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JLP Pinball Cards

24

Stern 2009
Strategy updated: June 22nd, 2026

Skill Shot

Hit lit lane for skill shot, full plunge to the lanes and pop bumpers

Ruleset

Completing top lanes bank awards Bonus X + 100K points

⭐️ Suitcase Nuke MB

  • Shoot one left ramp and it lights all three locks on right ramp, subsequent MBs require left ramp before each lock

  • Shoot all six major shots for flashing JPs

  • Shoot left lamp to enable lock on right ramp again, lock balls on right ramp or increase value by collecting other shot JPs

  • When all but 1 ball are locked, left ramp is super JP + add a ball, you can collect 2 more in quick succession with same left ramp shot

  • Collect 6 victory laps at all major shots, then shoot suitcase for super JP

  • Nuke JP is most lucrative thing in the game and the normal scoring strat

Sniper MB (7 stages)

  • Hit pop bumpers to qualify Sniper MB (first time requires 60 pop bumper hits)

  • To start MB complete Fire Fight hurry up, score by hitting right ramp or shoot the sniper shot repeatedly until you hit the last target (right side shot to the right of the right ramp)

  • In MB, hit bumpers (15 times) - during this time all major shots are lit for JP and boost sniper value

  • Once bumpers completed, shoot sniper shot to collect value

  • Repeat for sniper 2 (20 pops) and sniper 3 (25 pops)

  • Collect Super JP at left ramp (sum of three collected sniper values)

  • Finally, orbits are lit for victory laps to spell S N I P E R, then collect super sniper JP at sniper shot

Safe house MB

  • Knock down drop targets on the sides of the safe house (first time starts at 4 targets)

  • When safe house is lit on the grid, shoot the saucer underneath the safe house

  • Then a hurry up starts to shoot the saucer again (500K start) or shoot the drop targets to collect hurry up and start a new hurry up with higher value

  • Once MB started, hit the drop targets (six) to light a shot at the safe house

    • Increase super JP value by shooting orbits before completing the drop targets

  • Super JP is lit at the left ramp

  • Shoot red flashing arrows for victory laps

  • Shoot safe house for super JP

Modes

  • Start first mode by shooting left ramp 4 times

  • White arrows are the scene shots, left ramp is always the scene ending white shot

Spell M O L E at the stand up targets then hit left ramp to qualify a shot multiplier. Not all major shots have inserts to allow shot X.

  • These carry over between balls

  • You can increase the Shot X by doing the M O L E process again

Complete C H L O E stand up targets to spot a mode shot, not the last mode shot however, that has to be left ramp.

The crosshair targets increase the value of the pop bumpers (3K-10k max)

24.jpeg playfield