Pachinko Pop Tips and Tricks

Posted on July 31, 2014 in Walkthroughs -- Share:

Jump into a vortex and start marble popping! Travel into the past and collect ancient artifacts! Get your power-ups in order and Pachinko Pop!

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

We hope you find this information useful as you play your way through the game. Use the menu below to quickly jump to whatever stage of the game you need help with. Remember to visit the Big Fish Games Forums if you need more game help.

 
 

Walkthrough Menu

Getting Started

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  • Select Options (A) to access the settings.
  • You may change the sound effects (B) and music levels (C) here.
  • Change to Custom Cursor or Full Screen here (D).
  • Select How to Play (E) to access basic instructions.
  • Select Play to begin the game (F).

Levels and Chapters

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  • There are 15 levels and 2-4 bonus levels (G) in each chapter.
  • Stars are awarded based upon your overall score. As long as you completed your goals, only one star is necessary to unlock the next level. You will need a set number of stars to unlock the next chapter.
  • The number of stars needed to unlock the next chapter are located on the gateways (H).

Goals

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  • There are 5 basic goals to complete in order to beat a level; these goals may be combined or appear separately per level (I).
  • Goal 1: Score a specified amount of points; the higher the points scored above the minimum amount, the more stars you will receive (J). Points are accumulated by hitting the pegs on the playing field (K) and by dropping the ball into the urns (L).
  • Goal 2: Collect a set number of a specific peg (M).
  • Goal 3: Free the athlete (N) so he drops into an urn.
  • Goal 4: Send a ball into each one of the urns. The urns will be brown (O) until a ball is dropped into it and then it will turn gold.
  • Goal 5: Defeat the monsters with a set amount of hits (P).

Boosts and Obstacles

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  • There are three Boosts available for use during play. You will receive three of each when they are first introduced; then you can purchase additional sets of three each with gold. Completing the Bonus Rounds will earn you some Boosts as well.
  • The Upgraded Canon becomes available on Level 5 (Q). The Upgraded Canon enables you to see the trajectory (R) of the next 3 balls before you shoot.
  • The Fireshooter becomes available on Level 20 (S). The Fireshooter shoots a Fireball that destroys any pegs in its path. You may use both the Upgraded Canon and the Fireshooter to get the most out of the Fireball.
  • The Springer becomes available on Level 55 (T). The Springer is the only available option that will destroy Professor Vex’s Sticky Traps. The Springer will not appear as an option if the level does not contain Sticky Traps.

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  • There are five Boosts that appear on the playing field. These Boosts are also available as an Extra Boost prior to starting a level (U). You may choose more than one Extra Boost for each level. The Boosts will be placed on the playing field and will activate when it is hit by the ball.
  • Score Boost: The score for every peg hit after activation will be multiplied by the amount of Score Boosts activated (V). You can trigger the appearance of the Score Boost by hitting 30 score producing pegs with one ball. The multiplier and score can be seen here (W).
  • Enlarger Boost: The ball size will increase after hitting the Enlarger Boost (X). You can trigger the appearance of the Enlarger Boost by bouncing one ball on the rims of an urn 5 times.
  • Doubler Boost: Hitting the Doubler (Y) gives you an extra ball on the playing field. You can trigger a Doubler by bouncing the same ball off of the left and right walls of the playing field.
  • Unlocker Boost: Hitting the Unlocker (Z) will unlock and light up an urn. The Extra Unlocker Boost will not be available for selection prior to a level whose goal does not require you to open an urn.
  • Fireshooter Boost: Hitting the Fireshooter (A) turns your ball into a Fireball.

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  • There are six obstacles that change or interrupt the flow of the ball.
  • The Stinger (B) makes its appearance on Level 46 and will cause your ball to deflate on contact. Each Stinger has 4 stings attached; you must hit each one of the stings directly to eliminate it. A Fireball can eliminate all 4 stings with one hit.
  • The Sticky Trap (C) makes its appearance on Level 50. The ball will stick in the Sticky Trap and you will need to hit the Sticky Trap with another ball in order to release it. The Springer Boost will become available on Level 55 and is the only thing that can eradicate the Sticky Traps.
  • The Shrinker (D) makes its appearance on Level 61. The Shrinker reduces the ball size so you can get through tight areas a normal-sized ball will not fit.
  • The Teleporter (E) makes its appearance on Level 76. When the ball goes into the Teleporter, it will transport it to another area of the field.
  • The Bubble (F) makes its appearance on Level 91. The Bubble can be destroyed with 5 ball taps or one shot with a maximum speed ball. You may also use the Fireshooter Boost to pop the Bubble with one hit.
  • The Mechanism (G) makes it appearance on Level 106. The Mechanisms toggle on and off with each hit. Turning one Mechanism on will turn another Mechanism on the field off. When the Mechanism is on, your ball will bounce off of it; when the Mechanism is off, your ball will pass through it.

Treasure Chests Tips

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  • Treasure Chests are Bonus Levels that enable you to earn bonus Boosts, Gold, Lives, or Stars. The following tips will help you get through the Bonus levels. Please remember the speed of your ball is an important factor for a successful hit, so your results may vary.
  • Chapter 1 bonus round consists of 3 Treasure Chests and unlocks after level 13.
  • Tips: Level I (H), Level II (I) and Level III (J-K).

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  • Chapter 2 bonus round consists of 2 Treasure Chests and unlocks after Level 22.
  • Tips: Level I (1-2) and Level II (L).

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  • Chapter 3 bonus round consists of 4 Treasure Chests and unlocks after Level 39.
  • Tips: Level I (M), Level II (N), Level III (O) and Level IV (P).

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  • Chapter 4 bonus round consists of 3 Treasure Chests and unlocks after Level 55.
  • Tips: Level I (Q), Level II (R) and Level III (S).

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  • Chapter 5 bonus round consists of 3 Treasure Chests and unlocks after Level 70.
  • Tips: Level 1 (T), Level II (U) and Level III (V).

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  • Chapter 6 bonus round consists of 3 Treasure Chests and unlocks after Level 84.
  • Tips: Level 1 (W), Level II (X) and Level III (Y).

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  • Chapter 7 bonus round consists of 3 Treasure Chests and unlocks after Level 101.
  • Tips: Level 1 (Z), Level II (Ax2-Bx2) and Level III (C).

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  • Chapter 8 bonus round consists of 2 Treasure Chests and unlocks after Level 112.
  • Tips: Level I (D-D1-D) and Level II (E).

Lives and Purchases

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  • Quitting or losing a level will cost you a life (F). Lives automatically replenish at the rate of one every thirty minutes (G).
  • Select the plus sign (H) to purchase more lives.
  • Select the Gold bar button to purchase more Gold (I).

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  • You may purchase Extra Boosts prior to playing a level by selecting the plus sign (J).
  • Select the plus sign (K) to purchase in-game Boosts.

Written by

Ana Sprague, AKA BrownEyedTigre, has been a Strategy Guide writer for Big Fish since 2010. In her spare time, she enjoys training for and running obstacle course races, long hikes with her dogs, biking, photography and spending time with her husband and kids.