Monster Bash (Bally Williams, 1998)


Quick strategy synopsis

Monster Bash is all about stacking modes. Starting each mode typically takes between 3 and 7 shots to a certain feature. Modes are timed, so try to start a handful of them all at once, but leave Frankenstein Multiball or Mosh Pit Multiball for last, since modes can be carried into multiball and all timers pause when more than one ball is in play. The center shot with the spinner lights Mosh Pit Multiball and awards smart bombs. Start all 6 modes for mini-wizard mode, complete all 6 modes for full wizard mode.


Shots and table features

Skill shot

One of the three top lanes that spell D-I-G will be flashing. The flashing lane can be moved in either direction with lane change. If the plunged ball goes through this lane, you score 100,000 points and a random monster weapon. Subsequent skill shots score 50,000 more than the previous. If there is a maximum, it is at least 250,000.

Top D-I-G lanes and pop bumpers

Completing D-I-G increases the bonus multiplier by 1x and increases the pop bumper value by 1,500 points (they start at 10,000 at the beginning of the game). If there is a maximum point value for the bumpers, it is at least 25,000 per hit. The maximum bonus multiplier is 250x.

Monsters

Each monster has a playfield feature and a mode. Shooting a monster's feature enough times, typically to complete a selection of lights somewhere on the playfield, starts that monster's mode, and lights that monster's face on the playfield. All six monster modes can be completed in some way; doing so lights the instrument on the playfield corresponding to that monster. Collecting the 6 monsters by starting all of their modes lights the scoop for Monster Bash, a mini wizard mode. Collecting all 6 instruments by completing all of their modes lights the scoop for Monsters of Rock, the full wizard mode.

In the order they are shown on the playfield from left to right, the monsters are:

Creature from the Black Lagoon: a small cave-like lane, somewhat detached from the rest of the playfield on the far left. Making the lane 4 times to finish the lights above the cave starts Creature Feature. During Creature Feature, the goal is to hit all 5 major shots in the game- both orbits, both ramps, and the center lane. You have 20 seconds to make a shot, and making any lit shot resets the timer. The first lit shot scores 1,000,000 points, and each additional lit shot score 1,000,000 more than the last, with the final shot being worth 5,000,000. Shooting the Creature's cave spots one of the remaining shots for you. Making all 5 lit shots awards the Creature's saxophone.

Bride of Frankenstein: corresponds to the two ramps. Each ramp needs three shots to complete: those three shots score 200,000, 225,000, and 250,000 each. Making a completed ramp scores 300,000. Compelting both ramps starts Ball and Chain, the Bride's mode. The goal in Ball and Chain is to complete both ramps again (three shots each) within 30 seconds. The timer does not reset when you make a ramp, but it can be reset up to 3 separate times by shooting the center spinner lane. Ramps score 1,000,000 points each during this mode, and the center spinner lane scores 500,000. Completing all three shots on both ramps within the time limit awards the Bride's microphone. The mode keeps going after the microphone is collected, though, with ramps worth 1,500,000 each until the timer runs out.

Frankenstein's Monster: the standup targets just left of center on the playfield. Shooting either target a total of 7 times causes the Frankenstein toy to tilt backwards and reveal a ramp; shooting this ramp starts Frankenstein Multiball. This is a three-ball multiball where the goal is to bash the Frankenstein toy 7 more times. Hitting the toy scores a 1,000,000 point super jackpot; all other shots in the game score a 400,000 point regular jackpot. Making two or three regular jackpots with no super jackpot in between will double or triple the next super jackpot respectively, increasing its value to 2,000,000 or 3,000,000 and counting has 2 or 3 separate super jackpots toward mode completion. Collecting a total of 7 super jackpots awards Frankenstein's keyboard. If the multiball ends without collecting the keyboard, the ramp behind Frankenstein will still be available for 15 seconds; shoot this to start Last Chance, a single-ball mode with all the other rules of Frankenstein Multiball that ends once the keyboard is collected or once 15 seconds pass without hitting Frankenstein himself.
Since all timers stop during any multiball on this game, and since other modes can be brought into multiball but not started during multiball, always try to start Frankenstein last so that everything is in play for high value for as long as possible.

Mummy Mayhem: is started at the scoop, and is lit by hitting a total of 60 pop bumpers. The goal of Mummy Mayhem is simply to score 7,500,000 points within 45 seconds. During Mummy Mayhem, all major shots in the game (Creature, both loops, both ramps, and the center lane) score a Mummy Jackpot that is worth 500,000 points plus an additional 50,000 points for each switch hit since the last Mummy Jackpot was recorded. Collecting 7,500,000 points lights the Mummy's bass guitar, and gives an award equal to 250,000 points times the number of seconds left on the clock when you reached the scoring threshold. Each time Mummy Mayhem is completed, the next trip to Mummy Mayhem will require 10 more pop bumper hits to light, and 500,000 more points to complete.

The Wolfman: corresponds to the loops. Shooting either loop advances the moon phase through Quarter, Half, Three Quarter, and Full Moon. That fourth shot which awards Full Moon starts Full Moon Fever, the Wolfman's mode. Full Moon Fever is a true hurry-up, where each shot starts at an increasing value (1 million, then 2, then 3, then 4) and counts down until it is hit. The value will go as low as 250,000, then stay there for a few seconds, then time out and end the mode. Collecting all 4 hurry-ups awards the Wolfman's drum kit.
Take note: when Full Moon Fever is not running, shots to either orbit will be diverted into the pop bumpers, but if Fever is running, shots will go all the way around the back of the game and must come down the opposite orbit to count (unless Mummy Mayhem is running, in which case the ball will go into the pops anyway but orbit credits are still given).

Dracula: the right side standup targets. Hitting either one spots a letter in Dracula, and completing the word lights Drac-Attack at the scoop. Completing Dracula again before starting the mode at the scoop awards a garlic clove, which is Dracula's weapon. During Drac-Attack, a Dracula toy will slide around the right side of the playfield in an arc. The goal is to hit Dracula a total of 5 times. Hits to Dracula score 1,250,000 points if Dracula is not moving, or 2,500,000 if he is moving. 5 hits to Dracula lights his lead guitar.

Lighting 3 monsters by starting their modes lights an extra ball at the scoop. Lighting 4 instruments by completing their modes will light the out lanes alternately for a special.

Monster weapons

Each of the six monsters has their own Weapon, which can be collected either at the skill shot or by making the center lane a multiple of 3 times. Weapons are used during their modes by pressing the Launch button. The Weapons act like smart bombs, and spot one shot toward completing that mode. If you have Weapons for multiple monsters whose modes are running concurrently, the used Weapon will be whichever monster is closer to completing their mode. The weapons are: