Mary Shelley's Frankenstein pinball rules and strategy
The Strategy
Mary Shelley's Frankenstein begins with ramp shots toward Creature 2-Ball, then converts that feature into as many as six balls through North Pole. Start two-ball play, lock one ball, wait for the display's 6, and hit a lit Jackpot; afterward, alternate the two lit Jackpots to maintain ball count.
The goal
Build Creature 2-Ball with ramp shots, convert it promptly into 3–6-ball Multiball through North Pole and a lit jackpot shot, then alternate the moving Jackpots.
Use the opening save to test the ramp, North Pole, Geneva scoop, left lane, and right orbit.
Repeat the ramp from controlled returns until Creature 2-Ball is lit.
Start Creature 2-Ball at North Pole or the right orbit, then Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. one ball on each lower flipper when possible.
Lock one ball at North Pole, wait until the display shows 6, then make the safest lit jackpot shot to start 3–6-ball Multiball.
- The value falls from 69M toward 30M; waiting after 6 appears lowers both the starting ball count and Jackpot value.: The value falls from 69M toward 30M; waiting after 6 appears lowers both the starting ball count and Jackpot value.
Alternate the two lit Jackpots; use the Move Jackpot target only when both current shots are unsafe.
Collect exposed FRANKENSTEIN letters during multiball, then start and finish the next practical scene in single-ball play.
Alternative route: Scenes before multiball
Use this when the ramp rejects but the letter standups and spotting holes feed safely.
- Finish FRANKENSTEIN through controlled targets and spotting shots.
- Start the selected scene.
- Complete its marked objective for CREATION progress.
- Return to ramp progress only from a settled ball.
Need to know
- Creature 2-Ball
- Ramp progress lights the first two-ball stage at North Pole or the right orbit; later starts require more ramps.
- 3–6-ball Multiball
- During Creature 2-Ball, lock at North Pole, wait for the 6, then make a lit jackpot shot before the count falls.
- Jackpots
- Two major shots are lit; completing both adds a ball below the six-ball maximum, while Move Jackpot rotates their locations.
Mary Shelley's Frankenstein begins with ramp shots toward Creature 2-Ball, then converts that feature into as many as six balls through North Pole. Repeat the ramps to start Creature 2-Ball, use North Pole and a lit Jackpot to reach 3–6-ball play, then alternate the two current Jackpots. Collect FRANKENSTEIN letters under protection and complete practical scenes between starts toward CREATION.
The goal
Build Creature 2-Ball with ramp shots, convert it promptly into 3–6-ball Multiball through North Pole and a lit jackpot shot, then alternate the moving Jackpots.
- Use the opening save to test the ramp, North Pole, Geneva scoop, left lane, and right orbit.
- Repeat the ramp from controlled returns until Creature 2-Ball is lit.
- Start Creature 2-Ball at North Pole or the right orbit, then Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. one ball on each lower flipper when possible.
- Lock one ball at North Pole, wait until the display shows 6, then make the safest lit jackpot shot to start 3–6-ball Multiball.
Countdown rule scoring and timing
- The value falls from 69M toward 30M; waiting after 6 appears lowers both the starting ball count and Jackpot value.: The value falls from 69M toward 30M; waiting after 6 appears lowers both the starting ball count and Jackpot value.
- Alternate the two lit Jackpots; use the Move Jackpot target only when both current shots are unsafe.
- Collect exposed FRANKENSTEIN letters during multiball, then start and finish the next practical scene in single-ball play.
Builds toward: CREATION
- Start a scene by completing FRANKENSTEIN.
- Finish the scene's required shots for its CREATION letter.
- Use multiball to collect difficult standup letters.
- Repeat scenes until CREATION is complete.