Ghostbusters Pinball Rulesheet


#327

What switches up the multiplier in Stay-Puft? The wiki just says " certain switches" .


#328

The bumpers Mario, the bumpers.


#329

I was wondering about that also, thanks.


#330

I thought every hit to Gozer during choose the form of the destructor increased one of the multipliers by one. Select the one you want by hitting the shot.


#331

I can try it out tonight and publish findings. Sounds like a fun thing.


#332

The bumpers switch the shot that can be incremented. The Gozer target increments the shot selected by the pop bumpers. Once you hit a shot, you can no longer increment or select shots to be incremented and that is the shot that is multiplied, if at all. No other shots are multiplied after hitting that first shot, so if some other shot had its multiplier at say 4x, tough luck. Hopefully you hit the shot with the biggest multiplier first and hopefully that’s the left ramp . . .
The pipe dream is having a 6x playfield multiplier going stacked with Loopin’ Supers at some big value, Stay Puft multiplier at some big value on the left ramp during WCWSWKIA, and SFMB.


#333

Had a bit of fun testing this out tonight on a GB Pro. Bumpers do indeed switch the selected Dementor/Shot and the Gozer target increases it by 1x. Highest value is 20x. At 20X I completed the mode for over 13Billion points (No PF Multipliers).

Thanks for the challenge. Was pretty fun.


#334

Is there a way to extend the Stay Puft timer? I could see a lot of time wasted in trying to multiply a shot, and not having much mode time left.


#335

Technically, the Gozer target increments the multiplier on the selected shot.

Once the multiplier is selected by you hitting a flashing shot, all the shots get that multiplier for the remainder of the mode. Assuming you got more than 1x on the shot. On early code, only that shot got the multiplier. Now, they all do. When picking a multiplier, pick the largest one, not the easiest one (time allowing).

In the second phase of the mode, all shots are lit for about 20 or 30 seconds. I’ve gotten 6x shot multipliers and nailed the left ramp over and over for 300M+ a shot. That’s one shot for more than the default replay value.

No way to increase the timer in the initial phase that I know of. And if you get greedy (going for 6x multipliers), you can run out of time and have to requalify the mode. Playing for fun, I try for the giant multipliers. Playing in league, I may take one shot at the Gozer target, then settle for the lousy 50M a shot.

Can’t stack WCWS with Stay Puft, but the other three stacked with PKE would be sweet. The game does lend itself to some nice stacks. I intentionally avoid SFMB early, just so I can stack it with something valuable later.


#336

Post a pic :rofl:


#337

Look what we got here, a non-believer. FYI I tested with glass off so no pic in the name of research. Don’t believe it, try yourself.


#338

I did not test for that but can when I visit the location next time if not answered before hand.


#339

Yes, that is what I meant.

If that’s the case, then I don’t understand why there would be value in having a rule where switching the shot that can have it’s multiplier increased with the jets using the Gozer target would be in place since all shots have this multiplier. Furthermore, when looking at the DMD, I see various shots with different multipliers whenever the ball hits the Gozer target. This observation is on the newest code. I also observed getting less points on other shots than the multiplied shot.

The timer can be increased with the “add 10 seconds” jet bumper award. This also addresses Snailman’s question.

You’re right, WCWS would have to happen after Stay Puft ends.


#340

The rotating multipliers made more sense on the early code, when only one shot was multiplied. Still, I like the rule change. The multiplier, once locked in, does count for all shots. Shot values increase slightly with every successful shot, but all are multiplied equally.

You still have to strategize. If you have the PKE ramp lit for 6x and the left ramp lit for 2x with less than 10 seconds left, you’re going to want to shoot the easy left ramp so you don’t run out of time and have to requalify. If in the same situation but with 20 or more seconds left, you’re going to want to try a couple of shots at the PKE ramp to get those 6x multipliers.

Often enough on the old code, I would accidently roll a ball into the left scoop while still trying to build the multipliers. That shot (or the PKE ramp) weren’t good shots to have multiplied during SP. You wanted a repeatable shot, like the left ramp or right orbit, multiplied. The rule change made it pretty easy to get all the shots to at least 2 or 3x.


#341

Thanks all for the insight! I see now why Stay-Puft is such a desirable mode to get and multiply on top of the multipliers. Tough to get it in the pops and then hit Gozer. But fun challenge.