The Hobbit

Jersey Jack Pinball, 2016 — shot-by-shot rules and strategy guide.

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The Hobbit is a widebody with a lot running at once: 31 modes, two multiballs, a thirteen-dwarf collection, a spinner-fed journey across a map, a four-step Mystery ladder and a third cabinet button called the Ring. There is no instant info screen — the backbox LCD shows everything in quadrants, and learning to read it is most of learning the game. The shot map underneath is simpler than that sounds: two crossing ramps, two outside loops with spinners, three drop banks, two kicker holes and a captive ball.

The layout

Modes: qualify, page, start

Modes come in six families, each with one qualifying shot. Left ramp gives a Gandalf mode, right ramp gives five Bilbo Baggins modes, the right kicker hole gives four Radagast modes, and the ELF, DWARF and MAN banks give three each. Qualified modes queue in the book. Page through them with the left ramp when BOOK is lit, then start the one you want with the right ramp when MODE is lit — and choosing matters, because a one-shot hurry-up sits in the same queue as a frenzy you could stack into a multiball.

Most modes run 30 seconds, and the left ramp is also your clock: TIME lit blue adds ten seconds and turns purple, and purple is worth only three. Mode progress flips it back to blue, so the pattern is score, ramp, score, ramp — not two ramps in a row.

Smaug and Beast Frenzy

Smaug Multiball uses the four L-O-C-K rollovers across the middle of the playfield. Complete them and the right ramp lights for a lock; Smaug takes the ball and returns it from the left kicker hole. The first multiball is generous — one completion arms all three locks. The second makes you complete the rollovers once per lock. From the third on you must complete them and collect the lock before a new set will start.

Beast Frenzy runs off the four inlanes, marked Warg, Orc, Goblin and Spider from left to right. Each beast is a pop-up target woken by its own shot: right ramp for Warg, right loop for Orc, left loop for Goblin, left ramp for Spider. Roll a lit inlane and the target rises for a few seconds — hit it before it drops. All four down starts a two-ball multiball. For your first Beast Frenzy an inlane roll alone lights one; after that only the shots work, though the Light Beasts mystery award will do it for you.

The two multiballs stack, and stacking adds a ball. Beast progress counts during Smaug, and Smaug locks can be lit and cashed during Beast Frenzy — so arm one and hold it while you build the other.

The long games: dwarves and Erebor

Thirteen dwarves sit on thirteen shots — three behind ELF, three behind the A, R and F drops in DWARF, three behind MAN, one on each spinner, one in the left kicker hole and Thorin on the captive ball. Collecting all of them starts Feast Frenzy, where the drop targets themselves score for a short window, then the set resets. Separately, every spinner rip advances a map from the Shire to the Lonely Mountain. Reach it and Super Spinners runs 60 seconds, building a jackpot only the captive ball will cash — and cashing ends the mode, so time it.

The Mystery ladder and the Ring

The Ring charges from switch hits and then does whatever the game needs: fire the kickback, take a free swing at a beast mid-hurry-up, postpone a lock or a mode start, or just pay points. Postponing is what stops locks and mode starts fighting over the same ramp.

What to aim for

An Arkenstone mode lights only once you have completed a mode, started both multiballs, run Super Spinners and collected all thirteen dwarves. The dwarves are usually the last requirement standing, so chip at the drop banks early rather than treating them as mode fodder. The extra ball needs either every mode qualified or five barrels tipped in Super Jets, then both kicker holes hit — clear the DWARF bank before hunting the left one.

How The Hobbit plays

The Hobbit retells the journey to the Lonely Mountain across dozens of story modes. Qualify and run those stories from the book, rouse Smaug and the four beasts for multiball, reunite all thirteen dwarves, and rip the spinners to Erebor to light an Arkenstone mode.

The loop

  1. Press the Ring to pick one of the four skill shots, then plunge.
  2. Qualify the six mode families at their own shots - the right ramp is the richest - then page the book forward with the left ramp and start a story with the right.
  3. Complete L-O-C-K for a Smaug lock and wake the beasts at their inlanes; either multiball still feeds the other, so start one on top of the other for an added ball.
  4. Rip both spinners to walk the map to Erebor for Super Spinners, and gather all thirteen dwarves for Feast Frenzy.
  5. Finish a mode outright, get both multiballs running, reach Super Spinners and complete the company - that quartet lights an Arkenstone mode.

Reading the lights

  • Mode Family Qualifiers (status) — lit: Each of the six family shots lights up as it queues its stories into the book - the left ramp for Gandalf, the right ramp for Bilbo, the right kicker hole for Radagast, and the ELF, DWARF and MAN banks for their own sets. · then: Spread your shots so every family is stocked, leaning on the right ramp for the deepest run of stories. Those queued stories drive everything else on the machine, and stocking all six is also half of what lights the extra ball.
  • The Book Ramps (mode) — lit: With BOOK lit the left ramp pages to the next queued story, and with MODE lit the right ramp starts whatever the book is showing. · flashing: A blue TIME lamp on the left ramp adds a chunk of clock; it dims to purple once used, and mode progress flips it back to blue. · then: Page to the story you actually want before you start it, rather than settling for whatever is open. The right ramp will not start a story while a Smaug lock is lit there or while the Ring is holding the shot off, so clear that traffic first.
  • L-O-C-K Rollovers (letters) — lit: The four rollovers across the mid-playfield light one letter at a time; finishing L-O-C-K arms a Smaug lock at the right ramp. · then: Shoot the armed right ramp and Smaug swallows the ball, mocks you, and spits it from the left kicker hole for a virtual lock. Three locks start a three-ball multiball, and the rules tighten each time - later locks want the rollovers redone and cashed before a new set will build.
  • The Four Beasts (status) — lit: Each beast rises for only a few seconds when you roll its matching lit inlane, and that inlane is lit by its own major shot - the ramps and loops - not by any flipper tap. · then: Wake a beast and put it down before it drops back under; a kill turns its light yellow. Flatten all four and a second ball launches for Beast Frenzy, where trapping up rotates the set so you can reach the shots you want.
  • The Mystery Ladder (ladder) — lit: Crossing one left return lane and one right steps the Mystery ladder a level, and each level lights its own shot in turn - the Mystery target, the captive ball, then the two outlanes. · then: Cash Mystery for anything from Advance Erebor to a spotted dwarf, and keep climbing: the third level arms Load Arrow to fire the parked ball out of the left outlane, and the fourth lights Precioussss so a right-outlane drain becomes a save you can win with the Ring.
  • The Road To Erebor (ladder) — lit: Both spinners drive a single trail that climbs toward the Lonely Mountain, and each spin is a few points plus one more step down that road - so a clean rip counts for many times a lazy dribble. · then: It is a long haul of spins, which quietly makes tidy loop shots this machine's endurance event. Reach Erebor and Super Spinners runs for a spell, stacking an uncollected jackpot that you bank - and end the mode - by shooting the captive ball.
  • Thorin's Company (status) — lit: All thirteen dwarves are scattered across the playfield, most on touch targets tucked behind the drop banks and the rest on the spinners, the left kicker hole and the captive ball. · then: Track the company down one by one to start Feast Frenzy, a short window where the drop targets themselves pay, so hammer whole banks instead of hunting the hidden targets. Finish it and the dwarves relight for another pass.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Cycle the Ring to a skill shot before you plunge, then stock the book by qualifying mode families - the right ramp gives the most for one shot. Page and start a story you can actually complete, and cross the return lanes to climb the Mystery ladder for its awards and ball saves. — Dwarf Skill Shot, Qualify The Six Mode Families, Page The Book, Start The Mode, The Four Mystery Levels
  • Building — Arm L-O-C-K for Smaug Multiball and wake the four beasts for Beast Frenzy, then bring one in on top of the other for the add-a-ball. Grind the spinners toward Super Spinners and round up all thirteen dwarves, and lean on Bag End and the upper flipper to tip barrels toward the extra ball. — Smaug Multiball, Beast Frenzy Multiball, Stack Smaug And Beast, Super Spinner, Collect All Thirteen Dwarves
  • The big one — An Arkenstone mode is the destination, and it asks for the lot in one game: complete a story outright, get Smaug Multiball and Beast Frenzy both going, run Super Spinners, and reunite the entire company. Clear that checklist and one of the three Arkenstone stories lights up. — Light An Arkenstone Mode

The The Ring on The Hobbit

A third button on the cabinet, beyond the two flipper buttons.

The Ring is a third cabinet button that changes job constantly. It charges off switch hits and then does whatever the game most needs at that instant, so what a press gets you depends entirely on what is happening. Watch the backbox screen for its state — there is no instant info screen to fall back on.

Goals in The Hobbit

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

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