Pinball / Ghostbusters

http://static.tvtropes.org/pmwiki/pub/images/ghostbusters_pinball_stern.jpg
Who ya gonna call?

Ghostbusters is a Physical Pinball Table designed by John Trudeau, programmed by Dwight Sullivan, illustrated by Zombie Yeti, and released by Stern Pinball in March 2016.

Based on the first and second Ghostbusters movies, this table has you join the Ghostbusters crew in defending New York City. Capture as many ghosts as possible, and consult Tobin’s Spirit Guide for random rewards. Test your psychic ability in the Negative Reinforcement Video Mode, then bring upon Mass Hysteria. Lock three balls to shut down the storage facility and start Multiball to rack up more ghosts. By chasing Slimer away, you can start a scene from the movie. Completing all the scenes in a ladder starts "We Came, We Saw, We Kicked Its...", and completing all nine scenes means We're Ready To Believe You. But if you're Good at Everything, the game's true Wizard Mode will ask: "Are You a God?"

The game was released in Pro, Premium, and Limited Edition versions. Premium adds a moving Slimer toy instead of a static one, a holographic “Ecto Goggles” toy over the right ramp, digital magnetic slingshots, and different cabinet art. Limited Edition, which is limited to 500 machines, includes a shaker motor and cabinet art different from the Pro and Premium versions. The full list of differences can be found here.

A digital version is planned for Stern Pinball Arcade. Not to be confused with the Digital Pinball Table from Farsight Studios, available here.''


The Ghostbusters table demonstrates the following tropes:

  • Adjustable Censorship: As of Code Update 1.05, you can now toggle Family Mode in the Operator Settings.
  • Anti-Frustration Features: If a ball is ejected from the right side scoop, a brief ball saver is activated to combat unfair drains.
  • Curse Cut Short: "We Came, We Saw, We Kicked Its..."
  • Early Installment Weirdness: A very significant gameplay change made in the 1.10 code update, released October 2016, is that modes do not have to be restarted if the ball drains or time runs out. In the former case, they will continue on subsequent balls if there are any. In the latter they will simply be maintained as not completed. Prior to this, modes had to be restarted in either of the cases above, and it was very costly to do so if not earned on a skill shot. Modes also had to be played to completion before moving onto the next mode in a ladder.
  • Excited Show Title!: Several of the scenes, such as "Back Off Man!" and "He Slimed Me!"
  • Interface Screw: The Mass Hysteria mode reverses the flippers, so that the left flipper button activates the right flipper and vice-versa. The 1.05 code update added another twist (courtesy of none other than Keith Elwin) — hitting the right captive ball will swap the flippers back to normal (or back to reverse)!
  • Jump Scare: Version 1.10 added a "Scare Feature", whereupon a shot to the Librarian or Negative Reinforcement scoops will occasionally darken the entire playfield...only for a ghostly apparition to appear on the display with an extremely loud scream (increasing the volume regardless of where it's been set to) and melt into a skull. Watch it here.
  • Licensed Pinball Table
  • Luck-Based Mission: Negative Reinforcement On E.S.P. Ability. It’s a Video Mode where two cards are displayed on screen. The value of the mode starts at 250,000 points which you can cash out at any time, and is doubled for every time you pick the correct card, but picking the wrong card forfeits the bank of points and ends the mode. Averted in Tournament Mode, where instead you are guaranteed one correct pick for every 10 ghosts collected, and any further guesses will always be incorrect.
  • Match Sequence: A recreation of the scene where Dana is restrained by a giant animal claw and her chair slides into the kitchen door. The door then reopens to reveal the match number.
  • Nintendo Hard: Ball control on this game tends to be considerably harder than most other pinball games due to the unique quirks of its design, which just so happens to demand a very good sense of ball control. Some of the factors that contribute to this are: the wider flipper gap, tighter slingshots, and deceptive double-inlanes that tend to cause *more* outlane drains than usual.
  • Obvious Rule Patch: Early code revisions would allow you to continue collecting ghosts during Mass Hysteria multiball, which is started by collecting 100 ghosts. If a player collected 100 ghosts again during Mass Hysteria, it would restart with a fresh ballsaver, as well as start another instance of Loopin' Supers and PKE Frenzy — two potentially very high-scoring modes. The whole process could loop infinitely as long as the player kept getting another set of 100 ghosts, leading to ridiculously absurd scores. The fix was simply to stop ghost collection during Mass Hysteria.
    • This was also a byproduct of a defect in the manufacturing process on some early machines which caused the Slimer target to be extra-sensitive. Other early machines had a different defect where Slimer was not sensitive enough, which made this exploit far harder to pull off, at the expense of making it harder to progress in the game overall.
  • Pinball Scoring: The skill shot can award 10% of your current score, and an additional award, one of which can be an additional 10%. Completing the Stay Puft mode can put your score in the billion territory. Put those two together, and every potential ball after that can snowball your score even further. Additionally, PKE Frenzy at 80 ghosts can award 100m+ jackpots, switch hits worth 1 million points each, and it certainly helps being only 20 ghosts away from stacking Mass Hysteria multiball into it.
    • With 6x playfield running, PKE jackpots can potentially exceed a billion. And the Pro models will occasionally grant two switch hits on the right ramp. Do the math.
  • Punctuated! For! Emphasis!: Collecting the Super Jackpot after frying the Scoleri Brothers, courtesy of Ernie Hudson.
    Winston: "Triple! Super! Jackpot!"
  • Score Multiplier: A x2 and x3 playfield multiplier is available, which can be combined for a x6 multiplier.
  • Skill Shot: This table has nine skill shots, and out of those shots you pick one rollover lane on the top of the playfield, and one ramp, loop, or scoop shot on the bottom of the playfield. Once you plunge the ball, you can't change shots. Completing a skill shot awards 10% of your current score plus 1 million times the ball number, as well as an additional award depending on the shot you made (one of which can be an additional 10% score).
  • Spelling Bonus: Spell G-H-O-S-T to battle Slimer, and complete P-K-E to increase the PKE level and the bonus multiplier.
  • Take That Player: Doing poorly in "We Came, We Saw, We Kicked Its..." results in this quote:
    Winston: "We came, we saw...we got our asses kicked!"
  • Timed Mission: Most of the modes have this, as well as Super Jackpot shots.
  • Tyop on the Cover: Early models of the game had an insert on the playfield labelled as "Negative Reinforcment" (missing the 'e'). Later models came with the typo fixed.
    • Numerous "Did You Know?" trivia pages in the attract mode had typos (including misspelling Eddie Murphy's name), which were addressed in version 1.13.
  • Video Mode: Two of them, with version 1.0 introducing a second. Both are started at the Negative Reinforcement scoop when lit, and either one can be chosen with the flipper buttons.
    • "Negative Reinforcement on E.S.P. Ability" is a Luck-Based Mission where the player has a choice of two cards. Choosing the correct card builds a value which can be cashed out at any time, but the wrong card forfeits it and ends the mode. In tournament play, the rules are changed so that the player gets one guaranteed successful pick for every 10 ghosts collected, with subsequent attempts always being incorrect.
    • "Don't Cross the Streams" involves the player zapping oncoming ghosts with two proton beams, each controllable with the flipper buttons. The streams draw nearer when holding in the buttons, while releasing them retracts the streams from one another. Getting "slimed" by a ghost or "crossing the streams" will end the mode, while a bonus can be yielded for successfully completing it.
  • Wizard Mode: Two of them, with a rumored third one on the way - in increasing difficulty to reach:
    • "We Came, We Saw, We Kicked Its..." is earned by playing all of the scenes in one ladder. It is a 2-4 ball multiball (dependent on the number of scenes of the ladder you finish) where all shots are lit for jackpots. As the player completes all nine scenes, they will inevitably have to play this mode twice. But instead of playing this a third time...
    • "We’re Ready To Believe You!" is earned by completing all nine scenes. note  It is a 6-ball multiball where making a certain number of shots will qualify both scoops. Locking a ball in each scoop enables a "Loopin' Supers" mode to start.
      • This seems to be an unfinished, buggy mode, as not only are the scores extremely low for each shot (less than one million each, whereas a player reaching this mode will very likely have several billion points), it can often freeze or otherwise confuse the game state.
    • "Are You a God?" has been rumored to be the true, super-wizard mode. If it ever arrives, it will do so in a future update.

http://tvtropes.org/pmwiki/pmwiki.php/Pinball/Ghostbusters