The Hobbit

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

Open The Hobbit in the Pinball Genie app →

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.

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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