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

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

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

  1. 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.
  2. Feed a ramp or a loop into the Dead End to cash the snowballing Combo Jackpot, and complete FUEL to keep 2x live.
  3. Start the four band multiballs - bash Sparky, clear the grave drops, spell SNAKE, lock the coffin - leveling each band member as you go.
  4. 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

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.

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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