Relive the classic 1980s horror comedy films in Stern's 2016 release, Ghostbusters pinball.
Ghostbusters is a pinball machine manufactured by Stern Pinball Inc. in 2016. Design by John Trudeau. Mechanics by Elliot Eismin. Art by Jeremy Packer (Zombie Yeti). Code by Dwight Sullivan, Tanio Klyce, Corey Stup. Sound by Jerry Thompson. Music by Shawn Myers. Animation by Mark Galvez.
Game type:
Solid State
Display type:
DMD
Players:
4
Concept:
Design:
Mechanics/Electronics:
Animation:
Sound/Music:
Sound:
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- Ghostbusters features a very elaborate skill shot which factors into scoring tremendously:
- There are two available shots: a selected top lane and a selected major shot. Plunge the flashing lane, or shoot the flashing major shot to collect the skill shot.
- You choose which shot you want by flipping the flippers before plunging. Different shots/lanes have different awards available.
- Without getting too much into detail, “Start Scene” is usually the best choice early on.
- There are three “sequences” of modes, each started at different shots. Start modes either via a Start Scene skill shot, or by hitting the GHOST target and smashing Slimer a whole bunch.
- Most modes boil down to “shoot flashing shots.” Try to complete all of the modes in one sequence instead of jumping around between sequences, as doing so starts a multiball.
- Gear Combos are made by shooting the left ramp, then the left Captive Ball/bank of targets. Successful Gear Combos light Playfield Multipliers at left ramp targets for 2X, 3X, or a combined 6X playfield.
- 6X playfield is crucial for high scores. A good mode at 6X playfield will be worth more than an entire game at 1X playfield.
- Gear Combos can be worth a lot on their own, too. Repeatedly loop the left ramp before collecting to build up the value.
- Collecting ghosts (at the various Ghost inserts) lights locks for Storage Facility Multiball, which is great for big scores and stacking with modes.
- Ghost collecting also lights other major scoring features, such as video modes, Loopin’ Supers, and PKE Frenzy.
- Super Jackpots will frequently light at the completion of various scoring objectives, even during single-ball play. Contrary to how important - or lucrative - they may seem, they’re seldom worth many points outside of 6X playfield or Loopin’ Supers.
Gameplay Discussion & History
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