              The Free State Pinball Association's Guide to
                        Frank Thomas' Big Hurt

Version 1.1

Rule sheet by Stephen Jonke (sjonke@jagunet.com) with voluminous help from
Ken Walthew (kenw@gstand.com).

Thanks also go out to John Gantert (jgante1@gl.umbc.edu) and Lee Van Doren
(eatlv@eanim1.nse.att.com) for help in getting the basics down and to all
members of the Free State Pinball Association - visit FSPA's web page at:
http://www.ee.umd.edu/~dstewart/pinball/FSPA (well, OK, that was just a
shamless plug, but hey, I'm writing this and I can put anything I want in
it!  :-P  :-).  Lastly, thanks go to Jonathan Deitch and Brian Dominy
whose Demolition Man rule sheet I shamelessly copied as the basis for this
rule sheets formatting!  :-)

Frank Thomas' Big Hurt (BH) is a narrow body, 4-ball, baseball themed game.
Anything and everthing that Gottleib Premier might consider to be their legal
property is, in fact, quite likely their legal property.  "Big Hurt" is the
property of "Big Hurt Enterprises".  "Reebok" is also on there and they own
that name.

Please email suggestions and errata to sjonke@jagunet.com.


Changes
-------
- Updated for newer (?) ROMs (all multiball rounds can now put a 4th ball
  into play).
- Corrected Players Choice section.
- Added strategy section.
- Corrected FSPA home page URL.
- Some small formatting changes.


Playfield Description and Layout:
--------------------------------
This description begins at the center bottom and progresses roughly
clockwise around the playfield.

Flippers: There are two flippers at the bottom as usual and one upper
     left flipper.  All are normal size Gottleib flippers.  *All* of the
     flippers feature Gottleib's Insta-Catch (tm).

Slingshots: Two standard slingshots in the usual positions.

Left Inlane: Raises the home run ramp and starts the right loop flashing.
     The inlane switch is *not* triggered if the ball is fed to the
     flipper via the left gap.

Left Outlane: Collects 3 Trading Cards.  There isn't any rubber on the
     post between the inlane and outlane.

Card Standup: A thin, rectangular, white standup target just below the
     upper flipper.  It's half of "Card Trade".  Getting both Card and
     Trade lights the right scoop for Card Trade.

Captive Ball: A captive ball just above the upper left flipper.  Used for
     combos.

Trade Standup: A thin rectangular, white standup target just above the
     upper left flipper.  It's half of "Card Trade".  Getting both Card
     and Trade lights the right scoop for Card Trade.

Left Field Loop: Left side of the loop shot.  Initially worth 500k points.
     When shot the value increases and flashes for a short period of time.
     If it is hit again the value increases and the timer resets.  The
     values are: 500k, 5M, 50M, 500M, ?.  The "?" scores ONE BILLION
     points!

Left Scoop: This is a wide, inverted scoop just to the right of the left
     side of the loop.  It doesn't send the ball under the playfield, but
     up to a plastic/metal habitrail that feeds the ball to the upper
     left flipper.

Center Ramp: A very wide metal ramp that sends the ball over the Warning
     Track (WT).  A solid shot to the left side of the ramp goes into the
     Left Gap.  A solid center shot goes into the home run hole.  A solid
     shot to the right side goes to the Right Gap.  A weak shot will fall
     into the WT and head either back to the left flipper, or to the
     pop bumpers.  The center portion of the ramp can raise allowing for
     shots at the Big Hurt sign, or the large rectangular targets to
     either side of the Big Hurt sign.

Glove: This is a moving glove at the top of the Center Ramp.  It is
     similar to World Cup Soccer's goalie and will block shots going up
     the ramp.  A solid hit on the glove counts as a "catch".  A weak
     hit counts as  a "single".

     The design of the glove is pretty clever - when the center portion
     of the ramp is raised the glove actually catches the ball and drops
     it on the opposite side of the raised ramp.  Apparently on some
     machines it then goes STDM, but this doesn't happen too often on
     the BH I play, although it does head toward the tip of the
     flippers.  If it does head STDM there is a center post there to
     save it if you can get yourself to lay off the flippers!  :-)

Warning Track (WT): A trench which the ball must jump to make it to the
     left gap, right gap, home run hole and other shots behind the ramp.
     If the ball falls into the WT it either feeds to the left flipper
     (if the ball rolls left), or goes to the pop bumpers (if the ball
     rolls right.)

Left Gap: behind the left side of the center ramp and past the WT.  Feeds
     the ball to the lower left flipper.  A shot to the Left Gap during
     single ball, non-mode play advances the "inning".  Innings raise the
     super jackpot by 100M and work toward the 7th Inning Stretch.
     After the 9th inning is completed, subsequent left gap shots score
     30M and then the right gap is lit for same, repeat.

Home Run: a hole behind the center portion of the center ramp and past
     the WT.  A shot to this scores a home run (HR) or a grand slam (GS)
     if the bases are loaded.  HRs score 10M.  GSs score 40M.

Right Gap/Players Choice: behind the right side of the center ramp and
     past the WT.  Feeds the ball to Players Choice and then to the right
     flipper.  A shot to this when lit during single ball non-mode play
     stops the ball at Players Choice.

Big Hurt Sign: This is a small sign above the home run hole that swivels
     back when the ball hits it, dropping the ball into the home run hole.
     This can usually only be hit if the center portion of the ramp is
     raised.

Left Sign: This is a large rectangular target to the left side of the Big
     Hurt Sign.  A shot to this target adds a letter to "GRAND SLAM".
     This usually can only be hit when the center portion of the ramp is
     raised.

Right Sign: Similar to the Left Sign, but to the right of the Big Hurt
     Sign.

Load Bases: this is a lane at the top right portion of the playfield,
     just above the pop bumpers and below the top of the loop.  A ball
     that rolls through this lane loads the bases.

Big Hurt Pothole: this is a pothole in a lane next to the Load Bases lane.
     If the ball falls into this pothole a letter is added to "BIG HURT".
     Spell BIG HURT to collect double jackpot.  The pothole kicks the ball
     down to the pop bumpers.

Pop Bumpers: Two of them just below the Load Bases lane and Big Hurt
     Pothole. Hits on these change the random award value.  Pressing and
     holding both flippers stops the pop bumpers.  Hits on the pop bumper
     switches change the random award value even if the flippers are
     held.  Balls exit from the pop bumpers by dropping into the Bullpen
     hole.

Bullpen hole: A hole just below the pop bumpers.  Feeds to right flipper.
     When the ball rolls in here *after* pop bumper switch closures, the
     current bullpen award is given.  The ball is then fed to the right
     flipper.  If the ball does *not* touch a pop bumper before entering
     this hole, then the ball will roll to the right scoop without giving
     a bullpen award, but will give whatever the right scoop is lit for.

Drop Targets: A bank of three to the right of and below the center ramp.
     They can be independantly knocked down by the game.  Complete the
     drop targets to raise the center portion of the center ramp and
     add a base runner.  Also used for the skill shot, combos and
     stolen bases.  If nothing special is going on they score 30K each.

Right Field Loop: right side of the loop shot.  Initially lit solid.
     After shooting, going through the left inlane or getting a home
     run it flashes and if shot increases jackpot by 10M.  If "Big Hurt
     Shot" is lit, a diverter will stop the ball at the top of the
     loop, sending it toward the Big Hurt pothole and the load bases
     rollover.

Right Hole: Just below the right loop and above the right inlane/outlane.
     Can be lit for Start Round and/or Card Trade.  Feeds the ball to
     the right flipper.

Right Outlane: In the normal place.  There isn't any rubber on the post
     between the inlane and outlane.

Right Inlane: Raises the center portion of the center ramp for a period of
     time and lights the captive ball and left scoop for "combo".  The
     inlane switch is *not* triggered if the ball is fed to the
     inlane via the right gap/players choice, bullpen or right hole.

Center Post: In the usual position for a center post.

On the playfield just above the flippers are lights in a diamond pattern,
representing first base, second base, third base and home plate (home
plate is the "shoot again" light).  These lights show how many runners you
have on base and where they are.  Advance runners by getting singles,
walks, stolen bases and home runs/grand slams.  Runs scored are counted
and are a small part of the end of game bonus.


Skill Shot:
----------
After plunging, the ball is fed to the upper left flipper.  Shooting the
raised drop target awards a home run/grand slam and 10M/40M points
respectively.  The ball goes straight toward the upper flipper like a
baseball being pitched to the batter, but if you hold the flipper up the
ball will bounce up toward the captive ball and back down to the flipper
for a relatively easy shot at the raised drop target.


Rounds (Modes)
--------------
Rounds are started from the right hole when lit.  After finishing a mode,
get a "catch" to relight Start Round.  The modes are:

Golden Glove - 2 balls are launched into play.  Shoot glove for catch +
     20M.  Unlike normal play, any hit on the glove, weak or strong,
     counts as  a catch.  Catch awards are also given during this mode,
     so you can really rack up some points and work toward the Catches
     Champ.  After the first and second successful catches a 3rd and
     then 4th ball are launched into play.

Frank's HR Derby - 2 balls are launched into play.  Shoot the home run
     hole for home run/grand slam + points (10M for HR, 40M for GS).
     After the first and second home runs a 3rd and then 4th ball are
     plunged into play.

Steal Home - Timed mode.  Player is on 1st base.  Shoot left scoop, then
     center drop target to steal a base.  Steals score 20M, 30M then Extra
     Ball + 40M.  Steals also collect a card.  5 seconds are added to the
     timer when the left scoop is shot.  The mode ends after home plate
     is stolen or the timer runs out.

#35 All Stars - Timed mode.  Any shot up the ramp that gets by the glove,
     or any shot to the right scoop, adds a player to the All Star
     lineup, collects 10M+10M and adds 2 seconds to the timer.  The
     mode ends when the timer runs out, or after 9 players are added
     to the lineup.  Completing the mode scores a total of 450M.

Frank Thomas Cards - 2 balls are launched into play.  Left and right
     orbits are lit for 10M + Trading Card.  After the first and second
     successful shots a 3rd and then 4th ball are launched into play.

Night Game - 2 balls are launched into play.  2 major shots are lit (left
     loop, left gap, home run, right gap or right loop.  Lit shots move
     around.  Shoot one of the lit shots to complete an inning.  All
     of these shots also score 3M whether or not they are lit.  After
     the first and second successful lit shots a 3rd and then 4th ball
     are launched into play.


World Series
------------
After completing all normal modes, World Series is lit.  Light the right
scoop and shoot it to start this mode.  World Series is a timed 1-ball
wizard mode.  Shoot left loop, left gap, right gap and right loop for 30M
each.  After completing those shots, home run is lit for super jackpot.


Multiball
---------
Many of the rounds in BH are multiball rounds.  In addition you can
choose "regular" multiball from the Players Choice (right gap) when lit,
or get it as a bullpen award.  The sequence of shots in this multiball
is: home run (scores jackpot), orbit, homerun within 5 seconds (scores
double jackpot), orbit, homerun within 5 seconds (scores super jackpot).
The sequence can be repeated for more jackpots, double jackpots and
super jackpots.

If you don't hit the homerun before time runs out, shoot an orbit again
to restart the timer and raise the ramp.  After the 1st and 2nd HR's a
3rd and then 4th ball are plunged into play.


Jackpot & Super Jackpot
-----------------------
Regular jackpot can be scored during 7th Inning Stretch, during regular
multiball, by spelling BIG HURT (double jackpot) and from a bullpen
award or card trade.  The base value is 20M.  Advance jackpot by 10M
during single-ball, non-mode play by shooting the right orbit when it
is flashing.  The right orbit flashes after shooting it, after a HR,
after the ball rolls left out of the warning track or when the ball rolls
over the left inlane switch.  Also, during 7th Inning Stretch or regular
multiball (when any jackpot is lit) shoot the left loop to advance
jackpot by 10M.  The jackpot value carries over between balls.

Super jackpot can be scored during regular Multiball, World Series
and as a Card Trade.  The value of the super jackpot is 100M x innings
completed for a maximum of 900M.  Complete innings by shooting the
left gap during single-ball, non-mode play or during the Night Game
mode.


Innings & 7th Inning Stretch
----------------------------
Complete innings by shooting the left gap during non-mode single ball
play, or via the Night Game mode.  After finishing the 6th inning, 7th
Inning Stretch begins.  7th Inning Stretch is a 4-ball multiball.  Shoot
left loop to advance jackpot by 10M.  Shoot right orbit or center ramp
past the glove to add a letter to BIG HURT.  Spell BIG HURT to collect
double jackpot.

After finishing 7th Inning Stretch, completing the 9th inning lights
the left gap for 30M.  After shooting the left gap the right gap lights
for 30M.  Repeat.

The value of the super jackpot is based on innings completed: 100M x
completed innings, for a maximum of 900M.


Grand Slam Derby
----------------
Spell GRAND SLAM via the left and right signs or bullpen awards.  After
spelling GRAND SLAM, Grand Slam Derby begins.  This is the similar to the
Frank's HR Derby mode, except that each home run shot counts as a Grand
Slam and collects 40M, and it is a 4-ball multiball - all 4 balls are
plunged into play at the beginning of the round.


Catches & Glove Awards
----------------------
A solid hit on the glove counts as a catch and collects 1M.  A weak hit
on the glove counts as a single and collects 100K.  A "catch" relights
the right hole for Start Round if it is not already lit.  Catches are
also accumulated for awards:

    10 catches: timed extra ball at left or right loop
    20 catches: 50M
    30 catches: 100M & lights right orbit for 100M


Frank Thomas Trading Cards
--------------------------
You collect trading cards by getting a steal (awarding 1 card), via the Frank
Thomas Trading Cards mode, via a bullpen award, or get 3 cards at the left
outlane.  At the end of the game you collect 10M per card or you can trade
cards for goodies at the right scoop when Card Trade is lit.  Trade-ins and
number of cards needed for each are:

     1-2        Flash Left Field for 5M
     3-4        Advance Inning
     5-6        Collect Jackpot
     7-9        Flash Left Field for 50M
    10-12       Extra Ball or Multiball if EB has already been traded for
    13-15       Flash Left Field for 100M
    16          Double Entire Score (!!)
    17-19       Collect Super Jackpot
    20-29       Flash Left Field for 500M
    30+         Double Super Jackpot


Bullpen Awards
--------------
Bullpen awards are collected at the bullpen hole *after* pop bumper switch
closures.  The current bullpen award is changed via pop bumper switch
closures in roughly the following order:

    Extra Ball (If the EB % is below operator setting)
    5 Cards
    Add Letter to Grandslam
    Light Double
    Homerun
    Multiball
    Advance 2 Innings
    Advance 1 Inning
    Collect Jackpot
    3 Cards
    10 Cards
    Grandslam
    Advance 1 Inning
    Add Letter To Big Hurt
    Light Double
    Add 2 Letters to Grandslam

The award collected is removed from the list after you collect it.  The
list resets after collecting all items.


Players Choice Awards
---------------------
A shot to the right gap when lit for "Players Choice" during single ball
non-mode play stops the ball and gives the player a choice between two
awards.  Select an award with the flippers.  The awards are offered in
the following sequence:

    Add 2 to GRAND SLAM  or  Multiball
    Add 2 to GRAND SLAM  or  Light Double
    Add 2 to GRAND SLAM  or  Hurry Up Extra Ball/Home Run
    Add 2 to GRAND SLAM  or  Advance 2 Innings
    Add 2 to GRAND SLAM  or  Multiball
    Add 2 to GRAND SLAM  or  Light Double
    Add 2 to GRAND SLAM  or  Multiball
    ???

Depending on the difficulty setting (?), if you have more then 100M points,
Players Choice is toggled on and off by slingshot hits.  If it isn't on
you get 30K points.  Note that if you pick "add 2 to GRAND SLAM" then the
next Players Choice will be between the exact same 2 choices.  It won't
offer the next 2 choices until you select the other award.


Combos
------
Combos score 20M, 40M and then 80M for each *lit* combo shot made in
sequence.  The first shot in a combo is not lit, but lights the next one.
I.e. you get points starting with the second shot in a combo.  All combos
end in the 2-way combo sequence.  Known combos are:

    2-way (20M): left scoop/captive ball, then center drop target.
    3-way (20M + 40M): Bullpen/right gap/right hole, then left
        scoop/captive ball, then center drop target.
    4-way (20M + 40M + 80M): right inlane, then left orbit, then left
        scoop/captive ball, then center drop target.

Each shot in a combo must be made in sequence without touching any other
switches.


Walks & Steals
--------------
In addition to being a combo sequence, shooting the left scoop and then
center drop target collects whatever was lit at the left scoop (walk,
or steal).  If walk was lit, steal will start flashing.  Repeat the
sequence before it times out to get a steal and a trading card (plus
combo awards).


Bonus
-----
End of ball bonus is calculated as:  # of catches x 1M

At the end of the game bonus is calculated as:

    (catches x 1M) + (trading cards x 10M) + (runs x 1M).


Champs
------
There are several categories of champ you can go for in addition to the
usual high score list and Grand Champ:

    Homerun Champ
    Grand Slam Champ
    Catches Champ
    Stolen Bases Champ

The status display shows how many HRs, GSs, catches and stolen bases you
have, as well as the total of the current champ in each category.  Beating
the current high in any category lets you enter your initials and gives
you a credit.


Strategy
--------
Shoot the blinkin' lights!  :-)  Seriously, I'm no pinball wizard, so
take my suggestions with a grain of salt, but in general it seems to me
that a lot of stuff in the game is worth good points, but the things to
work for are raising the regular jackpot up high (shoot the right loop
when it's blinking - always!), then getting the super jackpot to it's
max (9th inning), and then going for regular multiball a lot.  It's
better to first work on raising the regular jackpot because then when
you get to the 7th inning stretch you can collect a lot of points from
double jackpots.  I've raised the reg jackpot as high as 270M.

If the reg jackpot value is high and you've made it to the 9th inning
then you're almost guaranteed to get good points out of multiball even
if you don't collect a super jackpot.  If you do get super jackpots,
then all the better.  Everytime you get Players Choice always pick the
right (side) award or you won't advance to subsequent awards and thus
won't get more regular multiballs.

In the process of trying to do that main goal you'll get modes, EB's
lit and other good stuff along the way.  Most things are worth
doing once they have started, so don't waste them when they do.

Keep track of your trading cards.  You'll get the most cards out of
bullpen awards and the Frank Thomas' Trading Cards mode - going for
steals to get cards isn't really worthwhile unless you are close to
16 cards and you want to get there safely (see below).  Trade in 10
to 12 cards the first time for an EB.  Then the next (and subsequent)
times try to stop your total at exactly 16 which you can trade in to
double your entire score!  If you have a good score (say 1B or more)
and have somewhat less then 16 cards, it's worthwhile to stop what
you are doing and go for steals in order to get to exactly 16 cards
(each steal awards a card).  Once you get 16 cards, trade them!

If you get to 16 cards, be wary of the pop bumpers - there's nothing
more frustrating then having 16 cards, trying to get trade cards lit,
accidentally hitting the ball into the pop bumpers and receiving a
bullpen award of N cards!  Trust me, this *really* bites!  :-)  If
you do go past 16 cards it's probably better to trade for a Super
Jackpot then to try to get enough cards for Double Super Jackpot.
Instead take the SJ and try to work your way back to 16 cards again.
In any case, beyond 16 cards it is better to trade then to not trade.
By that I mean to not be fooled by the 10M x trading cards you get
at the end of the game.  SJ, double SJ or even flash 500M are worth
more.

Don't forget that BH has a combo plunger.  During multiball and the
modes where it does't already divert the ball, I find it a good idea
to use the manual plunger before the game kicks the ball itself, and
plunge the ball lightly so that the ball goes to the BIG HURT pothole.
The more double jackpots you get via spelling BIG HURT the better, and
if it goes to the load bases rollover, that's not bad either.  More
importantly the ball will be fed to the pop bumpers and then neatly to
the right flipper, which is a lot nicer then a ball screaming around
and out the left side of the loop.

And don't forget: "Use the flipper!"  :-)

