Monster Bash
Williams, 1998 — shot-by-shot rules and strategy guide.
Open Monster Bash in the Pinball Genie app →Design George Gomez, software Lyman Sheats. A two-flipper fan layout in the Attack From Mars family, plus three toys: Frankenstein on his operating table, a Dracula figure that rides a track across the mid-right playfield, and the Creature glowing under a translucent lagoon window. Reissued by Chicago Gaming in 2018 (Classic / Special / Limited) — all edition differences are cosmetic/hardware; the ruleset is identical to the 1998 original.
The objective: form the band
Six classic monsters each have a mode. Starting a mode collects that monster; completing it collects that monster's instrument:
- Creature — How to start: 4 lagoon (left eject) shots; How to complete: Clear all 5 major shots — escalating 1M–5M hurry-ups, 20s each; Instrument: Saxophone
- Wolfman — How to start: 4 combined loop shots (moon phases); How to complete: Collect four loop hurry-ups (1M→4M) in one Full Moon Fever; Instrument: Drums
- Bride — How to start: 3 shots on each ramp (Ball & Chain); How to complete: 3 more per ramp in 30s (Mosh Pit resets timer ×3); scoring then triples; Instrument: Microphone
- Frankenstein — How to start: 7 hits on his target bank, then the exposed center ramp → 3-ball multiball; How to complete: 6 Super Jackpots off Frank (Double/Triple Supers via 2/3 intervening jackpots); Instrument: Keyboard
- Mummy — How to start: 60 jet hits, start at scoop; How to complete: Score 7.5M in 45s of Mayhem Jackpots; Instrument: Bass
- Dracula — How to start: Spell D-R-A-C-U-L-A (D-R-A free), start at scoop; How to complete: Hit the moving Dracula 5× (2X while moving); Instrument: Guitar
All modes are timed — and every mode timer freezes during any multiball while the modes stay playable. That is the game's defining strategy: start several modes, start a multiball (ideally Frankenstein's, last), then finish the modes with the clocks stopped. "Better to start two things than finish one."
Multiballs and wizard modes
- Mosh Pit Multiball — 6 center-lane spinner shots light it, start at the scoop. Begins 2-ball; more Mosh Pit shots add balls (to 4). Jackpots 750K + 5K per lifetime Mosh Pit shot (cap 1.5M); ladder: 10 Frank-ramp shots = Super (~7–10M), then 5 raised red targets = a 3X second Super, repeat forever.
- Monster Bash (mini-wizard, 4-ball) — light by starting all six modes; start at the scoop. Every monster shot 2M; the center lane cashes Bash Jackpots of 2M + 500K per monster bashed (max 7.5M). Reaching it "should just about guarantee a replay."
- Monsters of Rock (wizard, 4-ball) — light by completing all six modes (all six instruments); start at the scoop. Start bonus alone: 5M per instrument + 25M per complete set (≥55M), +50M if you never started Monster Bash. Monsters 4M each; shooting all six monster shots = MOR Jackpot (4M × set completions), Mosh Pit spots monsters toward the lap.
- Lyman's Lament — the scoop's mystery tours concert venues; the 44th non-multiball visit plays the programmer's secret award (+25X bonus, boosted switch values).
Everything else
- Skill shot: auto-plunge into the flashing D-I-G top lane — 150K + a Monster Bomb.
- Monster Bombs: launch-button "smart missiles," one flavor per monster (Garlic Clove, Hair Dryer, Ancient Scroll, Silver Bullet, Spear Gun, Flaming Torch); each spots a shot in its mode. Earned from the skill shot, every 3rd/9th/15th Mosh Pit shot, scoop awards, and extra DRACULA spell-outs.
- Instrument Bonus: each instrument lights the five major shots for ~1M "victory lap" collects on that ball.
- Multipliers: no playfield-X system — only end-of-ball Bonus X (bonus = switch count × X), advanced by D-I-G completions and the Tomb Treasure standup (+1X each); Hold Bonus X from the scoop. 20–30X is routine; bonus is modest, so don't play for it.
- Extra balls: ~3 monsters started (renews after each Monster Bash), 12 Mosh Pit shots (operator-adjustable), or scoop award — collect at the scoop. Special on alternating outlanes at ~4 instruments.
- Phantom Flip: 7 hits on the three blue standups earn 2 auto-flips on the inlanes (carries over; often disabled in tournaments — it misses most shots).
- Danger notes: the Mosh Pit lane and right-ramp misses feed the center drain; Frank rejects and Dracula bounces are drain hazards in single-ball play; ramps + lagoon + scoop are the safe diet.
How Monster Bash plays
Monster Bash drafts six classic monsters into a rock band -- Creature, Wolfman, Bride, Dracula, Mummy and Frankenstein -- and each one's feature hands you its instrument. Start every monster to light the Monster Bash four-ball at the scoop, and collect all six instruments to headline Monsters of Rock.
The loop
- Send the auto-launch through the flashing D-I-G lane -- slide it under the ball with a flipper tap -- for the skill shot and a stored Monster Bomb, then finish D-I-G for a bonus-multiplier step and free jet progress.
- Start each monster at its own shot: the lagoon for the Creature, combined loops for the Wolfman, the two Bride ramps, the roaming Dracula, sixty jets for the Mummy, and Frank's target bank.
- Stack several modes and then start a multiball, because every mode timer freezes while balls are multiplying, so you sweep the frozen modes at leisure.
- Get all six modes started to light Monster Bash; finish all six for their instruments and roll into Monsters of Rock.
Reading the lights
- D-I-G Top Lanes (lanes) — lit: One of the three D-I-G rollovers is the lit lane; rolling the lit one banks that letter and an unlit letter is one you still need. At ball launch the lit lane is also your skill shot. · flashing: The flashing lane is the one currently selected -- the letter the ball collects if it rolls through right now. · then: Roll the flashing lane off the launch to take the skill shot: a small award (about 150K) plus a random Monster Bomb -- a stored item you fire later with the launch button to spot a shot inside its monster's feature. Complete all three D-I-G letters and you step the end-of-ball bonus multiplier, raise the jet-bumper value, and spot five jet hits toward lighting Mummy Mayhem. · control: Either flipper button: a tap of a flipper button hops the lit lane sideways to the next of the three D-I-G rollovers, so you can line the flashing letter up with the path the ball is taking; every launch is an auto-plunge over the back arch, so you set this before the ball arrives up top (while the launched ball is crossing the arch toward the lanes)
- The Six Monster Shots (mode) — lit: Each monster owns a shot and an insert: the Creature's lagoon, the Wolfman's loops, the Bride's ramps, the roaming Dracula, the Mummy's jets and Frankenstein. Its insert lights while that monster's feature is available or running. · then: Start a monster's mode at its shot and finish the mode to win that monster's instrument. Getting all six STARTED lights the Monster Bash four-ball at the scoop -- completion is never required for that -- while COLLECTING all six instruments is what opens the Monsters of Rock wizard.
- The Scoop (mode) — lit: The orange-hooded scoop is the game's hub. Lit, it starts whichever feature is queued -- Drac Attack, Mummy Mayhem, Mosh Pit Multiball, Monster Bash or Monsters of Rock -- and unlit it pays a rotating mystery concert-venue award. · then: Take it to start modes and multiballs, to collect an extra ball once about three monsters are going, and to grab Advance Mummy for ten free jet hits. Keep visiting: the forty-fourth non-multiball visit pays Lyman's Lament, a hidden award that dumps a huge bonus multiplier and boosted switch values -- light a multiball just before you collect it.
- Frankenstein Bank & Multiball (mode) — lit: Frank's motorized two-target bank blocks the center ramp; its lit targets are the hits still needed to assemble him. Seven hits drop the bank and expose the hidden ramp behind it. · then: Shoot the exposed center ramp to lock in the three-ball Frankenstein Multiball, then bash Frank himself for Super Jackpots -- six Supers award his Keyboard. String exactly three ordinary jackpots between bashes to upgrade each hit to a Triple Super, worth three Frank hits at once. Never start it bare: raise the bank with modes already running so their timers freeze.
- Mosh Pit Spinner Lane (mode) — lit: The center spinner lane lines up dead with the drain, so a missed Mosh Pit shot tends to head down the center and out -- shoot it only off a fully cradled ball, and it comes easier from the right flipper. Six shots light Mosh Pit Multiball. · then: Start the lit multiball at the scoop, then add balls with more Mosh Pit shots. The same lane cashes the Bash Jackpot during Monster Bash and hands you a Monster Bomb on every third qualifying shot, and inside its own multiball it runs an endless Super Jackpot ladder off the Frank ramp.
- Jet Bumpers (status) — lit: The three jets count every hit toward the Mummy: sixty of them light Mummy Mayhem and kick off doubled Super Jets. The launch, the rollovers up top and balls kicked out of the loops all funnel into the nest for you. · then: Let the ball churn the jets -- each D-I-G completion spots five hits and the scoop's Advance Mummy spots ten, so the sixty comes largely for free. When it lights, start Mummy Mayhem at the scoop and race to seven and a half million before the forty-five-second clock runs out for the Bass.
- Tomb Treasure & Bonus X (multiplier) — lit: Bonus here is end-of-ball only -- your switch count times the bonus multiplier -- with no playfield X at all. The big standup beside the Mosh Pit lane is the quick way to climb it: each hit adds one to the multiplier plus a chunk of points. · then: Feed the multiplier through D-I-G completions and stray Tomb Treasure hits, and take Hold Bonus X from the scoop late in a ball to carry it forward. The bonus itself stays modest here, so treat multipliers as gravy rather than a plan -- do not risk a single-ball shot at the standup, and let multiballs batter it for you.
- Phantom Flip Standups (status) — lit: Three blue standups flank Frankenstein and the left ramp; their lamps track hits toward Phantom Flip. Seven combined hits arm up to two stackable Phantom Flips on the inlanes. · then: Once armed, the game auto-flips for you when a ball rolls an inlane -- a free, timed save that is worth stacking to two before a busy multiball. Bank them ahead of Frank or Mosh Pit chaos so a mis-timed return still gets flipped.
Lane change: the flipper buttons move the lit lane. Because the launch is automatic and always dumps the ball up among the three top rollovers, the real skill is moving the lit letter before the ball gets there: a tap of a flipper button hops which D-I-G rollover is lit. Line the flashing one up with the ball's path for the skill shot (about 150K plus a stored Monster Bomb), and rolling all three letters steps the bonus multiplier, boosts the jets, and spots five jet hits toward Mummy Mayhem.
Start scoring
- Ball one — Take the D-I-G skill shot and pocket its Monster Bomb every ball. Then bank easy monster progress on the safe shots -- the lagoon, the left ramp, a loop -- to get three modes started, which lights an extra ball at the scoop. Keep away from Frank, Dracula and the drain-hugging center lane until balls are multiplying. — D-I-G Skill Shot, Beginner: First 30 Seconds, Creature Feature
- Building — Loop the two Bride ramps for the Ball & Chain 3X farm, the safest repeatable scoring on the table. Bring several modes to the brink, then start Frankenstein or Mosh Pit Multiball so the mode timers freeze and you finish instruments in bulk while jackpots pile up. — Ball & Chain 3X Ramp Farm, Frankenstein Multiball, Mosh Pit Multiball, The Stack: Modes into Frank Multiball
- The big one — Collect all six instruments to headline Monsters of Rock, worth at least fifty-five million the moment it starts -- and another fifty million on top if you got there without ever starting Monster Bash. Lap the six monster shots inside it for repeat four-million jackpots. Monster Bash, the six-mode four-ball, is the near-guaranteed replay you pass through on the way. — Monsters of Rock (Wizard), Monsters of Rock Jackpot Lap, Monster Bash (Mini-Wizard)
The Launch Button (Monster Bombs) on Monster Bash
The launch button on the cabinet, in place of a shooter rod.
Monster Bash launches every ball for you, which frees the launch button up for a second job: firing whatever Monster item you are carrying. Each item belongs to one monster and spots a shot or a hit inside that monster's feature, so think of the button as a stored free shot you get to time yourself.
- Spear Gun held during Creature Feature: Spots one lit shot, cashes the live hurry-up and puts the 20-second clock back to full.
- Silver Bullet during Full Moon Fever: Takes the hurry-up before it decays, starts the next one, and credits a loop toward the set of four.
- Hair Dryer while Ball & Chain runs: Spots one Bride ramp, alternating right then left — useful when the right ramp is not falling for you.
- Ancient Scroll during Mummy Mayhem: Spots a Mayhem jackpot, which is real progress against the 7.5M target in 45 seconds.
- Garlic Clove during Drac Attack: Spots one hit on Dracula. Firing while he is moving still pays the doubled value but only counts once.
- Flaming Torch in Frankenstein Multiball: Spots the next lit super jackpot — worth one, two or three Frank hits if a double or triple is standing.
Goals in Monster Bash
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Every ball starts with one decision: put the plunge into the flashing D-I-G lane. The points are small but the Monster Bomb it awards spots a shot in whichever mode you fire it during.
Reward: 150K + a random Monster Bomb
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The Creature from the Black Lagoon's mode: start it at the lagoon, then clear all five major shots for escalating hurry-ups. The most valuable mode to stack under a multiball.
Reward: Saxophone + hurry-ups scaling 1M to 5M
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The Wolfman lives on the loops: four combined loop shots complete the moon phases and start four consecutive loop hurry-ups. Collect all four in one run for the Drums.
Reward: Drums (all 4 hurry-ups in one run)
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The hardest mode to light: 60 jet-bumper hits, then start at the scoop and race to 7.5M in 45 seconds while everything scores. Practically beats itself if stacked under a multiball.
Reward: Bass + 250K per second remaining
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Spell D-R-A-C-U-L-A on the red standups, start at the scoop, then hit the Count as he cruises his playfield track. Five hits take his Guitar.
Reward: Guitar after 5 Dracula hits
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The Bride's mode is the game's premier repeatable farm: the left ramp feeds the left flipper, which shoots the right ramp, which feeds the right flipper, which shoots the left ramp — forever. Finish the Microphone and every ramp is worth 3M.
Reward: Microphone, then 3M per ramp shot
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Inside Mosh Pit Multiball an explicitly infinite ladder: ten Frank-ramp shots for the Super Jackpot, five hits on the raised red targets for a 3X second Super, repeat.
Reward: ~7-10M Super, then a 3X second Super, repeatable
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The efficient Frankenstein Multiball sequence: weave exactly three regular jackpots between Frank hits so every bash cashes a Triple Super and counts as three Frank hits toward the Keyboard.
Reward: Triple Super = 3 Frank hits in one shot
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The Monster Bash farm loop: bash several monsters at 2M each to build the Bash Jackpot, then cash it at the center lane for up to 7.5M — and start building again.
Reward: Up to 7.5M per center-lane cash-in
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The wizard mode's repeatable lap: shoot all six monster shots once each for the Monsters of Rock Jackpot, with the Mosh Pit spotting monsters along the way. Repeat laps for repeat jackpots.
Reward: MOR Jackpot = 4M x full-set completions, per lap
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Assemble Frank with seven target-bank hits, then shoot the ramp his bank was hiding. Never start it bare — stack modes first so their timers freeze.
Reward: Keyboard after 6 Super Jackpots
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Six spinner-lane shots light it, the scoop starts it, and the same lane adds balls once it's running. High value, high risk — the lane faces the drain.
Reward: Jackpots to 1.5M + the Super Jackpot ladder
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Start — not finish — all six monster modes and the scoop lights the game's namesake 4-ball. Reaching it is usually enough on its own to put a replay-level score on the board.
Reward: 2M monster shots + Bash Jackpots to 7.5M
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Monster Bash has no playfield multipliers — multiplier play is entirely end-of-ball Bonus X, advanced at the top lanes. Take completions when they're free.
Reward: +1 Bonus X per D-I-G completion
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The big standup halfway up the Mosh Pit lane is the other Bonus X source: +1X per hit plus a chunk of points, and it gets hit constantly by accident in multiball.
Reward: +1X Bonus X + ten jet hits' points per hit
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Collect all six instruments — complete every mode — and the scoop starts the full band. Starting it alone pays at least 55M, and 50M more if you never started Monster Bash on the way.
Reward: 55M+ at start; 4M monsters; jackpot 4M x sets
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Safe progress per risk unit: skill shot, then ramps and loops that feed three monsters at once. Avoid Frank, Dracula and the center lane until you have a multiball running.
Reward: Three monsters started fast — the extra-ball path
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The Stack: Modes into Frank Multiball
The tournament line. Mode timers freeze during any multiball but the modes stay playable — so bring several monsters to the brink, start them, then start Frankenstein Multiball last and finish everything with the clocks stopped.
Reward: Frozen timers — bank instruments in bulk
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The scoop's mystery tours 'monstrous' concert venues; the 44th non-multiball visit plays the programmer's secret award and supercharges your bonus. Time it just before a multiball.
Reward: +25X Bonus X and boosted switch values
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