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.
How Bone Busters Inc. plays
Chase down skeletons on Gottlieb's late-'80s horror table by locking balls at Moon Street, Headquarters and Maxwell Street, starting multiball off the center-ramp Long Jump, and farming the two spinners. Driving a single multiball's switch count to 115 collects the three-Specials capstone, the biggest chunk on the game.
The loop
- Lock a ball: a controlled plunge banks Moon Street for free, holding the extra right-side button locks a second at Headquarters, or the left ramp lights a random lock to collect.
- Shoot the difficult center-ramp Long Jump to start a two-, three- or four-ball multiball.
- Hit the captive ball to arm both spinners for one rip each, then rip and re-arm -- every spin also counts as a switch hit.
- Cross sixty switches for a million, ninety for 2x playfield, and a hundred fifteen for three Specials.
Reading the lights
- Lock Saucers (shot arrows) — lit: A lit lock holds a ball, the left ramp lights one of three random locks, and the two skill plunges seat Moon Street and Headquarters straight off the shooter before a flipper is even touched. · then: Shoot Maxwell Street to light a lock and shoot it again to collect; when the lit lock is Headquarters or Moon Street, the Train Switch gate -- worked by the extra button above the right flipper -- routes the fed ball across-left or down into the saucer. Three balls locked set up a four-ball start.
- Long Jump Start (shot arrows) — lit: With at least one ball locked, the center-ramp Long Jump lights to start multiball, fed up from the Lower Wacker Drive highway lane. · then: Make the tricky Long Jump from a cradle to start a two-ball multiball -- three or four balls if you locked more before starting. A clean, timed jump also clears the crest and drops into the Water Tower to cash its built-up bonus.
- Captive Ball & Spinners (status) — lit: Hitting the Messenger captive ball lights both spinners at twenty thousand a spin, though the arm lasts just one rip before they fall dark and want another captive-ball hit. · then: Alternate the captive ball into a lit spinner and back, all game, as the machine's main point engine -- every spin is also a switch hit. In multiball that switch count is what drives the milestone jackpots.
- Switch Milestones (ladder) — lit: The lamp cluster below the skull lights at switch-count milestones reached inside a single multiball: sixty for a million, ninety for 2x playfield, a hundred fifteen for three Specials. · then: Keep both spinners ripping to push the count as fast as you can. The 2x at ninety doubles everything except the jackpots themselves for the rest of the multiball, and a hundred fifteen collects the three-Specials award worth three million in tournament play.
- Right Loop Ladder (ladder) — lit: Each loop of the right orbit climbs a fixed award ladder that holds its place between multiballs rather than resetting. · then: Loop it from a cradle for fifty thousand, a hundred thousand, then two hundred thousand, then the Extra Ball and Special rungs. Both of the game's extra balls are cashed here, so consecutive clean loops are the only thing that matters.
- Traffic-Light Drops (mode) — lit: The stacked red-yellow-green drop bank collects whichever award is currently lit, and the lit award is cycled by rolling a lit inlane or striking the yellow spot target. · then: Set the pending award first -- Light Extra Ball, Light Special, Light Opera Jackpot, or Liz's Surprise -- then clear the drops to collect it. Opera Jackpot then pays at the captive ball and carries from game to game, while Liz's Surprise dumps your built-up Jogging bonus on demand.
- Water Tower Bonus (status) — lit: Each hit on the lone blue-cap jet sitting at the base of the Jogging Path adds to the Water Tower bonus stored behind the center-ramp crest. · then: Rack the pop bumper to grow the bonus, then jump the center ramp cleanly to land in the Water Tower and cash it. A weak Long Jump will not clear the crest, and collect-and-rebuild repeats all game.
- Bonus Ball Outlanes (status) — lit: One outlane is lit at a time and the lit side alternates as you hit switches, so draining down the lit side banks bonus time toward the post-ball-three Bonus Ball. · then: Nudge the switch count to flip which outlane is lit, then feed unavoidable drains down that lit side across several different balls. Each one lengthens the clock on the closing two-ball frenzy, where every switch pays five thousand.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Bank a free lock with a medium plunge that settles into Moon Street, then hold the extra right-side button on the next plunge to seat a second lock at Headquarters. Fluff the skill shot and just cradle, then light a random lock off the left ramp and collect it -- a safer road into multiball. — Skill Shot: Moon Street Lock, Skill Shot: Headquarters Lock via Train Switch, Opener B: Safe Normal Progression
- Building — Start multiball off the center-ramp Long Jump, then alternate the captive ball into the spinners to pile up switch hits. Climb the right-loop ladder between multiballs, bank the Water Tower, and set the drop-award selector before clearing the bank. — Multiball: Normal 2-Ball Start, Captive Ball ↔ Spinner Alternation, Right Loop Award Ladder, Water Tower Build & Collect, Drop-Target Award Selector
- The big one — Push a single multiball's switch count to ninety for 2x playfield and on to a hundred fifteen for the three-Specials award -- the largest single chunk on the machine. Bank lit-outlane time across several balls so the two-ball Bonus Ball frenzy after ball three runs long at five thousand a switch. — Triple Special (115-Switch Capstone), Light 2× Playfield Scoring, Bonus Ball Frenzy (Qualify & Run)
Does Bone Busters Inc. have an action button?
No action button here — this is a 1989 Gottlieb. What it does have is one extra button above the right flipper button, and it matters: that button works the upper-right mini-flipper, which doubles as the Train Switch gate and is the only route to the Headquarters lock. Hold it through a medium plunge and the ball gets caught up top instead of dropping away.
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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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 extra right-side button 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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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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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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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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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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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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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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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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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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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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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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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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