Ghostbusters pinball rules and strategy
The Strategy
The left scoop, left ramp, and right orbit each hold an ordered Scene ladder in Ghostbusters. Before plunging, select Start Scene at the left ramp, then make the ramp as the first major shot to start We Got One. Complete its flashing sequence and return to the lit left ramp for He Slimed Me and The Ballroom. Collect Storage locks at the left ramp after captive-ball progress or 10, 30, and 50 ghosts; a running Scene continues when the third lock starts Storage Facility Multiball. Shoot the left ramp, then the left captive ball or a flashing yellow Gear target to light 2x and 3x; hit both lit targets for 6x playfield scoring.
The goal
Use the left-ramp skill shot for a A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes., the left ramp for Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts., and Gear Combos for 2x and 3x.
How to start a mode
Before plunging, use the flippers to select the left-ramp Start Scene skill shot. Plunge, then shoot the left ramp.
Recommended mode: The left-ramp Scene ladder
Choose it because its start shot is direct, its Scenes score well, and its final multiball uses three balls.
How to play it
Complete the flashing A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. shots, then return to the left ramp when it lights to start the next A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. in the ladder.
Start Storage Facility Multiball
Shoot the left ramp to light and collect three Storage locks. The third lock starts Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts..
Start 2x and 3x playfield scoring
Shoot the left ramp, then hit the left captive ball or a flashing yellow Gear target. The first Shoot the left ramp. Then hit the left captive ball or a flashing yellow Gear target. lights 2x and the second lights 3x; hit each lit target to start its timer.
Alternative route: left-scoop Scene
Use this when the left-ramp return is dangerous.
- Before plunging, select the left-scoop Start Scene skill shot, then shoot the left scoop to start Spooked Librarian.
Need to know
- Main route
- Take Start A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. at the left ramp.
- Long goal
- Complete one A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. ladder to play Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder..
- Safer fallback
- Short scoop ladder: Use this plan when the left ramp return is too dangerous.
Ghostbusters uses three ordered Scene ladders, and completing one ladder starts We Came, We Saw with one ball for each Scene in that ladder. Select Start Scene at the left ramp before plunging, make the ramp as the first major shot to start We Got One, then complete the left-ramp ladder. While a Scene runs, collect the third Storage lock at the left ramp so the Scene continues into Storage Facility Multiball. Shoot the left ramp, then the left captive ball or a flashing yellow Gear target to light 2x and 3x; hit both lit targets for 6x playfield scoring. Collect every lit ghost Jackpot, then shoot the left ramp for the three Super Jackpots and the final We Came, We Saw ladder.
The goal
Use the left-ramp A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. ladder, start a A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. before Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts., then build the 2x and 3x Gear multipliers for Storage or Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder..
- Before the plunge, use the flippers to select the left-ramp Start Scene skill shot. Plunge. Shoot the left ramp.
Start Scene skill shot setup details
- Start Scene skill shot: The display selects one major shot. Make that shot after the plunge to start the first unplayed A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. at that location.
- The left-ramp ladder has We Got One, He Slimed Me, and The Ballroom. Complete them in that order.
- Complete the flashing A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. shots. Return to the left ramp to start the next A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. when it lights.
Scene scoring and timing
- A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes.: A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes.
- A drain ends the current attempt. Completed lower scenes stay complete. The highest scenes can resume under current rules.
- The left-ramp ladder is the main route because its skill shot is easier, its scenes score well, and its final multiball uses three balls instead of two.
- While a left-ramp A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. is active, repeat the left ramp to light and collect three Storage locks. The third lock starts Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts..
Storage Facility Multiball setup details
- Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts.: Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts.
- A running A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. continues into Storage. Start the A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. first. A A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. cannot start during multiball.
- Storage ends when one ball remains.
- During Storage, shoot every lit ghost shot for a jackpot and one ghost. After all lit ghosts are collected, shoot the left ramp for three Super Jackpots.
During Storage, shoot every lit ghost shot for a jackpot…
- A full ghost set lights three Super Jackpots at the left ramp. After the third Super, the ghost jackpots relight.
- Complete the A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. during Storage when possible. If it is the final A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. in its ladder, Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder. can start inside Storage.
- During Storage, hit the captive ball until Add-A-Ball lights. Then shoot the left scoop.
Storage add-a-ball setup details
- Two hits qualify it on some configurations and three on others. The lit scoop launches one ball and restarts ball save.: Two hits qualify it on some configurations and three on others. The lit scoop launches one ball and restarts ball save.
- Use multiball ball save for the captive-ball hits. Do not force them during single-ball play.
- Make a Shoot the left ramp. Then hit the left captive ball or a flashing yellow Gear target.. Start both timed multipliers. Keep both targets active for 6x scoring.
Gear Combo scoring and timing
- Shoot the left ramp. Then hit the left captive ball or a flashing yellow Gear target.: Shoot the left ramp. Then hit the left captive ball or a flashing yellow Gear target.
- The first combo lights the 2x target. The next combo lights the 3x target. Hit each lit target to start its timer.
- The two timers run together for 6x. Hit an active target again to add time.
- Use 6x during Storage, a valuable A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes., or Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder..
- Complete The Ballroom. Play Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder.. Alternate jackpots so completed shots relight.
We Came, We Saw setup and scoring
- Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder.: Completing one A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder.
- All major shots start as jackpots. A collected shot turns off. Another jackpot relights it.
- The jackpot starts at 6,250,000 and grows by 750,000 to a 30,000,000 cap. Enough jackpots light a 100,000,000 Super Jackpot.
- The mode ends when one ball remains. Keep 2x and 3x active when possible.
Top-player proof
- At the INDISC 2017 final, players relit a A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. before starting Complete the captive-ball award to light all three locks. You can also earn one lock at 10, 30, and 50 collected ghosts. so the A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. could run during Storage.
Builds toward: We're Ready to Believe You and Are You a God?
- Complete one A timed single-ball mode. Make its flashing shot sequence before time expires. Scenes do not stack with other scenes. ladder to start Completing one scene ladder starts this mini-wizard at that ladder's final shot. Its ball count equals the number of scenes in the ladder.. Complete a second ladder to start it again.
- Complete all nine Scenes to start We're Ready to Believe You.
- Are You a God? starts only after the required ghost total is reached during that wizard mode; the Build section stops when We're Ready to Believe You begins.