Scared Stiff

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

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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.

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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