Bone Busters Inc.
Gottlieb, 1989 — shot-by-shot rules and strategy guide.
Open Bone Busters Inc. in the Pinball Genie app →Machine: Gottlieb/Premier model #719, designer Ray Tanzer, System 80B MPU, ~2,000 units, single production run. No Pro/Premium/LE editions exist — every shot uses trim all. Chicago-skeleton-invasion theme; 3-or-5-ball play; 4 pinballs installed.
Controls (non-standard): Two lower main flippers plus an upper-right flipper (lower extra right button) and a Train Switch diverter/mini-flipper (top extra right button). The upper flipper + Train Switch are the ONLY way to seat the lower-left Headquarters lock.
Multiball (the game's only multiball, 2-to-4 ball)
- Light a lock: shoot Maxwell Street (left ramp) to light one of 3 random locks — Maxwell St, Headquarters (lower-left saucer), or Moon Street (lower-right saucer).
- Collect: shoot Maxwell again; non-ramp locks feed the right ramp where the Train Switch diverts the ball to HQ or Moon St.
- Skill-shot double lock: medium-plunge to the upper-right rollover to drop into Moon St (Lock 1); next plunge, hold the Train Switch to feed HQ (Lock 2) — two locks before a live shot.
- Start: with any balls locked, shoot the center ramp ("Long Jump") to start multiball (up to 4-ball). The Long Jump start shot is difficult.
- Jackpots are switch-count based — "wail on the spinners": 60 switches = 1M, 90 = 2× Playfield (rest of MB, excludes jackpots), 115 = 3 Specials (3M in tournament). Strategy tip: repeat easy 2-ball multiballs rather than chasing the harder 4-ball.
Award & collect systems (this modeless game's "modes")
- Captive ball ↔ spinner farm (primary engine): hit the captive/Messenger ball to score the Jogging bonus and light the spinners for 20k/spin (one rip); spinner un-lights after one shot, so alternate. Spinners build the Jogging bonus to a 159k cap.
- Right loop ladder: 50k → 100k → 200k → Extra Ball → Special (500k each once lit).
- Drop-target award selector (the traffic-light target bank): the lit award is cycled by the yellow spot target and lit inlanes — Light Extra Ball, Light Special, Light Opera Jackpot, Liz's Surprise (pays current Jogging bonus). Clear the drops to collect the lit award.
- Opera Jackpot: select "Light Opera Jackpot," clear the drops, then shoot the captive ball to collect a progressive, game-to-game jackpot (~250k floor, uncertain).
- Water Tower: each pop-bumper hit builds the Water Tower bonus; the center-ramp jump into the Water Tower collects it.
Multipliers
- 2× Playfield is earned at 90 switches during multiball (excludes jackpots) — the only documented multiplier. Cross 90 early so the rest of MB scores double. A separate normal-play bonus multiplier hasn't been confirmed.
Extra balls
Two paths, both cashed at the right loop: the 4th rung of the right-loop ladder, and drop-target "Light Extra Ball."
Wizard equivalent — the "Bonus Ball" frenzy
No named wizard mode. Draining a LIT outlane (which alternates side with switch hits) banks bonus time; after ball 3 you get a 2-ball frenzy worth 5k/switch — rip spinners here for the finale.
End-of-ball bonus
The Jogging bonus (up to 159k) collects at end of ball or on demand via Liz's Surprise; Water Tower banks via the center ramp.
Goals in Bone Busters Inc.
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Skill Shot: Moon Street Lock
Medium-plunge to the upper-right rollover and let the ball settle into the right saucer for a free first lock.
Reward: 1 ball locked (Moon Street)
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Skill Shot: Headquarters Lock via Train Switch
On the second plunge, hold the Train Switch so the ball feeds the upper flipper and locks a second ball at Headquarters.
Reward: 2nd ball locked (Headquarters) — two locks before a live shot
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Captive Ball ↔ Spinner Alternation
The game's primary point farm: hit the captive ball to light the spinners, rip a spinner, re-hit the captive ball, repeat.
Reward: 20k/spin + builds Jogging bonus toward 159k
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Right Loop Award Ladder
Loop the right orbit repeatedly to climb the fixed award ladder up to Extra Ball and Special.
Reward: 50k → 100k → 200k → Extra Ball → Special (500k each in tourney)
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Water Tower Build & Collect
Rack pop-bumper hits to build the Water Tower bonus, then jump the center ramp into the Water Tower to cash it.
Reward: Water Tower bonus collected (repeatable)
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Multiball Spinner Switch Farm
During multiball, relentlessly relight and rip the spinners to blow past the switch-count jackpot thresholds.
Reward: Drives 60/90/115-switch jackpots (1M, 2× PF, 3 Specials)
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Maxwell Street Light-and-Lock
Shoot the left ramp to light a random lock, shoot again to collect, using the Train Switch to route to the lit capture.
Reward: 1 ball locked
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Multiball: Normal 2-Ball Start
Standard opener — light and collect one lock at Maxwell Street, then start a 2-ball multiball at the center ramp.
Reward: 2-ball multiball
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Multiball: Double-Lock 3-Ball Start
Bank both skill-shot locks off the plunge, then start a 3-ball multiball with the live third ball.
Reward: 3-ball multiball
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Multiball: 4-Ball Start
Lock all 3 balls then start the maximum 4-ball multiball — higher variance than repeated 2-ball play.
Reward: 4-ball multiball (2-ball repeats often more efficient)
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Opera Jackpot (Progressive)
Clear the drop bank with 'Light Opera Jackpot' selected, then shoot the captive ball to collect the game-to-game progressive.
Reward: Opera Jackpot (progressive, ~250k floor)
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Drop-Target Award Selector
Cycle which drop award is lit using lit inlanes and the yellow spot target, then clear the drops to collect it.
Reward: Selected award: Light EB / Light Special / Light Opera / Liz's Surprise
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Liz's Surprise
Set the drop selector to 'Liz's Surprise' and clear the drops to cash your built-up Jogging bonus on demand.
Reward: Awards current Jogging bonus (up to 159k)
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Light 2× Playfield Scoring
Rack 90 switch hits during multiball to earn 2× Playfield for the rest of the multiball (jackpots excluded).
Reward: 2× Playfield scoring for the remainder of multiball
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Cash In Under 2× Playfield
Cross 90 switches as early as possible, then bank your big non-jackpot shots while everything scores double.
Reward: Double value on spinners and right-loop awards
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Bonus Ball Frenzy (Qualify & Run)
Bank bonus time by draining a LIT outlane, then rip the 2-ball 5k/switch frenzy after ball 3 — the game's capstone round.
Reward: Post-ball-3 Bonus Ball: 2-ball frenzy, 5k/switch
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Triple Special (115-Switch Capstone)
Push the multiball switch count all the way to 115 to collect the 3 Specials award — the biggest single point chunk.
Reward: 3 Specials (3M in tournament settings)
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Opener A: Pro Double-Lock → Fast 3-Ball Multiball
Default expert opener — bank both skill locks off the plunge, start 3-ball multiball, then rip the spinner farm.
Reward: Fast 3-ball MB straight into the switch-jackpot farm
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Opener B: Safe Normal Progression
Fallback when the skill shot is missed — cradle, light and collect one lock, start 2-ball multiball, then farm.
Reward: Reliable path to multiball and the spinner farm
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Tournament Farm Loop (Synthesis)
Repeat easy 2-ball multiballs, cross 90 for 2×, push 115 for 3M, work the right-loop ladder between MBs, re-lock and repeat.
Reward: Sustained high score — everything funnels into spinner switch-count
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Stack Bonus Time Across Balls
Steer the lit outlane with switch hits and give up two different balls down a lit side, so the closing frenzy starts with a longer clock.
Reward: Longer post-ball-3 frenzy at 5k per switch
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