Relive the classic 1980s horror comedy films in Stern's 2016 release, Ghostbusters pinball.
Game type:
Solid State
Display type:
DMD
Players:
4
Concept:
Design:
Mechanics/Electronics:
Animation:
Sound/Music:
Sound:
No items found.
Music:
No items found.
Callouts:
No items found.
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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.
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