Ghostbusters

Stern Pinball, 2016 — shot-by-shot rules and strategy guide.

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Designed by John Trudeau, Ghostbusters is built around collecting Ghosts as its core currency, three parallel scene ladders themed to the movie, and a heavy emphasis on playfield multipliers. It ships in Pro, Premium, and Limited Edition variants sharing an identical rule set — Premium/LE add a physical subway ball-lock, Ecto Goggles Pepper's-ghost effect, magnetic slingshots, and a harder-routed right ramp, but score identically to Pro shot-for-shot.

Skill Shot

Every ball offers two simultaneous, untimed picks: a P-K-E top lane (left flipper button) and one of six playfield shots shown as a blue arrow (right flipper button). Either successful shot pays roughly 1M + 5% of your current score plus its specific award (top-lane awards include Bonus X, playfield multiplier lighting, and Super Jackpot value; playfield-shot awards mostly start a scene or advance ghost/video-mode progress).

Ghosts and Milestones

Ghosts are captured at any of the game's lit-insert shots, by defeating Slimer, completing scenes, and via Storage Facility jackpots. Milestones unlock content automatically: 20 ghosts lights Tobin's Spirit Guide (a 3-5 prize mystery award), 40 lights the "Negative Reinforcement on E.S.P. Ability" video mode, ~49 lights an Extra Ball, 60 starts Loopin' Supers, 80 starts PKE Frenzy, and 100 starts Mass Hysteria Multiball.

Scene Ladders (9 "Scenes" total)

Three ladders, each started at a different shot, must be cleared scene-by-scene:

Completing a scene relights its ladder's start shot so you can chain immediately into the next one.

Multiballs

Multipliers

Two standups flank the Left Ramp entrance: 2X and 3X Playfield, which stack multiplicatively to 6X on nearly all scoring — the single biggest scoring lever in the game, best saved for the start of a mode or multiball. Bonus X (end-of-ball multiplier) builds separately via the P skill-shot lane, Pop Bumpers, and Tobin's.

Combos and Farms

The Left Ramp is the hub of nearly every repeatable scoring pattern: Collecting Gear (loop the ramp, cash in at the Library standups), Loopin' Supers (continuously-lit Super Jackpots for ~21 seconds), and the We Came We Saw jackpot farm. On the right side, River of Slime (Right Orbit → Right Scoop) and PKE Frenzy (Right Ramp jackpots fed by a decaying switch-built multiplier) mirror the same build-and-collect structure.

Wizard Modes

Completing all 3 ladders (9 scenes) auto-starts "We're Ready to Believe You!" — a 4-ball multiball racing to collect 100 ghosts in 60 seconds across rising ranks (Junior → "Maybe a God?"). Reaching 100 ghosts inside it triggers the final "Are You a God?" — Level 1 runs two named 10-second two-shot combos (Left Ramp→Left Scoop, Right Orbit→Right Scoop), Level 2 runs a 7-link forced chain (Slimer → Librarian → Terror Dog → Gozer → both Scoleri Brothers → Right Orbit → Left Ramp), and Level 3 banks a 1-billion-point bonus before a 6-ball victory-lap multiball.

Notable Hazards

This is a physically unforgiving Trudeau design: a wide flipper gap, a center GHOST target that can send airballs straight down the middle, Scoleri Brothers drop targets that can fling the ball over the flippers, and double-inlane geometry that turns near-misses into drains. Play controlled, not desperate, around the multiplier standups and center targets.

How Ghostbusters plays

Ghostbusters (Stern, 2016) has you busting ghosts through scenes from the films. Run the three scene ladders to reach the main wizard mode, and let your rising ghost count trigger the big multiballs.

The loop

  1. Set both skill-shot picks before you plunge -- the left flipper cycles the top-lane P-K-E pick and the right flipper cycles a blue-arrow playfield shot -- since both can pay on one launch.
  2. Start a scene at its lit shot, follow the flashing arrows to clear it, then re-shoot the same shot to chain into the next scene.
  3. Loop the Left Ramp to build a Gear award, then cash it at the Library standups to light the 2x and 3x playfield multipliers.
  4. Collect ghosts everywhere on the playfield; the count auto-starts Storage Facility, PKE Frenzy and Mass Hysteria at fixed thresholds.
  5. Complete all nine scenes across the three ladders to qualify the wizard mode at the Left Ramp.

Reading the lights

  • Two-Part Skill Picks (lanes) — lit: Before the plunge you set two picks that can both score on the same launch: a P-K-E top-lane award and a blue-arrow playfield shot. · then: Point the blue arrow at whichever scene-start shot is already flashing, so one plunge both banks the skill shot and kicks off a scene; picking the K lane also nudges the playfield multiplier along. · control: Either flipper button: the left flipper button steps the lit P-K-E top lane your skill shot will score at, while the right flipper button moves the blue arrow among six playfield shots; both lock the instant you plunge (before you launch the ball)
  • Scene-Start Shots (ladder) — lit: Three shots open the three ladders -- the Left Scoop starts the Public Library, the Left Ramp the Sedgewick Hotel, and the Right Orbit Dana's Apartment. · flashing: A flashing start shot has its next scene ready; clearing a scene relights the same shot to chain straight into the one after it. · then: Follow the flashing arrows through each two-to-four-shot scene, then re-shoot the start to chain. Finishing all nine scenes qualifies the wizard mode at the Left Ramp, We're Ready to Believe You!
  • Left Ramp (shot arrows) — lit: No shot on the machine matters more than the Left Ramp: loop it to inflate a pending Gear award, and it is where Super Jackpots and the mini-wizard jackpots are collected. · then: Loop the ramp to build Gear, then collect it from the Library standups before it expires to light the 2x and 3x targets. Once Loopin' Supers is lit, every loop here banks a five-million-plus Super Jackpot for about twenty seconds.
  • 2X / 3X Playfield Targets (multiplier) — lit: The two standups flanking the Left Ramp light 2x and 3x playfield scoring; with both lit at once, nearly everything scores at six times. · flashing: A lit target flashes as its countdown runs -- hit the same target again while it flashes to extend the timer. · then: Light both, then dive into a mode or multiball while the multiplier is up. One strong mode played at six times can beat a whole game scored flat, so save the cash-in for something lucrative.
  • GHOST Standup & Slimer (letters) — lit: Repeated hits on the dead-center GHOST standup spell out GHOST, and Slimer drops down over his lane; three hits then chase Slimer off and light scenes. · then: Use GHOST as a second way into the scene loop when you whiff a start shot -- but take it only from a settled ball, since a wide miss dribbles straight down the middle for a drain.
  • Right Captive Ball Cycle (status) — lit: Hitting the right captive ball arms the next feature in a fixed cycle -- Scoleri Brothers, then Terror Dog twice, then Gozer -- for a ten-second window; hit it again inside that window to start the feature. · then: Drop both Scoleri Brothers inside their shared ten-second timer to light three Super Jackpots. This same captive ball toggles the reversed flippers on and off during Mass Hysteria Multiball.
  • Storage Facility Lock (status) — lit: Drive balls into the Triple Newton Ball channel to light Storage Facility, then lock three at the Left Ramp. · then: Starting the multiball releases every ghost; recapture them all for scaling jackpots to light three Super Jackpots at the Left Ramp, and tap the Triple Newton Ball for add-a-balls to stretch it out.
  • PKE Frenzy (Right Ramp) (shot arrows) — lit: Reaching eighty ghosts, or a Tobin's award, starts PKE Frenzy -- a forty-second frenzy with an uncapped jackpot lit at the Right Ramp. · then: Hammer the Right Ramp, which returns to the right flipper here for quick repeats, and refresh the multiplier by completing a P-K-E top lane or hitting five switches before it decays.

Lane change: not verified for this machine yet.

Start scoring

Does Ghostbusters have an action button?

Ghostbusters landed a year before Stern made the lockdown-bar button standard, so the front rail is bare. Everything selectable here runs through the flipper buttons: left picks your top-lane skill shot, right cycles the blue arrow through six playfield shots, and both of them get swapped on you for the whole of Mass Hysteria Multiball.

Goals in Ghostbusters

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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