Mustang

Stern Pinball, 2014 — shot-by-shot rules and strategy guide.

Open Mustang in the Pinball Genie app →

Mustang runs on two tracks at once. The gear ladder decides which multiball you get and what your super jackpot is worth. The six modes decide whether you see the game's deep end. Neither feeds the other, and most players spend a whole game on one without realising the other exists.

Start with the skill shot

Hold the left flipper in before you launch. Three lamps in front of the gears targets sweep back and forth — GE, A and RS — and hitting the A while its lamp is lit advances you two gears in one shot, though it will not carry you past gear four. GE and RS each pay a million, and the scoop pays two.

The real skill is arriving at a stationary ball, because any significant shot beforehand cancels it. Plunge somewhere you can control: softly, so it traps on the right flipper, or hard enough to catch it live on the left or pass it across the loop. Which works depends on your machine.

Climbing the gears

You start in first gear, and each completed set of drop targets shifts you up one. Gears five and six add a timing requirement on top.

That first super jackpot has a generous timer, and the right thing to do with it is not to shoot the super. Go and arm the N2O boost first. Double scoring on a fifty million super is the biggest single swing available to you.

The six modes

Modes are selected and started at the scoop, and there are two thresholds worth knowing. Merely starting all six prepares Drift; lighting all six solid — actually finishing them — prepares Silverball Stampede.

Two very different multiballs

Burnout Multiball is qualified by four hits on the captive ball, or handed to you by a Mystery Ford award after finishing one of the top three modes. It opens with three 200,000 jackpots — left ramp, captive ball, right orbit — and one lights the main jackpot at the captive ball for ten million. While you are spelling BURNOUT the left ramp diverts to the cup instead of returning to the flipper. Once the word is done the ramp feeds the flipper again, setting up a twenty million combo into the captive ball. A set number of bumper hits restarts the sequence, adding twenty million to the combo jackpot and five to the regular one each time.

Mustang Multiball is spelled out from completed modes and Mystery Ford awards, and it waits at the scoop until you want it. Four balls, every major yellow arrow lit. Collecting one shot switches all the others off and lights the shot you just made for a double jackpot; taking that double relights everything except that shot. The rhythm is new shot, same shot, new shot, same shot.

The scoring nobody expects

The three RPM standups down the right side are the most lopsided thing on the playfield. Complete them and every hit to that bank is worth two million — four with N2O running. That beats the drag race super jackpot, and it runs on a long timer you can restart by hitting the bank again. Watch the lamps: all three flash, then two, then one, then it is gone.

Two more things are easy to forget. Completing the bottom lanes and then shooting the scoop adds a ball to any multiball — set that up before you start one. And the Upgrades are a separate track: complete them once for Upgrade Scoring, twice for Upgrade Multiball. Everything funnels through that one scoop, so when awards queue up there, clear the cheapest first.

How Mustang plays

Mustang is a Stern muscle-car game: pick one race at a time, shift up a six-speed gear ladder for a different multiball at every gear, and lean on the RPM bank and the N2O boost for the fastest points. Start all six races to prepare Drift, and finish all six to unlock the rarely seen Silverball Stampede.

The loop

  1. Pick a race at the scoop -- on Boss and LE cabinets you scroll the six with the flipper buttons and lock your choice with the lit action button -- then drop into it.
  2. Clear the GEARS drop bank to shift up a gear; each gear hands you its own multiball, and a gear you have already run is gone for the rest of the game.
  3. Complete the three RPM targets so the bank pays two million a hit, and arm the far-left N2O target to double that.
  4. Bank finished races and Mystery Ford awards to spell MUSTANG for the four-ball multiball, and rattle the captive ball four times to load Burnout.
  5. Start every race to light Drift at the scoop; light them all solid to reach Silverball Stampede.

Reading the lights

  • Gear Ladder (ladder) — lit: First gear is where every ball begins and a lit rung marks the gear you are in now; clearing a drop bank climbs you one, and the gear you reach holds until you cash its multiball. · then: Gears one through four fall straight out of the drops, but five and six add a follow-up -- clear the bank, then beat a five-second clock to a standup behind it, twice over for six. Every gear owns a one-time multiball, and the gear super jackpot totals every gear below you, so gear six pays most and the game's first gear-six super is bumped to fifty million.
  • RPM Targets (status) — lit: The three standups down the right side stay lit until the bank is done, and finishing it makes every later hit there pay two million for a long stretch while lighting the spinner for extra. · then: This is the richest shot on the machine, more per hit than most of its multiballs, so keep the bank alive as its three lamps drop away one by one, since another hit there restarts the long window. Stack the N2O boost and each target jumps to four million.
  • N2O Double Scoring (multiplier) — lit: When the far-left N2O target is lit and ready it arms double scoring, the cheapest multiplier on the machine. · then: Take it from a cradled right flipper, since the target is awkward on the move, and build the habit of arming it before any big collect. Spend the double on the RPM bank for four million a hit, or on a fresh gear super whose timer leaves room to set it up first.
  • MUSTANG at the Scoop (letters) — lit: Each letter of MUSTANG lights as you bank it, spelled by a finished race or a Mystery Ford award, and the letters hold rather than falling off so you chip the word together across the game. · then: Complete the word and the scoop lights a four-ball multiball, and because the scoop holds its light you can wait until the playfield suits you. In it every yellow arrow is a jackpot -- take one and it shuts the others off and relights that arrow for double, so you alternate a new arrow with the same one doubled.
  • Races at the Scoop (mode) — lit: The scoop is the hub -- it selects and starts your race and is also where Drift, Silverball Stampede, and the two Upgrade awards queue when ready -- so a lit scoop means something is waiting to be started there. · then: Scroll the six with the flipper buttons and lock your pick with the blinking action button on Boss and LE, or simply take the scoop on a Pro to start what is queued. Starting all six races preps Drift, lighting all six solid preps the far deeper Silverball Stampede, and running the Upgrade set once then twice preps Upgrade Scoring and Upgrade Multiball -- so clear the cheap awards off the stack first.
  • Burnout Multiball (status) — lit: Four whacks on the captive ball light Burnout Multiball at it, or a Mystery Ford award can light it outright, and during Burnout the left ramp stops feeding your flipper and diverts into the cup while BURNOUT is unspelled. · then: Spell BURNOUT at the cup and the ramp returns to your left flipper, teeing up a twenty-million combo straight back into the captive ball. A run of pop-bumper hits restarts the whole jackpot sequence, adding to that combo each time.
  • Bottom Lanes (lanes) — lit: The four lanes across the bottom light as you roll them and an unlit one is still needed, but they do not shuffle when you press a flipper -- you complete the set simply by rolling the ones you are missing. · then: Finish all four and the scoop is armed for a multiball add-a-ball, so bank the lanes before a multiball begins instead of fishing for them mid-multiball. The moment you then hit the lit scoop, another ball joins the game.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Mustang

Centre of the lockdown bar, on Premium (Boss) and LE cabinets.

Mustang's button is about races: it starts them, it brings them back after a drain, and once you have banked a Powershift it spends one for free progress. It lights up and blinks when the machine wants you to use it, so watch the middle of the bar during race select. Pro cabinets ship without it, and their bar is blank.

Goals in Mustang

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

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