Tutorial #19 (Spoopy Toot #2); Monster Bash
This is probably my favorite spooky machine and definitely my favorite “Fan layout” pin (see Attack from Mars and Medieval Madness). This video is also an early PAPA tutorial cut (circa 2011!)
Objective: Collect all of the Monster’s instruments by completing all 6 rounds (modes). If all 6 modes are begun, a mini-wizard mode, Monster Bash starts. Although the modes are explained in order below, it’s usually best to start all 6 modes and stack them together (get all 6 modes started but do not complete). This way point value is increased during the mini-wizard mode and the chances of getting instruments are better (because a MB will be going).
Modes (from left to right):
Creature (sax): Hit the left saucer shot 4 times and start Creature Feature. CF is 20 second timed mode where 5 shots to any major shot (ramps, orbits, spinner) must be made. Shot one is a 1mil hurry-up. After that each shot increases in value times the hurry-up value (2x, 3x, 4x, 5x). The 20 second timer restarts after each shot is made. The Black Lagoon spots a shot, ends the active hurry-up and resets the timer.
Wolfman (drums): Shoot the loop shots 4 times (collectively) to start Full Moon Fever. When FMF begins, a 1mil hurry-up starts for either loop shot. When a loop shot is made, the hurry-up resets and increases to 2mil, 3mil and 4mil. Completing all 4 hurry-ups awards Wolfman’s drums.
Bride of Frankenstein (mic): Hit each ramp 3 times to start Ball & Chain. During B&C, the ramps must be hit 3 more times each within 30 seconds for each hit. Starting at 500k, the B&C value is worth 2x for both ramps. Shooting the Mosh Pit lane resets the timer (the timer is only able to reset at a max of 3 times). All scoring is 3x for another 30 seconds when the mic is collected (and the Mosh Pit spinner still +’s time), which is another great reason this mode can be super valuable when stacked with Monster Bash mode or Frank MB.
Frankenstein (keys): Bash on Frank 7 times to qualify Frankenstein Multiball. Once Frank MB has qualified, he’ll rise up to show a center ramp; shoot to start a 3 ball MB. Bash on Frank more to collect jps and eventually his keyboard. All other major shots score jps and Frank scores super, double super and triple super jps. If the keys are not collected during Frank MB, Frank moves back to his regular spot and a last-chance 15 seconds is given to attempt more bashing on Frank to get any of the jps missed during MB. The timer is reset each time Frank gets bashed. Bash Frank.
Mummy (bass): Jets light Mummy Mayhem and is collected at the scoop. I’m not clear as to how many hits have to be made to the pops for MM to be lit.
Dracula (guitar): Spell D-R-A-C-U-L-A by hitting Drac Attack 7 times (collectively) to start Drac Attack. D-R-A is usually spotted at the beginning of the game. When DA is started, Drac moves about the playfield for 30 seconds and must be bashed a total of 5 times to collect his guitar. Every time Drac is bashed on, the timer is reset. If Drac is moving when hit, 2x will be scored, but only 1 hit is counted.
Multiballs (not including Frank):
Most Pit: Hit the center spinner 6 times to qualify Mosh Pit Multiball. Start MPMB by hitting the scoop. All major shots score Mosh Pit jackpots. MPjps are worth a base value of 750k + (5k x the number of Mosh pit hits). MP Super jp can be scored by hitting Frank 10 times. When that’s been collected, shoot Frank’s red stand-ups 5 times for a second Super jp (scores for 3x the Mosh Pit jp value). Shoot Frank’s ramp 10 more times to get the first Super jp again and then the standups again.
Monster Bash: A 4 ball MB which is lit at the scoop after all modes are started (but not completed). MBMB is lit when the 6th Monster mode is started. During MBMP, 2mil is scored on each monster shot. Center spinner is a bonus shot (Bash jp) with it’s worth dependent on how many monster rounds are running. The jps are 2Mil + 500k x the number of monsters hit since the last Bash jp. This maxes out at 7.5mil.
Monsters of Rock (wizard mode): When all Monsters have been completed (ie their instruments collected) the scoop is lit for Monsters of Rock. MoR is a 4 ball MB with each Monster shot worth 4mil. Each time one monster shot is made, a MoR jp is scored. The MoR jp is 4mil x (the number of monster completions). A bonus of 50mil is awarded for starting MoR if Monster Bash had not previously been started.
More stuff:
Monster Bombs: A Monster Bomb spots a hit towards collecting an instrument. Each bomb is an item that corresponds to a character. Drac has a garlic clove, Bride had a hair drier, Mummy a scroll, Wolf a silver bullet, Creatch has a spear gun and Frank a torch. M-bombs can be collected via skill shot, hits to the Mosh Pit or as a Rando Scoop Award. Drac’s bomb’s are also collected if D-R-A-C-U-L-A is spelled a few times before starting Drac Attack.
Instrument Bonus: Whenever an instrument is collected, all of the major shots are lit for IB. Shots score 900k+(100k x # of instruments collected on the ball). IB can be lit during MBs and if an instrument bonus was lit during regular play, that bonus will remain lit during MB.
Phantom flip: A lot like Thing Flips! Hit the blue standups 7 times (collectively) and Phantom Flips will be lit on the inlanes. Once traversed down the lit inlane, an AI will flip for you. After awhile the AI learns how to make the correct shot (I guess, sometimes, maybe?). Whenever PF is ready, for fun, I raise my hands up and make like a badass (probably not recommended during comp. play).
Extra Balls: Extra balls can be lit by doing one of the following; making 12 Most Pits, collecting enough Monsters (3), or from a Scoop award. Collected at the scoop.
Scoop Rando Awards: Each shot to the scoop awards a mystery award.
Points: 50k, 75k, or 100k
Light EXB
Light Drac Attack
Light Mummy Mayhem
Start a Monster Mode
Advancement towards starting a Monster Mode
An M-bomb
Hold bonus X
“Advance Mummy” spots 10 jets hits and “Advance” (whatever else) spots only one hit. “Advance Bride” alternates spotted ramps.
If you’re in Chicago, MB can be found at Logan Arcade or HQ. If you’re not in Chicago, take a look at the Pinball Map to find one near you.












