(Topic ID: 199646)

Ghostbusters - Final code update wish list

By PanzerFreak

2 years ago

Topic Stats

  • 153 posts
  • 75 Pinsiders participating
  • Latest reply 66 days ago by UNCgump
  • Topic is favorited by 16 Pinsiders


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Topic poll

“Are you a God?”

  • Yes 42 votes
  • No 20 votes

(62 votes)

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#83 1 year ago

I just bought this machine and while I enjoy it as is, I'd love to see it taken to the next level. With that being said I've been thinking about things that, in my opinion, would make the game better.

I have a bunch of ideas but one is to use the right captive ball more.
The short version:

hit the right captive ball enough times to start 1 of 4 hurry-ups: Scoleri, Terror Dog, Gozer, and the Librarian. After completing/Collecting all 4, captive ball would start a 2 ball multiball with jackpots at hurryups, double jackpot at captive ball after collecting all regular jackpots, and repeat.

I've got more, but I may have overdone it playing pinball designer. haha.

5 months later
#99 9 months ago

Ghosts Ladder, dont stack with MB modes

20: Light Tobin’s Spirit Guide at left scoop (make this one a super mystery award? Otherwise make Tobin’s less lucrative?)
40: Light Video Mode at right scoop
60: Light Loopin’ Supers at left scoop (insert flashing when ready)
80: Light PKE Frenzy at right scoop (insert flashing when ready)
100: Light Mass Hysteria MB at either scoop

This way you have to actual start the these modes somewhat intentionally, this could help with the "messiness" of the game.

#100 9 months ago
Quoted from zucot:

One of things GB is missing is a big risk/reward or press-your-luck style rule

I agree, especially with Dwight's comments on the head2head podcast. I've been thinking the Super Jackpot mechanic should be tweaked to fill this role. I feel like you should be able to collect or keep building the Super Jackpot. Building the Super Jackpot would be based on completing game features: Modes, MBs, Collecting Ghosts, PKE completions. This could have a setting of re-setting every ball or carrying for the entire game to add extra risk.

Unfortunately, with the release of Munsters, this may now be too similar to that mechanic.

Super jackpot should be awesome! Instead, it's kind of like: "Super Jackpot? I guess so." Loopin supers starts: "1.5 Mil per ramp shot? Hot damn, all I need is 40 shots to get the same value as the video mode"

3 months later
#135 6 months ago
Quoted from swinks:

- would be cool if the 3 PKE inserts under the building charged up the proton pack and did or offered something, double scoring for a period or a ball save and lit up the out lanes as a indicator for the active ball save.

maybe build up to an outlane ball save? hit them X times to light an outlane ball save that alternates with the flipper buttons. red flashers could indicate ball save ready

#138 5 months ago

make Scolari brothers a hurry up to go with gozer and terror dog. plus add in a librarian hurry up. complete hurry ups to collect them and light their insert solid.

Collect all hurryups to start Slimer MB

2 months later
#152 3 months ago

Well, I've posted some ideas that I think could be good. Here is my full list of code ideas: https://docs.google.com/document/d/17cxCyXbvBo0L1wdf9kvgszPovGfRd5GPZoLouXOjuvY/edit?usp=sharing

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