Ghostbusters Pinball Rulesheet

That’s a dangerous assumption to make. I’m going to try and update the rule sheet in this thread so I’ll try and remember to check into that.

It depends on whether or not you completed the mode that qualified WCWS. e.g. if you time out ballroom, modes won’t be qualified after coming out of WCWS, but if you finished ballroom they will be.

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@Dwight


Not sure whether you’d call these bugs or not?

At 1hr 58 mins.
Stay Puft is lit to start on the right orbit. Player makes the shot expecting ball to be locked and mode to start - however that shot also made 60 ghosts, locking him out of mode start and forcing to starting Super Loops. Ball flies round without stopping and he loses it.

At 1hr 41mins - plus a number of other occasions.
Tobin is lit having reached 20 ghosts, player selects left scoop for skill shot (awarding Tobin). Hits left scoop and it gives first Tobin awards, then gives exactly the same again. I don’t really want ‘Bonus Hold’ twice on the same ball.

Still would love to see God Mode as an option selectable from flipper presses, rather than having to go into menu. An operator friend put the game on God Mode and it took over double any other machine had previously taken in an afternoon.

At 2hr 10mins
God Mode - shooting pops seems to be the way to go, as the pop awards give ghosts, as well as playfield multiplier lit and bonus multipliers.
Effectively meant the 1 Billion awarded for completing God Mode turned into 2 Billion, and Victory laps was over 3 Billion :grinning:

Not trying to suggest a change…but if you qualify Super Loopin and have modes available on either of the other ladders it would be nice to have those playable and not forced into starting SL or PKE for that matter.

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Wayne thanks for posting this. I really appreciate it. That double Tobin is deffiently a bug.

I understand what you are saying Taylor. I sweated over just how to make Loopin Supers better. Loopin Supers needs to live in a Vacuum. Which means at some point I need to start shutting down all the other rules once you have qualified it.

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The Code really getting a pollished feeling right now, great work!

Since the update, the gate on the orbit makes a buzz sound when opening.
You have to turn down game musik to hear it clear:

The Skillshot exploid issue is solved but you still can get the instant mode:
I dont know if this bothers you.

I also have had a double Tobins spirit guide bug.
I wanted to skip the animation, but the animation came twice.

@Dwight Sometimes when making the right loop skill shot off of a short plunge the ball will not stop at the pop up and travel the full orbit. Making it again will award the SS.

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@TaylorVA
This makes sense, since you should not collect the skillshot via short plunge.
Skill shot will also just be awarded when making the whole orbit.

Over time i noticed two more things:
@Dwight

  • If Tobins is lit, and you choose the left scoop for skill shot, you get the same reward two times.
    (this is already known)
    Stacking Tobins awards with skill shots feels unbalanced and an alternate reward for the skill shot would solve that problem.
    Right now a 2x extraball reward happens quite often (25% by factory setting).
    2x Tobins reward too, which results in even more following skill shot “exploits” on the next ball.
    Right now its the most reasonable skillshot, even if the leader is already completed.

  • When 60 ghosts are collected during a final leader mode, completing that mode will light looping supers mode, but a second later it will switch to WCWS mode.
    So no smooth transition from the mode complete to WCWS.

But other skill shots can be made off of a soft plunge? Seems like a bug to me.

Not a bug.

By short plunging you’re missing the opportunity to go for the skill shots at the rollovers.

Hey @Dwight. Not sure if you’re still reading these, but thanks for the code update. Ghostbusters is the first modern pin I really delved into, so I appreciate how much this takes it to another level. I’m a completionist, and I’d pretty much given up on putting in the time to try to get to We’re Ready to Believe You. GB now has a good finish of a wizard mode that’s just difficult enough to reach where it’ll take a lot of work and an uncommonly good game but it still feels attainable. I’m not there yet but I’ve gotten maddeningly close.

I did want to share a thought on Loopin’ Supers. I appreciate the idea of wanting to isolate it from other modes, but as is, hitting 60 ghosts kind of puts you in jail, and it ends up feeling more like a burden than a reward. What often happens is that I’ll hit 60 during the last stage of a ladder, a mode that can last between balls, and once it’s finished it goes into WCWS. Only after that can you start Loopin Supers, and that entire time, you’ve spent potentially multiple balls and at least one multiball where you can’t make progress on ghosts. I can try to structure play to avoid that, and I do, but it still turns what should be a reward into something to be avoided.

Since finishing a ladder and hitting a ghost milestone bring the game to the same holding mode, and they both start at the left ramp, my thought on that would be to just have the milestone awards take precedence over ladder multiballs when both are qualified. That would let you play the milestone modes first as properly isolated rewards, and then it would still let you use the ladder multiballs to build ghosts towards the next one.

One other thing is that right now the Loopin’ Supers don’t really seem worth the points, so when I hit it I’m more inclined to just let it time out. I can’t make progress towards anything else, and at that point in the game, going for the left ramp, or possibly qualifying and activating multipliers for it, just seems more dangerous than the payoff is worth. My thought for that would be to make Loopin’ Supers actually build something. For instance, every Super hit during Loopin’ Supers could add 500K to the Super Jackpot. You could even have it add an increasing amount for each chained Super to reward the combo (i.e. it adds 500K, 750K, 1M, etc until a shot is missed or too much time passes then it goes back to 500K for the next Super). That would change it from being a dangerous shot for known points to a risk/reward scenario of choosing to go for an increasing number of points that would supercharge the Jackpot for the rest of the ball, versus just holding on and getting back to the ladder.

Just some thoughts on that. Either way, thanks for the update, and thanks for interacting with the community on it.

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Try to increase the super JP value during this time instead of worrying about being in ghost jail. You could go into loopin supers with a massive value on your hands. Couple that with the multipliers you have left over from we came we saw?!? Whoa baby.

I guess a lot of people are most likely to be getting Loopin Supers after they have drained.
For the simple reason that if you are in a mb or a ladder mode you can reach the 60 ghosts required, but can’t go past that. This leaves 3 options either, you complete the mode ‘properly’ with the ball still in play and then have Loopin Supers thrust upon you, or you drain down to 1 ball from mb and again have the Loopin Supers as the only option. These 2 options are still fine as your SJ value can be high and with playfield multipliers I’ve had a score of over 1bil from it.
However, if you drain while on 60 ghosts, your new ball leaves you with only Loopin Supers to shoot, but with only the default JP score of 5mil (iirc) - at this point it’s all about starting Loopin Supers and then waiting for the timer to expire so you can move on with the game.

Personally, I like it as it stands. There’s a decent reward for playing Loopin Supers after you’ve played a ball for a decent amount of time, which you lose if you play it at the start of a ball.

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+1 Lecky
I feel the same way.
Loopin Supers feels like jail most of the time for me.
If there would be any way to get back on track would be nice.
Shooting the left ramp without loopin supers at least rewards nice gear award growth.
I guess we are bad players, even if i reached WRTBY once.

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I feel a little silly but this came up at my last tournament and I didn’t know the answer. Is hold bonus only available as a pop bumper award?

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Yes.

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Anybody had the video mode drain the ball? Has happened to me twice, I believe the setup was, 1. Finish the last mode in a ladder, 2. Before the WCWS fanfare begins (there’s a second or so before everything on the playfield shuts off), hit the now-lit negative reinforcement, 3. Ball kicks out of the right saucer like it’s trying to make you play WCWS but video mode starts anyway, flippers are dead, ball drains. Video mode plays out like normal then end-of-ball bonus comes up. RIP.
Also it’s entirely possible here that I just had a ball “wobble out” of the right saucer to cause this behavior and the WCWS setup was just incidental. Although I definitely saw the playfield GI switch from “regular” to “everything off except WCWS” after shooting the saucer before the video mode started.
(Pro model)
Kinda reminded me of The Getaway :sweat_smile:

A few months ago something similar may have happened in a tournament I was in, but I wasn’t playing and I didn’t see the exact sequence of events. The GI went out, flippers died and bonus counted.

I’ve come to the conclusion (on modern Sterns) that when the flippers die and the end of ball bonus starts counting it’s very likely a trough opto issue. The connector for the opto transmitter board can get loose and a momentary bad connection from a vibration will give a phantom trough switch hit and end the ball. You can try cleaning the opto boards, bending the pins slightly on the 3-pin connector to give a slightly tighter fit, and cleaning the pins. I’ve seen these premature end-of balls on 3 or 4 Sterns on location that are several years old.