Hit 'N' Run pinball rules and strategy

Strategy summary

The goal

Fill the four trap holes to light the red pop bumpers, then use the lit bumpers to advance the base runner.

  1. Fill the baseball diamond: Shoot into the four trap holes arranged as the bases and home plate. Each hole retains a ball, scores 500,000 and lights its corresponding red pop bumper. Filling all four holes also awards one replay.

  2. Advance the runner: Hit the red pop bumpers that are lit. Each lit bumper advances the base runner by one base; the backglass shows the runner and a separate runs total.

  3. Light Special: Hit the three green bumpers numbered 1–3 at the top and the five rollover buttons numbered 4–8 lower down. Completing 1–8 lights a moving Special at the rollover buttons. Roll over a button while it is lit red for one replay.

Need to know
Five balls
Trap holes hold their captured balls; the game uses five balls.
Two score displays
Runs and points have separate replay schedules, shown on the fitted score card.
Sources and references2 source links and outbound references.
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Playbooks

Hit 'N' Run playfield

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