Scared Stiff

Bally, 1996 — shot-by-shot rules and strategy guide.

Open Scared Stiff in the Pinball Genie app →

Scared Stiff is a game about collecting six things and then cashing them in. The six Tales of Terror are the spine of the ruleset, and the machine only cares that you have started each one — not that you scored well on it. Understanding that distinction is the single biggest jump in scoring on this machine, because it turns the game from six separate challenges into a checklist you can route efficiently.

The six Tales of Terror

Spin the Spider is the real ruleset

The backbox spider wheel is the most under-used feature on the machine and the reason good players outscore casual ones by an order of magnitude. The Right Ramp lights the scoop, the scoop starts the spider spinning, and a flipper button stops it. Where it lands decides the award.

Two things make the wheel worth planning around. First, three of its positions are Eyes, and collecting all three lights an extra ball. Second — and this is the part most players miss — two positions restart a multiball that would otherwise be ending. The Coffin restarts Coffin Multiball with three fresh balls, and the Crate restarts Crate Multiball. Spinning the spider during a multiball is therefore worth dramatically more than spinning it during single-ball play.

The wheel also hands out Double Trouble, which doubles every shot for twenty seconds; Beat The Crate, which pays the Crate value multiplied by a Stiff-O-Meter reading that moves while you watch; and Boogie Man Boogie, where every shot pays 10K and each sink hole you feed adds 5K to that value for the rest of the mode. One caveat: landing on something already collected pays nothing at all, so the wheel gets steadily less valuable the more you spin it.

Useful misses

Two shots on this layout reward failure. A Left Loop attempt that lacks the speed to complete the loop drops into the Secret Passage, which spots a Tale outright — a genuinely useful way to fill in the one Tale you cannot otherwise reach. And a Right Loop shot that comes up short falls into the Skill Shot hole rather than dying, so the right side is more forgiving than it looks.

The Telepathetic Power target is worth a mention too. It toggles the right outlane light on and off with every hit, and with it lit a right outlane drain pays a random award instead of simply costing you a ball. Never shoot for the outlane, but check the light's state before you play the right side loose.

Getting Scared Stiff

Once all six Tales have been started, the Crate lights the wizard mode. From there the sequence is strict and simple: ramp, Crate, ramp, Crate, climbing ten levels of the Stiff-O-Meter. Each shot pays 250K plus 50K more than the last, and the tenth and final shot must be the Crate.

That last Crate shot starts Monster Multiball — four balls, five million points just for arriving, and all three jackpots lit at a million each. There is no alternation this time; both ramps and the Crate are live simultaneously. It runs until fewer than two balls remain, so use the opening seconds while you still have all four up.

Opening plan

Clear the spell target bank first. The Cast A Spell ball saver at the left outlane is off when the game starts on most machines, and this game drains left freely — earning that ball saver before anything else is usually worth more than any Tale. The first light costs two full passes through the bank; later ones cost one.

After that, take Leapers, Deadheads and Boney Beast early, since they are cheap and largely overlap with shots you want to make anyway. Let the Monster's Lab arrive on its own from bumper traffic. That leaves the two multiball Tales as the only real work, and both of them score while you collect them.

How Scared Stiff plays

Elvira hosts six Tales of Terror, and merely starting all six -- not finishing them -- lights the wizard mode at the Crate. Along the way you feed a backbox spider wheel for its grab-bag of awards, then climb the Stiff-O-Meter into four-ball Monster Multiball.

The loop

  1. Begin each Tale at its own shot: lock balls in the Left Loop, sweep the three Leaper standups, run the top lanes, pound the Crate, rack up bumper hits and ramp for the Boney Beast.
  2. Shoot the Right Ramp to arm the scoop, feed the scoop to set the spider spinning, then freeze it with a flipper button on whatever award you dare stop it.
  3. Once every Tale has been started the Crate lights Scared Stiff, and you alternate a ramp then the Crate up ten meter levels.
  4. Land the tenth level on the Crate and Monster Multiball breaks open with four balls and all three jackpots lit together.

Reading the lights

  • Tales of Terror (status) — lit: Each Tale you have begun lights its own marker and holds for the rest of the game, because the count is about which ones have been started rather than how well they scored. · then: Get the three cheap ones -- Leapers, Deadheads and the Boney Beast -- going early, let the Monster's Lab arrive off bumper traffic on its own, and once all six are lit the Crate becomes the shot that opens the wizard mode. A weak Left Loop that dies in the Secret Passage spots a Tale outright, which rescues a stubborn last one.
  • Coffin Multiball Locks (status) — lit: The Left Ramp lights a lock and the Left Loop holds it, and each stashed ball stays put until three are stacked away. · then: Three locks set off Stiff in the Coffin, a three-ball multiball whose jackpots hop between the two ramps at half a million each, and even a hit on the unlit ramp still tacks ten thousand onto the value.
  • Deadhead Lanes (lanes) — lit: An unlit Deadhead rollover is one still to collect, and you seldom aim at these directly since they fall in as the ball wraps the top off a Left Loop or Middle Loop. · then: Light all three of the top lanes for Return of the Deadheads, each lane paying twenty-five thousand more than the one before, and lean on the Middle Loop to pick up whichever one you keep missing.
  • Spin Spider Wheel (mode) — lit: The Right Ramp lights the scoop, and feeding the scoop sets the backbox spider spinning past a ring of awards that pay nothing once already claimed, so every spin is worth a shade less than the one before. · then: Where it lands can hand you Double Trouble, Boogie Man, Beat the Crate or a multiball restart, and stopping on the three Eyes across separate spins lights an extra ball. Spinning during a multiball is worth far more, since two of the slots restart the multiball itself. · control: Either flipper button: press a flipper button to stop the spinning wheel on whatever award you are brave enough to leave it on (the spider is spinning in the backbox)
  • Stiff-O-Meter (ladder) — lit: Start every Tale and the Crate lights the wizard mode, and from there the ten-rung meter climbs a level per shot for as long as you keep strictly alternating a ramp and the Crate. · then: Each rung pays fifty thousand more than the last, and the tenth shot has to land on the Crate, which is what tips you into Monster Multiball. Break the alternation and the climb stalls.
  • Outlane Insurance (status) — lit: Both outlane comforts are switches you flip yourself: clearing the three spell standups lights the Cast a Spell save on the left, and one Telepathetic target flips the right outlane's award lamp on or off each time you hit it. · then: Leave the left save lit so a left drain hands the ball back, and stop the right target on an odd count so a right drain pays a random award instead of ending the ball. The first Cast a Spell costs two full passes of the bank, later ones only one.

Lane change: not verified for this machine yet.

Start scoring

Does Scared Stiff have an action button?

No dedicated button — manual plunger, flippers, nudging. The one moment your flipper buttons do something other than flip is up at the backbox wheel: a right ramp arms the scoop, the scoop sets the spider spinning, and either flipper button freezes it wherever you dare leave it.

Goals in Scared Stiff

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

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