand played on the flippers: fold and walk away, or bet 140K and see where the cards go.
- Satisfaction — the same five arrows stay lit with no fixed order, so you can lean on your best shot for a 5.25M episode.
Three Ways To Multiball
Stugots Multiball starts by knocking down the drop target guarding the Stugots and locking two balls there; jackpots build from the drop target before escalating into a double and then a 3.225M super on the Stugots itself. Bing Multiball takes three left ramp shots to open a 30-second switch-hitting sprint — clear the target and multiball starts immediately, every shot paying a jackpot up to a 250K cap. Underboss Multiball only opens once you've reached that rank: spell UNDERBOSS across the arrows and the safe, then lock up to three balls for a payout that triples, then quintuples. Watch the loops here — a ball shot up either one comes back down the opposite side instead of dropping into the bumpers like everywhere else.
Two mystery awards round out the scoring. The Fish saucer on the far left, lit through any inlane or outlane, hands you something matching your progress — an envelope, a rank spot, extra episode time, or an extra ball during multiball. The Pork Store, lit from two stand-ups under the right loop and collected at the inner loop, is a wider grab bag that can advance almost any system — and very rarely hands you a jolt of points plus a frenzy where every switch pays out.
Becoming The Boss
Boss Mode doesn't light until you've cleared a full checklist: all five episodes played, Bing Multiball played, four Truck Heists collected, Food Fight cleared, the safe opened, every backpanel character buried, a Super Jackpot banked, Meadowlands run to Trap four times, and Underboss Multiball played. Light it at the inner loop and you get four balls, a long ball saver, and the same eight tasks in the same fixed order all over again. Clear it and the game just resets and asks for another lap — nobody stays Boss for long, so treat one clean run through the checklist as the win.
How The Sopranos plays
The Sopranos casts you as a mobster climbing the family. Spell SOPRANOS to run episodes, work up the rank ladder, start the three multiballs, and clear the eight-stage Boss Mode gauntlet.
The loop
- Spin the spinner and clip the two stand-ups to spell SOPRANOS, which lights the inner loop to start an episode.
- Light the four envelopes on the loops and ramps, then cash them at the inner loop to climb the rank ladder.
- Bank a scoring doubler with every rank while cracking the safe and locking balls for the Stugots and Bing multiballs.
- Reach Underboss for its own multiball, then complete nine tasks to light Boss Mode at the inner loop.
Reading the lights
- SOPRANOS Letters (letters) — lit: Every spin of the spinner or clip of the two stand-up targets adds a letter toward SOPRANOS, and the spinner pays its own climbing cash on the way through. · then: Finish the word to light the inner loop, then shoot it to launch the next episode; only one episode runs at a time and a fresh one starts only in single-ball play, so bank the word and clear back to one ball first.
- Episode Arrows (mode) — lit: The two loops, two ramps and the inner loop are the five arrow shots every episode is built from, so a lit arrow is a live episode shot and the inner loop is where most episodes finish. · then: Start an episode at the inner loop, take out its lit arrows before the thirty-second clock, and close it at the inner loop; episode scoring doubles once your rank reaches Consigliere.
- R.I.P. Lanes (lanes) — lit: A lit R.I.P. lane above the pop bumpers is one you have yet to roll, and completing all three raises your bonus multiplier for the rest of the ball. · flashing: Off the plunge, one R.I.P. lane blinks as the skill-shot target before the ball leaves the shooter lane. · then: Roll all three lit lanes to step up the bonus multiplier that scales your whole end-of-ball bonus, and a plunger skill shot landed here also lights another of the eight backpanel faces that feed the very same multiplier. · control: Either flipper button: a flipper tap shifts the lit R.I.P. lane sideways, so you can slide it under the ball and roll a lane you still need, and off the plunge the same taps line the blinking lane up before the ball drops in (any time before the ball rolls through the R.I.P. lanes)
- Advance Rank Envelopes (ladder) — lit: An envelope insert rides each loop and each ramp, and lighting all four turns the inner loop into a rank advance that pays a Tribute. · then: Cash the four envelopes at the inner loop to climb from Associate toward Underboss, and each rank you earn arms a scoring doubler for the rest of the ball; closing the cracked safe advances rank as well, and reaching Underboss starts its multiball outright.
- The Safe (status) — lit: The safe is the centerpiece toy; pound it open in three hits the first time and one more than the last after that, and the saucer behind it opens up. · then: Drop into that open saucer to shut the safe again for a climbing award and a rank bump, and keep in mind the safe is also one of the shots that spell UNDERBOSS.
- F-I-S-H Lanes (lanes) — lit: The four inlanes and outlanes each light a letter of F-I-S-H, and the Fish saucer over on the far left stays unlit until you complete the full word. · then: Feed the lit Fish for a mystery award scaled to your progress, whether a spotted envelope, a Truck Heist reset, Bing switch hits, an R.I.P. character, extra episode time, or an extra ball during a multiball.
- Stugots Lock (status) — lit: Knock the drop target down to light a lock at the Stugots, since a ball snuck past while the target still stands only pays a small Quickie Bonus and gets kicked back out. · then: Lock two balls to start Stugots Multiball, then keep hammering the boat and its guarding drop target for jackpots that grow toward a super, and clearing that lights every arrow shot for jackpots as well.
- UNDERBOSS Multiball (status) — lit: Once you actually reach Underboss rank, every hit across the five arrows and the safe spells a letter of UNDERBOSS and pays its own climbing jackpot. · then: Spell the whole word to light three lock shots, the Stugots among them, where the first lock scores once, the second triples the value and a third quintuples it, and in this multiball alone a ball sent up one outer loop comes back on the far side to your flippers rather than into the bumpers.
Lane change: the flipper buttons move the lit lane. Tap either flipper to slide the lit R.I.P. lane above the pop bumpers, moving it under the ball so you roll the lane you still need; off the plunge, the same taps line up the blinking skill-shot lane before the ball leaves the shooter. Complete all three R.I.P. lanes to raise the bonus multiplier that scales your end-of-ball bonus.
Start scoring
- Ball one — Spell SOPRANOS on the spinner and stand-ups to light your first episode at the inner loop, and lane-change the R.I.P. lanes to build your bonus multiplier early. Crack the safe for a steady award and a step toward your first rank. — Spell SOPRANOS, Plunger Skill Shot, Crack The Safe
- Building — Light the four envelopes and cash rank advances at the inner loop, since each rank arms a scoring doubler for the ball, and run episodes between the rank-ups. Lock balls for the Stugots and Bing multiballs, and reach Underboss rank to start its own. — Advance Rank, The Rank Ladder, Stugots Multiball, Bing Multiball, Underboss Multiball
- The big one — Boss Mode is the true finish line: complete its nine prerequisites to light it at the inner loop, then win an eight-stage gauntlet through Food, Meadowlands, Truck, Boat, Bing, R.I.P., the arrows and the safe. It only ends when you lose all four balls, so a lit Fish paying Add-A-Ball can keep the run alive. — Boss Mode
Does The Sopranos have an action button?
This is Whitestar-era Stern, a good seven years before a button showed up on the lockdown bar. Two flipper buttons, a shooter rod and your hips are the whole interface — hold the left flipper in as you plunge if you want the super skill shot.
Goals in The Sopranos
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The plunger skill shot lights one of the three R.I.P. rollovers before the ball leaves the shooter lane — lane-change it to the one you want, then land there. It also spots one of the eight backpanel characters toward your bonus multiplier.
Reward: 500K, then +250K each time
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Hold the left flipper while you plunge and the ball loops around and comes back to your flippers instead of heading for a normal skill shot lane. Whatever you hit within the next few seconds decides the bonus on top of the base value.
Reward: 500K+, plus a mode or multiball head start
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Spinning the spinner or clipping either stand-up target spells letters toward SOPRANOS; get the whole word and the inner loop lights to start an episode.
Reward: Lights or starts an episode
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Four envelope inserts sit at the two loops and two ramps. Light all four and the inner loop turns into a rank advance worth a real Tribute payout.
Reward: 500K Tribute, +100K per rank after
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Every rank you earn arms its own scoring doubler for the rest of that ball, on a ladder that runs from Associate all the way to Underboss.
Reward: A running doubler per rank
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The safe is the machine's biggest toy — pound on it until it cracks, then finish the job at the saucer behind it to close it back up and bank the reward.
Reward: 500K to crack, up to 2.5M to close
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Shake Down runs the whole game in the background, tallying up pop bumper hits toward a completion bonus that gets tougher — and richer — every time you clear it.
Reward: 10K+ per pop, 50K+ on completion
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Two setup shots on either loop lead into a real hurry-up on the third — and that third shot changes where the ball goes next, so be ready.
Reward: 750K+, climbing 75K per completed heist
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The right ramp needs real speed to clear, and rewards you for it with a four-stage award ladder that resets and grows every time you run it.
Reward: 500K to 1.25M per lap, growing
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Fifteen hidden dishes are scattered across the two ramps and two loops, waiting behind whatever else isn't currently lit there. Collect them all and every one of those four shots goes hot at once.
Reward: 100K-150K per shot, 30 seconds
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Bucco's place is on fire — take out all four flickering shots in any order, then finish it at the inner loop before the 30-second clock runs out.
Reward: 500K to 1.25M per shot, 2.5M to finish, 6.25M total
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A single lit arrow walks you through all four outer shots one at a time, then the inner loop wraps it up.
Reward: 500K to 575K per shot, 600K to finish, 3M total
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All five arrows go live for a 30-second sprint — clear as many as you can, then cross the line at the inner loop for a payout based on where you finished.
Reward: 250K for last up to 4M for first
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A hand of video-mode poker where you're the better hand and the game plays the worse one — fold and walk away, or bet and see where the cards go.
Reward: Win or lose points on the bet
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All five arrows stay lit for the entire 30 seconds here, so you can lean on whichever shot you're most confident in instead of chasing a fixed order.
Reward: 500K to 1.5M per hit, 5.25M total
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Knock down the drop target and lock two balls in the Stugots to get this one started, then work the drop target and the boat itself for jackpots that only get bigger.
Reward: 1M+ jackpots, up to a 3.225M super
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Three left ramp shots start a 30-second switch-hitting sprint; clear the target and the multiball starts on the spot.
Reward: 125K-250K per jackpot
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Reach Underboss rank and this one's waiting for you — spell UNDERBOSS across the arrows and the safe, then lock up to three balls for a payout that multiplies with every lock.
Reward: 350K+ jackpots, locks tripled then quintupled
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The Fish saucer on the far left pays out an award that fits wherever you are in the game — spell F-I-S-H across all four in/outlanes, then feed it.
Reward: A game-matched mystery award
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Two stand-ups under the right loop light a genuine grab-bag award, collected back at the inner loop.
Reward: One of a dozen-plus possible awards
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The rarest thing the Pork Store can hand you — a flat 3M and a short frenzy where every switch on the table pays real money.
Reward: 3M plus 30K per switch for 30 seconds
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Boss Mode is the actual finish line of the game — nine separate tasks light it at the inner loop, then winning it takes an eight-stage gauntlet through the whole game again, in a fixed order.
Reward: Millions per stage, culminating in a full run
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Know what's allowed to run at once before it costs you: modes and multiball can overlap, but two modes can't, and multiball stacking has one exception around Underboss.
Reward: Understanding what can run together
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