Metallica Remastered
Stern Pinball, 2024 — shot-by-shot rules and strategy guide.
Open Metallica Remastered in the Pinball Genie app →A 2024 remaster of John Borg's 2013 classic. Same physical playfield/flow; new code by Raymond Davidson (22 songs, Insider Connected, expression lighting). Editions (Pro/Premium/LE) share shot geometry — only the Coffin lock, Hammer/Gavel, Grave Marker motor and Sparky throw-magnet differ mechanically. The topper unlocks the "…And Justice For All" multiball.
Core economy
Four collectible items — Electric Chairs, Grave Markers, Snakes, Coffins — drive everything. Collect 12 of each (+1 per Crank It Up already played) to light Crank It Up at the scoop. Items are spotted by direct feature shots or by the light-blue "Spider" arrow system: shooting a feature lights its insert at whatever major shot the Spider sits on, then the Spider moves. Coffins can ONLY be collected at the captive ball.
The 5 major / combo / Hardwired shots (left→right)
Left Orbit → Left Ramp → Center/Sparky → Right Ramp → Right Orbit. Comboable shots are those plus the Captive Ball and Grave Marker drops; the Dead End lane is the combo terminator/cash-out.
Skill shots
Standard: plunge the flashing rollover (200k, +50k each, right lane 2×). Super Skill Shot: hold LEFT flipper (kills the orbit up-post) then collect at any major shot for 2× +100k. Best target = Dead End → instantly lights 2× Playfield.
The four main multiballs
- Electric Chair (Sparky) — 10 Sparky hits (+3 each replay). Jacob's Ladder → Super Jackpot at Sparky.
- Grave Marker — 3 inline drops, then the grave-marker magnet. Double/Super Jackpot with a 30s magnet hold.
- Snake — spot SNAKE, then start a 2-ball MB; Snake Combo multiplier maxes at 3×.
- Coffin — captive-ball hits (5/10/15 locks); uniquely can stack a second MB inside it. Universal rule: in ANY multiball, complete the 4 Pick / 72 Seasons standups to light the Snake for a 2× Playfield lock + add-a-ball (first per MB). Also: Frantic MB (10 setlist pairs) and topper-only …And Justice For All.
Multipliers (stack to 4×)
Fuel 2× (complete FUEL → Dead End, 20s) and Snake 2× (4 Picks during MB). Both live = 4×. Bonus X is raised by the inline Grave Marker drops.
Combos & money sequences
Each combo = 250k + 500k×(length beyond 2-way) + 7.5k×(prior combos this ball). 14 named Setlist Combos boost the Combo Jackpot, cashed by ending a combo at the Dead End (base 750k, snowballs +250k per chained shot). The three 750k loop combos — Left Loop→Left Loop (Fuel), Right Loop→Right Loop (Blackened), Left Loop→Left Ramp ("One"/Lady Justice) — are the top farms. 5 pairs → Lux Aeterna; 10 pairs → Frantic MB.
Modes (single-ball)
Lady Justice (spell METALLICA on ramps), Hardwired Hurry-Up, 72 Seasons, FUEL Frenzy, Seek & Destroy, Coffin Hurry-Up, Lux Aeterna.
Crank It Up (mini-wizard)
Pick one of four song modes (For Whom The Bell Tolls, Fade to Black, Battery, Enter Sandman). Cash out (L flipper) or continue (R flipper) at the scoop. Play all four → End of the Line wizard mode.
Wizard modes
- Blackened — play all four main MBs (levels the band members), then start at the scoop (4-ball).
- End of the Line — play all four Crank It Up modes; supers = 25% of your CIU scores lowest→highest; both 2×s apply. Biggest score on the machine.
- The Unforgiven — super-wizard requiring maxed band members, victory laps, a Blackened super, 50 combos and all setlist pairs.
How Metallica Remastered plays
Play the four band-member multiballs - Electric Chair, Grave Marker, Snake and Coffin - to level James, Robert, Kirk and Lars, while stacking Fuel 2x and Snake 2x for up to 4x scoring. Collect the whole band for Blackened and run every Crank It Up song to reach End of the Line.
The loop
- Hold the left flipper on the plunge and bank the Dead End Super Skill Shot, which lights 2x Playfield before you have made a real shot.
- Feed a ramp or a loop into the Dead End to cash the snowballing Combo Jackpot, and complete FUEL to keep 2x live.
- Start the four band multiballs - bash Sparky, clear the grave drops, spell SNAKE, lock the coffin - leveling each band member as you go.
- Complete the Pick standups inside a multiball to stack Snake 2x on Fuel 2x for 4x, dump your supers under it, then light Blackened and push the Crank It Up songs toward End of the Line.
Reading the lights
- Top Rollover Lanes (lanes) — lit: One top-lane rollover flashes at a time; rolling the ball through the lit lane banks it, and the lanes you have already banked stay collected so only the ones still needed keep flashing. · flashing: The flashing lane is the one you have not rolled through yet. · then: Move the lit lane under the ball with a flipper and roll it through; completing every top lane scores a Mystery award and builds Super Pistons. Off the plunge these same lanes are your standard skill shot - aim the right lane to double it. · control: Either flipper button: tapping either flipper button shifts the flashing rollover across the top lanes, so you can set the lit one over whichever lane the ball is rolling toward and bank the one you still need (as the ball crosses the top lanes)
- Combo Jackpot Arrows (shot arrows) — lit: Land any comboable shot - a ramp, a loop, the captive ball, the grave drops - and a red arrow flashes on the next link in the chain, which ends at the Dead End and holds only while the combo timer runs. · flashing: The red arrow flashes on the shot that continues the chain. · then: Send a ramp or a loop straight into the Dead End to cash the Combo Jackpot, then set it up and cash it again so its base keeps snowballing within the ball. The Left Loop into Left Ramp carries the biggest setlist boost, and every collect doubles under a live 2x Playfield.
- Fuel 2x Playfield (multiplier) — lit: Completing the far-left FUEL target lights the Dead End for 2x Playfield, and once activated it doubles every point you score for about twenty seconds. · flashing: The 2x insert winds down over its timer, and hitting the Dead End again resets the clock. · then: Complete FUEL - mind the rebound toward the left outlane - then activate 2x at the Dead End and keep striking that lane to refresh its timer. Stack it with Snake 2x from the Picks for full 4x, then dump your biggest supers underneath.
- Electric Chair (Sparky) (status) — lit: Sparky lights as the start once you have bashed the center sculpt enough times; during the multiball the chair inserts on the two orbits and Sparky himself light as jackpots, and the qualify progress carries between balls. · then: Backhand Sparky from the left flipper - the center counts double - to start Electric Chair Multiball, then hit the lit orbit inserts to raise the Jacob's Ladder and shoot Sparky for Super Jackpots. Each super fries a figure off the chair and levels James, and frying them all lights both ramps as supers too.
- Snake (letters) — lit: A lit Snake spots a letter of S-N-A-K-E when you shoot the jaw, then goes dark, and you relight it by bashing the jaw or shooting any shot carrying a lit Snake insert. · then: Spell SNAKE, then shoot the jaw again to start Snake Multiball and level Kirk. Inside any multiball, completing the Pick standups instead lights the Snake for a timed lock worth 2x Playfield plus an add-a-ball - stack that on Fuel 2x to reach 4x.
- Grave Marker Drops (status) — lit: The inline drop targets stand lit to be knocked down, and each one you drop also raises your end-of-ball Bonus X and advances the Resurrection ball save. · then: Knock down the inline drops, then strike the grave-marker magnet behind them to kick off Grave Marker Multiball and level Robert. The drops reset if you drain, and each fresh start asks for another magnet hit on top of the last.
- Coffin (status) — lit: The captive ball counts down its locks as you hit it, and the lit coffin is both the game's only source of Coffin items and the one multiball you can run a second multiball on top of. · then: Work the captive ball through its locks to start Coffin Multiball and level Lars - a combo into it tacks on extra hits matching the combo's length. Bank Sparky hits and SNAKE letters first, then start a second multiball inside Coffin for two overlapping jackpot streams.
- Band Members to Blackened (ladder) — lit: Each band member lights as you play his multiball - James at Sparky, Robert at the grave, Kirk at the Snake, Lars at the Coffin - and those levels bank all game rather than resetting between balls. · then: Play all four multiballs to collect the whole band and light Blackened at the scoop, a four-ball mini-wizard whose opening jackpot grows with every band level. Any member left at the cap hands you an add-a-ball button and an extra ball to start with.
- Crank It Up Songs (mode) — lit: The scoop lights for Crank It Up once you have collected enough items - swept in by the self-destruct button and the major shots - and every song you have already played raises the item bar for the next. · then: Start a Crank It Up song at the scoop and hit the major shots to build its jackpot, then bank it or push on for more, both from the scoop. Playing all four songs qualifies End of the Line, the two-ball wizard whose supers pay half of your song totals - the biggest score on the machine.
Lane change: the flipper buttons move the lit lane. Tap either flipper button to slide the flashing top-lane rollover across the top lanes, so you can line the lit one up with the lane the ball is about to roll down. Completing every top lane banks a Mystery award and builds Super Pistons; off the plunge the same lanes are the standard skill shot, with the right lane worth double.
Start scoring
- Ball one — The strongest opener on the machine: hold the left flipper on the plunge and bank the Dead End Super Skill Shot to light 2x Playfield before your first real shot. Then farm the snowballing Combo Jackpot by feeding a ramp or a loop into the Dead End, and clear the grave drops for the Resurrection ball save. — Super Skill Shot to the Dead End (2x Playfield), Combo Jackpot Farm: Ramp/Loop → Dead End, Strategy: The Optimal Opener
- Building — Start the band multiballs, the safe Electric Chair backhand first, and complete the Pick standups inside one to stack Snake 2x on Fuel 2x for full 4x, then dump your Super Jackpots under it. Spell METALLICA on the alternating ramps for Lady Justice and light the five majors for the Hardwired hurry-up between multiballs. — Electric Chair Multiball (Sparky), Snake 2x → 4x Stack (4 Picks in Multiball), Strategy: Stack to 4x and Dump Supers, Lady Justice, Hardwired Hurry-Up
- The big one — Collect the whole band to light Blackened, a four-ball mini-wizard that scales with your banked band levels. Then run all four Crank It Up songs to reach End of the Line, whose supers pay half of your song totals - under a live 4x that final collect can top a billion, the biggest score the machine offers. — Blackened (Mini-Wizard Qualification), End of the Line (Wizard Mode Qualification), Strategy: Build the End of the Line Super
The Self-Destruct Button on Metallica Remastered
Center of the lockdown bar.
The lockdown bar button holds self-destruct charges. It flashes whenever one is waiting and you can stack three; at the cap it turns red-orange, telling you to spend one before any further award is thrown away. Each press does two jobs in the same moment.
- Charge waiting, Hardwired not yet lit: Advances you one shot closer to lighting the Hardwired Hurry-Up.
- Hardwired Hurry-Up running: Collects the next hurry-up shot, taken left to right across the five majors.
- Items lit around the playfield: The same press sweeps them all in, plus a coffin for any shot holding a full column of three.
- Button flashing red-orange: You are stacked at three — spend one now or the next award you earn is wasted.
- Blackened with band members maxed: Each member left at level 8 gives you an add-a-ball press during the multiball.
Goals in Metallica Remastered
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Super Skill Shot to the Dead End (2x Playfield)
Hold the left flipper on the plunge to disable the orbit up-post, then collect the Super Skill Shot at the Dead End target to instantly light 2x Playfield — the strongest possible opener.
Reward: 2x standard skill value +100k AND 2x Playfield lit at ball start
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Standard Skill Shot (Right Lane 2x)
Plunge into the flashing top rollover lane for a safe, low-value skill shot; plunge to the right lane to double it.
Reward: 200k (+50k per skill shot), 2x if collected in the right lane
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Combo Jackpot Farm: Ramp/Loop → Dead End
The #1 money combo — chain any ramp or loop into the Dead End lane to cash the Combo Jackpot, then rebuild and re-cash so it snowballs (750k → 1M → 1.25M+).
Reward: Combo Jackpot, base 750k, +250k per chained shot each re-cash (doubled under 2x Playfield)
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"One" Farm: Left Loop → Left Ramp → Dead End
The single most-cited high-value repeatable line: the Left Loop → Left Ramp setlist combo carries the max 750k boost; feed it into the Dead End during Lady Justice with 2x Playfield live.
Reward: 750k setlist boost cashed at the Dead End, doubled under 2x Playfield / Lady Justice
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750k Loop Setlist: Left Loop → Left Loop (Fuel)
Repeat the backhandable Left Loop into itself to bank the 750k Fuel setlist boost, then cash it at the Dead End. Fastest way to re-arm boosts and stack combo count toward Extra Balls.
Reward: +750k Combo Jackpot boost; combos count toward Extra Ball at 15/50
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750k Loop Setlist: Right Loop → Right Loop (Blackened)
Mirror farm on the right side — repeat the Right Loop into itself for the 750k Blackened setlist boost, then cash at the Dead End.
Reward: +750k Combo Jackpot boost
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Snake Combo Farm (during Snake Multiball)
Inside Snake MB, combo any major shot into the Snake to score the jackpot times a multiplier that maxes at 3x; collect 5 Snake Combos to light all shots for Super Jackpots.
Reward: Jackpot x up to 3x; 5 combos lights all shots for 750k Supers; levels band member Kirk
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Electric Chair Multiball (Sparky)
The safe first multiball — bash Sparky 10 times to qualify and start, then raise the Jacob's Ladder with every switch and shoot Sparky for Super Jackpots. Progress is preserved between balls.
Reward: Super Jackpot 1.5M + 5k x items at Sparky; after 7 electrocutions all shots go super-eligible
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Spot the letters S-N-A-K-E at the Snake (relight by bashing the jaw or shooting lit Snake inserts), then start a 2-ball multiball at the Snake.
Reward: 2-ball MB; jackpots 300k + 3k x items; Snake Combo to 3x; Super Jackpots 750k
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Grave Marker Multiball (Master of Puppets)
Knock down all three inline drop targets (each raises Bonus X), then shoot the grave-marker magnet behind them to start. Higher variance — progress resets on drain.
Reward: Jackpots 200k + 2.5k x items; Double Jackpot + 20s magnet hold; Super 1.25M + 2.5k x items (up to 5x)
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Coffin Multiball (For Whom The Bell Tolls)
The stacking engine — hit the captive ball to count down locks (5/10/15), the third lock starts MB, and you can advance or start one other multiball inside it. Hardest to start.
Reward: Jackpots 400k + 4k x items; Super Jackpot 3M + 10k x items; can stack a second multiball
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Spell METALLICA with nine ramp shots, then shoot a ramp to start. The scales want balance: shots that alternate between the playfield's left and right sides pay far better than repeating the same side. On a machine with the topper, re-spelling METALLICA on the topper lights during the mode starts …And Justice For All Multiball alongside it.
Reward: Alternating ramps pay value +500k (+250k per replay); pairs with the 'One' combo farm
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In single-ball play, light all five main shots (blinking white circles), start it at the scoop, then collect fast-counting hurry-ups — each adds its value to the final Hardwired Jackpot.
Reward: 5M start (+400k per boost shot); Hardwired Jackpot = sum of the 4 prior hurry-ups; awards a self-destruct
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Complete the four 72 Seasons standups in single-ball play to launch a 72-switch count-up, then a 72-second mode where you build a Toy Jackpot and collect it repeatedly at the four lit standups.
Reward: Toy Jackpot (+50k/switch) collectable repeatedly at the 4 targets; also feeds the Super Spinner
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Crank It Up: For Whom The Bell Tolls
After 12 of each item, start Crank It Up at the scoop and pick For Whom The Bell Tolls — the easiest mode to complete: shoot the 5 major shots up to 3x each, then cash out or continue at the scoop.
Reward: Completion Bonus 15M + 2.5M x CIU modes started; enables victory laps; progresses toward End of the Line
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Complete the FUEL target to light the Dead End for 2x Playfield; keep re-hitting the Dead End to refresh the 20-second timer and double every point you score.
Reward: 2x Playfield for 20s (refreshable); stacks with Snake 2x for 4x
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Snake 2x → 4x Stack (4 Picks in Multiball)
During any multiball, complete the four Pick standups to light the Snake for a timed lock granting 2x Playfield plus an add-a-ball; stacked with Fuel 2x this gives full 4x scoring.
Reward: Snake 2x (20s) + add-a-ball (first per MB); 4x total when stacked with Fuel 2x
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Blackened (Mini-Wizard Qualification)
Play all four main multiballs (Chair, Grave, Snake, Coffin) to earn each band member, then start Blackened manually at the scoop in single-ball play — a 4-ball mini-wizard.
Reward: 4-ball MB, start value 800k + 100k x total band levels; all values x (balls in play − 1)
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End of the Line (Wizard Mode Qualification)
Play all four Crank It Up modes (needn't cash out), then collect enough items to light the 5th CIU and shoot the scoop. A 2-ball mode whose supers are worth 50% of your CIU scores — the biggest score on the machine.
Reward: Opens with 200k x total items; Super Jackpots = 50% of CIU scores lowest→highest; both 2x's apply (can exceed 1B)
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A reliable opening line — super skill shot to 2x Playfield, move the Spider to light items on safe shots, secure Resurrection, start Electric Chair MB, then take the 4 Picks for Snake 2x + add-a-ball.
Reward: 2x Playfield + Resurrection ball save + first multiball with 4x scoring available
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Strategy: Stack to 4x and Dump Supers
Time your biggest collects to land under a live multiplier — bring up Fuel 2x, add Snake 2x via the 4 Picks in multiball, then dump Sparky super jackpots (and later End of the Line supers) while 4x is active.
Reward: Up to 4x on your largest single collects — never dump a super with the multiplier expired
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Strategy: Build the End of the Line Super
Cash out your first one or two Crank It Up modes conservatively, then continue modes 3 and 4 to inflate their totals, since End of the Line supers scale off your CIU mode scores — keep Fuel 2x live at the final collect.
Reward: Final End of the Line collect scaling off inflated CIU totals — can exceed 1 billion under 2x
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Stack a Second Multiball Inside Coffin
Coffin Multiball is the only one that lets another multiball run on top of it — bank Sparky hits and Snake letters first, start Coffin, then light the second multiball while it is running for doubled-up jackpot streams.
Reward: Two overlapping jackpot sets plus a 4-ball playfield; add the 4 Picks for Snake 2x and an add-a-ball
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Blackened is a 4-ball mini-wizard: every scoring value gets scaled by one less than however many balls are currently in play, which makes hanging onto balls just as important as picking the right shot. All shots glow red toward the super jackpot, but the jackpot itself pays only at the one purple shot. That purple light begins on the dead end target and moves one shot to the right every time you either cash it where it sits or shoot the captive ball; turn all six shots purple and the super jackpot is yours.
Reward: Start value 800k plus 100k per band level, every value multiplied by (balls in play minus one)
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Each of the four main multiballs is tied to one member of the band: Electric Chair to James, Grave Marker to Robert, Snake to Kirk, Coffin to Lars. Simply starting a multiball bumps its member up one level, and the right scores inside it bump the level again — but the qualifying score is different for each member, so the same play does not pay off everywhere. Levels cap at 8 apiece and stay banked for the whole game rather than resetting between balls. Play all four multiballs and Blackened lights at the scoop, where the levels cash out twice over: the opening jackpot is 800k plus 100k for every level across the whole band, and any member you pushed to the 8 cap adds hardware — one maxed member gives an add-a-ball button, four maxed members give two buttons and two extra balls before the multiball has even begun.
Reward: Four band levels, up to 8 each, that persist all game — they set Blackened's opening jackpot at 800k + 100k per total level and add add-a-ball buttons and extra starting balls for every member left at the cap
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Fry All Seven Figures on the Chair
Electric Chair Multiball hides a seven-step ladder. Ten hits on Sparky open it, the jackpot shots are the flashing chair inserts on the two orbits plus Sparky himself, and those jackpots raise the sparks up the Jacob's Ladder ten switches at a time. Top the ladder out and Sparky is armed for a super jackpot — and every super you cash burns down one more of the seven figures on the chair, with the insert colours showing how far along the row you are. Take the seventh and the multiball opens right up: both orbits, both ramps and Sparky all stand lit for super jackpots at the same value. Every figure that goes down is also a level for James, so this ladder and the band ladder climb together. Getting there costs you, though — each new Electric Chair Multiball demands three more Sparky hits than the one before.
Reward: Both orbits, both ramps and Sparky all lit for super jackpots once the seventh figure goes down, plus one band level for James per figure fried
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Self-destruct is a stored charge rather than a mode. Several things hand you one: clearing all four targets during 72 Seasons, scoring the Hardwired jackpot, collecting a setlist combo pair, blown pistons at three and then every ten after, and the super jackpot inside Blackened. They sit waiting on the action button, which flashes while you are holding one, and the stack tops out at three. Pressing it does two jobs at once. It spots your next Hardwired shot, taken left to right, whether you are still lighting the mode or already running the hurry-up. It also sweeps every item currently lit on the playfield into your collection, with a coffin thrown in for each shot where all three items are locked in — and items are what light Crank It Up, which wants 12 of each one, plus another for every Crank It Up you have already played this game.
Reward: Up to three stored action-button charges, each one spotting a Hardwired shot and sweeping every lit item into your Crank It Up progress
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