(Topic ID: 219415)

So Ghostbusters...

By Doctor6

5 years ago


Topic Heartbeat

Topic Stats

  • 212 posts
  • 92 Pinsiders participating
  • Latest reply 5 years ago by ryanwanger
  • Topic is favorited by 8 Pinsiders

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#72 5 years ago

I really enjoy mine. It's been on location since the launch party and is pretty well liked. Can it be frustrating? Yes, but I'm glad it's not super easy. I have mine set to 1 extra ball at 3 modes and both kickouts go to the left flipper. It plays very fair and players never get hosed by the left kickout.

I'm a fan of the right ladder, but tend to get stuck at Gozer. I try to start Storage Facility with that mode so my odds of finishing it are better. If nothing else, maybe survive for 40 seconds and it'll just time out. The bad thing there is then you have to hit Slimer to light modes again. I think that's the part that trips most players up, again, not super easy.

The video mode argument is tough to get behind. Sure, you finish it and get mid 50 million points. I'll do We Got One, finish it in 3 shots and have 21 million and go right into Spook Central and lock it in for 15.6m most of the time. I'm about to beat your best video mode score, continue rolling through valuable modes, and you now have to go to town on Slimer. If I drain, I'm trying for lighting the multipliers because I'm either in a mode of have them lit. What does a video mode player do on ball 2? It's the Little King's beginner strategy for a reason.

Have I scored 7 million on GB? Many times. Have I scored a billion+ before? Quite a few times. The scoring is hugely imbalanced, but getting a hold of the game and breaking into the billions is an amazing ride. Coming back from a certain defeat by getting into and rocking the sh!t out of Stay Puft for a last ball last player victory is an amazing feeling.

The game is exciting. It screams "TRY ME" and will beat you down from time to time, but when you hook a monster hold on for the ride!

1 month later
#157 5 years ago
Quoted from swinks:

I hope with the new code they can make those red inserts more useful - staying lit permanently for a feature: like proton beams, reverse flippers as have another mod idea.
I would like to see if you collected gear there were some game play benefits

With Dwight's recent interview on the Special When Lit podcast, he mentioned how he thinks the game is a little to hard. I have said a few times that if no mode is lit that the 4 major shots should pulse or something to show that you want to hit them. Hitting 3 of the 4 would lit the modes. Then the GHOST target doesn't have much need/use. The red lights should be turned into a Rescue/Revive situation. You spell GHOST once and they come on for a ball save on both outlanes. If you want it a second time it's 2 hits per letter. Now the inserts have a use and the GHOST target isn't cast off into not being used.

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#159 5 years ago
Quoted from swinks:

nice ideas, send them to dwight especially the GHOST and Rescue / Revive concept

No idea how to do that.

3 months later
#183 5 years ago
Quoted from yancy:

Preach! Single best post ever written about Ghostbusters, by someone who is clearly both a great player and thoughtful operator.

Yesss. I got some ribbing from friends about "cheating" when I disabled them on my Pro at home. I like hard games, but those targets are just zero fun. I paid $5k to have fun! ...and then I finally sold the frustrating P.O.S.

What happens to the mode when you disable them? Is it just skipped, or do other shots take the place o the drop targets for credit/completion?

#186 5 years ago
Quoted from jgentry:

I look at them more as a penalty for flailing about and hitting the captive ball unintentionally. I actually like them during storage multiball.

I sort of look at them like this too. The timer for hitting the captive ball the first time will time out soon enough, so cradle up and wait a few seconds. Break the "rule" and get punished.

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