Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Start with a Catch
Catching a Pokémon lights rival battles and makes your next story mode worth more. Do it first. When it is done, open Step 2 - Rival Battle.
Step 1 - Make your first catch
Full plunge into the flashing top lane. The flippers move the lit lane. For the super skill shot, hold the left flipper while you plunge, then hit a flashing shot.
Why this shotKineticist recommends the top lanes because the bumpers under them fill the Discover gauge. The skill shot also raises your bonus multiplier.
The top lanes and bumpers fill it. The right orbit feeds the bumpers.
Why this shotA Pokémon has to be discovered before you can scan and catch it.
Shoot the Pokédex captive ball. The action button lights purple when a scan is ready. Do not hold the button, or the Pokémon gets away.
Why this shotThe scan starts the CATCH! hurry-up and gives a short ball save.
Make the purple shots to spell CATCH!. The first catch is easy: the left Battlefield targets, then the left ramp.
Why this shotThe left ramp is the Poké Ball shot and it always comes last. The hurry-up starts at 2M and grows with each shot you make.
Worth knowing
- Each catch adds +1x to your next story mode, up to 3x. Catch before you start one.
- Later catches need longer shot sequences. The left ramp is always the last shot.
- If the machine has the Magikarp topper, each catch lights one letter of MAGIKARP.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
6 shots
Then a Rival Battle
Your catch lit the town scoop. Rival battles are where the big scores come from, and each win makes Team Rocket Multiball worth more. When it is won, open Step 3 - Pikachu.
Start the battle
The scoop on the far right starts the battle. You start as Pikachu, an Electric type. Be ready to flip when the scoop kicks the ball out.
Why this shotA battle needs a catch first. Later battles need more catches.
Orbits, ramps and the Battlefield targets all hit the rival. Go for the flashing ones.
Why this shotEvery shot does damage by your Pokémon's type. Flashing shots do extra.
After three shots of damage, the town scoop flashes. Shoot it and pick with the right flipper. The super-effective choice flashes faster.
Why this shotSuper-effective damage ends the fight in fewer shots, so less risk to the ball.
Training targets heal the Pokémon you are using, once per swap.
Why this shotKineticist: the more rivals you beat while your own team stays up, the more each knock-out pays.
Knocking out a rival lights the center lane. Shoot it.
Why this shotIt pays more for each rival you have beaten. Battlefield hits also build an arena bonus you collect here.
When the battle is won, the left ramp is lit for 10 seconds. Make it.
Why this shotEach win adds +1x to Team Rocket Multiball scoring, up to 3x. After that the win bonus itself grows.
Worth knowing
- Pokédex assists go to the most valuable lit shot. Press the action button when it blinks red.
- An assist cannot make the victory shot or the last CATCH! shot for you.
- The town scoop can skip straight to the rival's next Pokémon.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Then play Pikachu
Kineticist calls Pikachu's story mode the easiest and the most valuable. It is a 2-ball multiball.
Start it
Three right ramps start Pikachu vs. Raichu. Your catches since the last story mode multiply it.
Why this shotEach starter's story mode starts with three hits on its own shot in single-ball play. Pikachu's is the right ramp.
During the multiball
Every major shot is a yellow jackpot. A collected shot goes dark until you make another jackpot.
Why this shotJackpots build the super jackpot at the captive ball.
Complete the BATTLE targets. When a ball drains, press the action button while it blinks green.
Why this shotKineticist's tip: light it while the ball save is on, then use it when a ball drains. The multiball lasts longer.
After jackpots, hit the captive ball hard. The very back target pays 2x.
Why this shotThree super jackpots finish the mode and light a shot multiplier.
The X lights on the ramps and orbits show where a multiplier can go. Put the first one on the left ramp.
Why this shotThe left ramp is the catch shot and a Team Rocket jackpot, so a multiplier there pays the most. Kineticist's next pick is the right orbit spinner.
Worth knowing
- Five more right ramps start Pikachu's second story mode, a 3-ball multiball. See Starter Pokémon - Pikachu.
- Three story modes completed lights an extra ball at the town scoop.
- All four Level 1 story modes light a wizard mode. See On the side - Endgame.
Not the next step. Open a starter only when you are choosing one, or already in it.
4 shots
Bulbasaur
Left orbit. Open this if you are in it and forgot what to shoot.
Three left orbits in single-ball play start Bulbasaur 1. Five more start Bulbasaur 2.
Why this shotThe left orbit is Bulbasaur's shot.
On a ProThe Psyduck target sits by the left orbit.
Bulbasaur 1
Every ramp and orbit starts lit for pollen. The center berry target relights shots and collects the value.
Why this shotClearing four shots without touching the berry adds +1x.
After six lit shots, the captive ball completes the mode.
Why this shotFinishing any story mode lights a shot multiplier.
Bulbasaur 2
One green and one purple shot are lit. The left flipper moves green left, the right flipper moves purple right. Line them up on one shot.
Why this shotA lined-up shot pays 3x. Three of them light the captive ball to finish.
Worth knowing
- Training targets add 20 seconds during any story mode.
- Each catch before the mode adds +1x, up to 3x.
Not the next step. Open a starter only when you are choosing one, or already in it.
4 shots
Squirtle
Left ramp. Kineticist's advanced play is to stack Squirtle with Team Rocket Multiball.
Three left ramps in single-ball play start Squirtle 1. Five more start Squirtle 2.
Why this shotThe left ramp is Squirtle's shot.
Squirtle 1
Shoot the blue shots, then cash in at the left ramp.
Why this shotEach blue shot raises the value up to 4x, for 10 seconds per shot. Three lit left ramps light the captive ball.
On a ProThe multiplier counts on ramp shots.
Hit the captive ball once it is lit.
Why this shotFinishing any story mode lights a shot multiplier.
Squirtle 2
All five major shots are on fire. A shot you make goes out for 15 seconds. Make the others quickly while it is still out. All five out lights the left ramp, then the captive ball.
Why this shotEach shot pays more for every other shot that is out at the same time. Fast shots pay best.
Worth knowing
- Stack it: start Squirtle, then Team Rocket Multiball. Kineticist's backups are Bulbasaur or Charmander if Squirtle is done.
Not the next step. Open a starter only when you are choosing one, or already in it.
4 shots
Pikachu
Right ramp. Level 1 is Step 3 - Pikachu. Open this for Level 2.
Three right ramps start Pikachu vs. Raichu. Five more start Pikachu vs. Mimikyu.
Why this shotThe right ramp is Pikachu's shot.
Pikachu vs. Raichu
Every shot is a yellow jackpot. Then the captive ball for the super jackpot. The very back target pays 2x.
Why this shotThree super jackpots finish it.
Pikachu vs. Mimikyu
The ramps and orbits are lit for jackpots. Once made, relight them on the BATTLE targets.
Why this shotThe BATTLE targets relight the shots, so do not ignore them.
Two jackpots light the center lane. Each reset needs one more jackpot.
Why this shotThe first three super jackpots also add a ball. Three supers finish the mode.
Worth knowing
- Add-a-ball in Raichu: complete BATTLE, then press the action button while it blinks green.
Not the next step. Open a starter only when you are choosing one, or already in it.
4 shots
Charmander
Right orbit, with the spinner.
Three right orbits in single-ball play start Charmander 1. Five more start Charmander 2.
Why this shotThe right orbit is Charmander's shot.
Charmander 1
Shoot the left orbit and the ramps first, then the right orbit hard.
Why this shotThe left orbit and both ramps multiply each spin, up to 4x. 100 spins light the captive ball.
Hit the captive ball once it is lit.
Why this shotFinishing any story mode lights a shot multiplier.
Charmander 2
Combo the left and right ramps to battle Dragonite. Lit ramps pay more during a combo.
Why this shotSix ramp shots, in or out of a combo, light the captive ball to finish.
Worth knowing
- A shot multiplier on the right orbit makes the spinner pay more. Kineticist's second choice after the left ramp.
Pikachu's multiball is already in Starting Shots. These pages are for later.
6 shots
Team Rocket Multiball
Your rival battle wins multiply it. Start a story mode first, and Squirtle is the best one to stack.
Light it
Complete the BATTLE targets in the Battlefield. The Meowth balloon lowers. The center lane spots any target you missed.
Why this shotThe balloon has to come down before you can hit it.
Hit the balloon until the lane below it is lit. Recent code needs four hits for the first one.
Why this shotThe count has changed between code versions. The machine shows how many are left.
Shoot the lane under the balloon. A ball that bounces in starts it too.
Why this shotStart a story mode first. The extra balls help finish it.
During the multiball
The ramps and the balloon are lit for jackpots. Six jackpots light the super jackpot under the balloon.
Why this shotThe super jackpot lights a shot multiplier and a short burst of unlimited supers on the outer ramps and orbits.
Complete BATTLE again, then press the action button while it blinks green.
Why this shotSave it for when a ball drains.
Team Rocket Multiball 2
Five balloon hits start it, a fight with a mecha-Meowth. Red shots freeze targets and raise the jackpot multiplier. Two jackpots light the center lane.
Why this shotThe super jackpot at the center lane lights another shot multiplier.
Worth knowing
- Each rival battle win adds +1x to Team Rocket scoring, up to 3x. Win battles first.
- A super skill shot into the center lane also lowers the balloon, and starts the multiball if it is lit.
Pikachu's multiball is already in Starting Shots. These pages are for later.
3 shots
Magikarp and Gyarados
Only on machines with the Magikarp topper. If there is no Magikarp on top, skip this page.
Each catch lights one letter of MAGIKARP. All eight start Pikachu vs. Magikarp.
Why this shotLetters carry over between games and reset only when the mode is played. In competition they reset at the end of the game.
A 2-ball multiball. Blue shots light a jackpot at the captive ball.
Why this shotThree jackpots light the left ramp, which evolves Magikarp into Gyarados.
A 6-ball multiball. Every shot is lit, but the same shot cannot score twice in a row.
Why this shotTen jackpots light four super jackpots. The right ramp holds a ball and multiplies the next super.
On a ProThe super jackpots are at the left ramp.
Worth knowing
- The Magikarp topper is an add-on accessory for every model.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Berries, saves and assists
Do these in the cracks between shots.
Hit the left and right berry targets twice each, then the center berry while it flashes.
Why this shot20 seconds of 2x scoring. Center berry hits during it add 5 seconds.
Complete the town targets near the town scoop. They are hard to aim at, and most come from slingshot bounces. Either flipper moves the save to the other outlane.
Why this shotA saved ball skips the bumpers and comes straight back to the flippers. Each use needs one more completion.
A ball that bounces into Psyduck pays a bonus.
Why this shotIt starts at 500k, grows each time, and resets each ball.
On a ProPsyduck is a target.
Captive ball hits build an assist. Press the action button when it blinks red.
Why this shotIt makes the most valuable lit shot for you. 25 captive ball hits in a game also light an extra ball at the town scoop.
Worth knowing
- Assists are easier in single-ball play: a strong hit counts up to three.
- Kineticist: shoot the captive ball from the left flipper, and nudge when the ball heads for an outlane.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Poké Balls and Eevee combos
Combos add Poké Balls, and secret three-shot combos score Eevee evolutions.
Shoot ramps and orbits back to back.
Why this shotEach combo shot adds a Poké Ball. 50 Poké Balls light an extra ball.
Finish the combo on the captive ball.
Why this shotA two-way or longer combo lights the captive ball to collect. Poké Balls add to the end-of-ball bonus.
Eight secret three-shot combos each match an Eevee evolution. Right ramp, left ramp, captive ball is Espeon.
Why this shotEach new one scores more than the last. All eight pay 10M and reset.
Complete the TEAM lanes at the bottom. The next shot starts a starter feature, like the Pikachu hurry-up on the right ramp or Charmander's super spinner.
Why this shotBoosted shots give an extra Poké Ball for the rest of the ball. TEAM also lights mystery at the town scoop.
Worth knowing
- Flareon: left ramp, right orbit, right orbit. Vaporeon: left ramp, right ramp, Battlefield.
- A shot multiplier also counts on the third shot of an Eevee combo.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Travel and the Arena Battle
The game starts in the Forest. Travel changes which rivals you meet.
Catch a Pokémon, complete the training targets outside a story mode, and play a rival battle.
Why this shotAll three are needed before the scoop offers travel. Training targets also make your Pokémon stronger in battles.
With nothing else running, shoot the town scoop and pick the next place. You can go back to one you have visited.
Why this shotForest is Bug and Grass, Lake is Water, Desert is Fire and Psychic, Mountain is Rock, Ground and Steel.
After all four places, the town scoop starts the Arena Battle: six rivals in a row.
Why this shotRival battle rules, but harder. Gengar turns the lights off and Metagross reverses the flippers.
Worth knowing
- Mystery at the town scoop can give points, Poké Balls, ball save progress or, rarely, an extra ball.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Wizard modes
Finish all four Level 1 story modes and the right ramp lights a wizard mode. You pick one of two.
All four Level 1 or all four Level 2 story modes. Shoot the right ramp when nothing else is running.
Why this shotYou choose Pikachu vs. Charizard or Pikachu vs. Lucario. After the Level 2 modes, you get the other one.
Pikachu vs. Charizard
A 4-ball multiball. Each ramp and orbit starts a phase. Two lit shots light the captive ball.
Why this shotThe captive ball pays the phase total times the balls in play. Each finished story mode makes its phase worth more.
After all four phases, the center lane starts the super jackpot hurry-up.
Why this shotUp to 100M, or 200M with 2x playfield running.
Pikachu vs. Lucario
Orbits and the left ramp build the jackpot under a ball save. The right ramp locks a ball after three build shots. Six balls locked or drained start the multiball.
Why this shotTen jackpots light the right ramp, then the left ramp for a super jackpot worth all the jackpots together.
Worth knowing
- Down to one ball in Charizard, you get 15 seconds to hit a lit shot or the captive ball for another ball.
Check the source
Unofficial card. Not affiliated with Stern Pinball or The Pokémon Company. Shot order follows Kineticist's strategy guide; rules follow the community rulesheet (code 0.87); model differences follow the rulesheet and Kineticist. Point values move when Stern ships code, so trust the inserts on the machine.