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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Stranger Things

Game Information:

Stranger Things is the first Stern Pinball machine designed by Brian Eddy, after a long hiatus from pinball design. The pin is based on the first two seasons of the popular Netflix sci-fi series.

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

Rules Overview:

Layout:

| Premium/LE: | Pro:
| — | — | | |

Skill Shots:

There are three skill shots that can be scored once the ball enters the plunger lane:

Main Objectives:

Directly above the flippers, six inserts are listed from left to right: 5-Way Combo, Send it Back, Demodog!, Demogorgon!, Light the Fire, and Telekinesis Multiball. Each insert solidly lights once their corresponding task has been completed. Once all inserts are solidly lit, the player will be able to attempt the Final Showdown.

Each objective will be listed in their own section, though Chapters will be grouped together as both sets are started similarly.

5-Way Combo:

This objective solidly lights after collecting a 5-way combo. To collect it, you must shoot five shots, with each shot being within a few seconds of the last, and as long as they abide by the following:

Scoring a 5-Way Combo also adds 10 million points to end-of-ball bonus for the rest of the game. Credit for the 5-Way Combo objective can also be collected from the mystery award.

Chapters:

The Send it Back and Light the Fire objectives are solidly lit once both sub-wizard modes have been completed. These are qualified after completing all six chapter missions from both seasons, for a total of 12 chapters total.

Season 1 Chapters:

Where’s Barb? (40 sec)

Monster Hunting (45 sec)

Bullies (45 sec)

Get Me Out! (40 sec)

Operation Mirkwood (70 sec)

Follow The Compass (40 sec)

Season 2 Chapters:

Quarter Hunt (45 sec)

Save Will (40 sec)

What Mama Says (40 sec)

Morse Code (45 sec)

Lure Dart (40 sec)

Turn Up the Heat (40 sec)

Total Isolation:

Once each shot’s three inserts have been collected, the next shot to the left ramp will begin a Total Isolation multiball mode. Total Isolation 1 is qualified after playing 4 chapters, and Total Isolation 2 is qualified after playing 8 chapters. Normal add-a-ball rules apply to both multiball modes.

Send it Back:

After all 6 Season 1 chapters have been played, the next shot to the left ramp will start Send it Back and solidly light its corresponding insert. Starting Send it Back awards a jackpot of 10M per drawing collected.

Alternate shots between the major flashing shots and the center shots (DEMODOG targets, or the center scoop). Repeat this process once per major shot. The Demogorgon will be qualified after all major shots have been made; use the center ramp to bash the Demogorgon (or mouth shot for an instant kill) for a super jackpot worth the total points from the wizard mode. Normal play then resumes.

Light the Fire:

After all 6 Season 2 chapters have been played, the next shot to the left ramp will start Light the Fire and solidly light its corresponding insert. Starting Light the Fire awards a jackpot of 10M per drawing collected.

Shoot the center shots (DEMODOG targets, or the center scoop) over and over. Each shot lights one of the DEMODOG targets. Once all targets are lit, the center becomes unlit. Then you need to complete all the DEMODOG targets. The super jackpot, worth the total points from the wizard mode, can be collected at either the left standup lane or the kicker after completing the DEMODOG targets; the kicker scores double the super jackpot value. Normal play then resumes.

Demodog Attack:

Spelling DEMODOG with direct shots to the standup targets (or the saucer for the first Demodog Attack mode) will light the left standup lane to start Demodog Attack. All three Demodog modes must be played to solidly light the Demodog! objective’s insert. Completing a Demodog Attack mode also awards a drawing.

Chapters can’t be started while Demodog Attack modes are running, but if they were started before the Demodog Attack mode, they will continue running. Demogorgon Modes and Telekinesis Multiball can also be progressed towards and started during these modes.

Break Out!: (40 sec)

Junk Yard: (40 sec)

It’s a Trap!: (40 sec)

Demogorgon Modes:

Complete the drop targets to spell words and light Demogorgon Ready - each mode requires one more completion of the drop targets than the last. Once the drop targets are lowered and the purple arrow is strobing, shoot up the middle to start a Demogorgon Mode. Some are single ball and some are multiballs. (Note - if you can sneak the ball behind the drops before all of them are down and register the center shot, all remaining drops will be spotted and the current word will be awarded). All five Demogorgon Modes must be played in order to solidly light the Demogorgon! objective.

During Demogorgon Modes, the action button flashes red, and pressing the button will use up the Demogorgon Bomb. Only one Demogorgon Bomb is given per game, and using it will kill the currently active Demogorgon for a reduced value. This also locks in the jackpot value during the two multiball Demogorgon Modes, and does not reduce the Super Jackpot value during those modes.

Telekinesis Multiball:

Light locks by shooting the green standup targets on each side of the left ramp. For the first multiball, completing both targets once lights all three locks. For the second and third, completing both targets lights one lock. For the fourth and thereafter, two sets of targets light each lock. Shoot the left ramp to lock balls. 3rd lock starts the multiball. Chapters can be started before activating Telekinesis Multiball, but not during it.

(On the Prem / LE, if another multiball is started while balls have already been locked for Telekinesis Multiball, pressing the action button will swipe a ball, adding a ball to the active multiball. However, swiping a ball will require another shot to the left ramp to lock a ball after multiball ends. There is no limit to how many times this feature can be used.)

During Telekinesis Multiball, shoot 5 lit jackpots to light Super Jackpot at the left saucer for 6M; collect the Super Jackpot to solidly light the Telekinesis Multiball insert and collect a drawing. The left ramp will also be lit to lock a ball for 20 seconds to double the Super Jackpot value (Pro); or up to two balls can be locked on the magnet for 2x / 3x Super Jackpot (Prem / LE). Regular jackpot values start at 1.1 million and go up by 100k per Super Jackpot. All values can be doubled again through 2x Scoring.

Final Showdown:

Once all six objectives have been solidly lit, the next shot to the left ramp will start the Final Showdown. Starting Final Showdown awards a jackpot of 10M per drawing collected. (no spoilers here, though there is a surprise at the end of the game if you complete this mode.)

Other Scoring:

The Upside Down:

At random times (based on switch hits), the game might go into an alternative mode. Although progress towards starting Chapters and Telekinesis Multiball isn’t visible during this mode, they can both be started during Upside Down 1 (but not during Upside Down 2). Upside Down can also start during a chapter.

Burn it Back:

Shots to the Burn it Back loop count up over the course of a game and award certain features after enough shots have been made:

Note: Spell of Protection and 2x Scoring alternate as awards after 3, 4, 5, 6 and then every 7 loops.

Spell of Protection:

Spell of Protection is lit at the left outlane after a certain amount of Burn it Back loops, or from a mystery award. When lit, the ball will be saved from a drain down the left outlane.

Lighting Spell of Protection if it has already been lit will increase its value by 250K.

2x Scoring:

2x Scoring is lit at the saucer after a certain amount of Burn it Back loops. Shoot the saucer when lit to start 60 seconds of double scoring.

Dart (Pop Bumpers):

Enough pop bumper hits will increase their value, evolve Dart and eventually award a drawing. The level Dart is at will affect the scoring on the Season 2 chapter, Lure Dart. Pops start at 10k per hit and increase by 3k after every level. It takes 25 pops to reach the first level and then it takes same amount +5 more to reach the next. The first few levels and their awards are as follows:

Note: Future pop advances appear to only increase the value of the pops.

Drawings:

Completing certain objectives will collect drawings. Certain objectives will collect 2 drawings at once when achieved. Each drawing adds 10M to the jackpot collected at the start of all three wizard modes, and adds 2M to end-of-ball bonus. Collecting 11 drawings in a single game will light an extra ball.

Drawings can be collected by:

Mystery Award:

Odd-numbered completions of the return lanes, which can be cycled with the flippers, light the mystery award at the left standup lane. During timed modes, including 2x Scoring, every other mystery award will add time to the mode; and if ball save isn’t active, the first mystery award qualified during any multiball mode will add a ball.

Mystery is pseudo-random and will generally help the player out, but is deterministic in tournament mode.

The mystery animation shows a 20-sided dice roll, with each side corresponding to a different award:

  1. Light Lock (for Telekinesis Multiball)
  2. Light Extra Ball (15M if EBs are disabled)
  3. 5-Way Combo (credit for objective + a cool animation)
  4. Add-A-Ball
  5. Advance Spinner Value +3k
  6. Start Chapter
  7. Light Burn it Back (for the next award, either Spell of Protection or 2x Scoring)
  8. Stranger Points (11M)
  9. Hold Bonus
  10. +1x Bonus Multiplier
  11. Eleven (never awarded)
  12. Upside Down
  13. Multiball
  14. Add Time
  15. Advance Dart (+3k bumpers)
  16. Light Demogorgon Ready
  17. Bulls@!t (apparently it’s just that, all switches score BS and some points)
  18. Light Demodog Attack
  19. +1 Drawing
  20. Spell of Protection

Extra Balls:

Extra Ball can be lit at the left standup lane by:

End-of-Ball Bonus:

Bonus automatically carries over between balls (outside of chapter scoring), and is determined by totaling:

Bonus Hold can be awarded from the Mystery Award, which will hold the bonus multipliers to the next ball. If Bonus Hold is awarded on the last ball, the bonus will be awarded twice with multipliers.

Strategies:

Stacking strategies:

Bonus can be HUGE. If you’ve done a decent amount of achievements that impact EOB Bonus, consider spamming your favorite ramp shot(s) to get inlane completions toward maxing out your BonusX.

Don’t ignore/neglect your Burn It Backs! Getting the Spell of Protection is like an Extra Ball, and well-time 2x Scoring can be massive with a good stack or well-played high-value mode.

Premium: Use the Swipe-a-Ball