Stranger Things is the newest creation from Stern Pinball! Below is an in-depth overview of the machine, and a dive into the features and rules – check it out!
Overview of Stranger Things
Limited Edition Playfield
- MSRP: $6,099
- Street Price: ~ $5,700-$5,900
- MSRP: $7,699
- Street Price: ~ $7,400-$7,600
- Limited Edition
- MSRP: $9,099
- Street Price: ~ $8,900-$9,099
Design: Brian Eddy
Software: Lonnie Roop, Mike Vinikour, Brian Eddy
Artwork: Bob Stevlic
Sound and Music: Ken Hale
Custom Callouts: David Harbour (Police Chief Jim Hopper)
Lead Motion Graphics: Chuck Ernst
Lead Engineer: Robert Blakeman
- Six balls
- Two flippers
- Theme song from Stranger Things
- Film clips from Stranger Things
- Custom callouts from David Harbour (Police Chief Jim Hopper)
- Sculpted Demogorgon
- Four bank of drop targets guarding the Demogorgon
- Transforming ramp that opens to battle Demogorgon
- Demodog spinner
- Ball eject feature that shoots the ball into the drop targets
- Two pop bumpers plus sling
- Projector that displays images and animations on ramps and targets
- Eleven’s telekinetic physical magnetic ball lock
- Sculpted Demogorgon shakes and moves
Limited Edition Model:
- Mirrored backglass
- LE inner art blades
- Upgraded speaker system
- Anti-reflection glass
- Shaker motor
- High gloss purple powder coated armor
- Autographs by Gary Stern and Brian Eddy
- Limited to 500
Rules and Code
“Save Will, destroy the Demogorgans and Demodogs, and close the gate to save the town of Hawkins from being overtaken by the Upside Down.”
The main skill shot is to plunge into the lit insert roving at the drop targets, and there is at least one additional secret skill shot.
There are twelve chapter modes, all are taken from the show. There are six from season one and six from season two.
There are two sets of modes – one on the left side of the game (season one, in orange) and one of the right side of the game (season two, in yellow).
Season One Modes:
- Chapter 1: Where’s Barb?
- Chapter 2: Monster Hunting!
- Chapter 3: Bullies!
- Chapter 4: Get Me Out!
- Chapter 5: Operation Mirkwood!
- Chapter 6: Follow the Compass!
Season Two Modes:
- Chapter 7: Quarter Hunt! – frenzy mode, all switches score
- Chapter 8: Save Will!
- Chapter 9: What Mama Says!
- Chapter 10: Morse Code!
- Chapter 11: Lure Dart!
- Chapter 12: Turn Up the Heat
To start a mode, you must light the inserts corresponding to the shots on either the left orbit, left ramp, right ramp, or right orbit. Once all three inserts are lit, shoot that shot one more time to automatically start a mode.
Once you start one mode on a shot (left orbit, left ramp, right ramp, or right orbit), that shot will stay lit. You must play a mode on each of the other shots before they original shot “unlights” so you can use that shot to start a second mode.
Modes are timed and you do not need to finish them to progress through the game. They are typically 30-45 seconds each. You cannot stack chapter modes.
Lit modes are random at the start of the game and can be changed in the pop bumpers.
The Upside Down
The Upside Down mode happens throughout the game at random times – just like in the show, you’ll flip into the Upside Down. During this mode there are high point hurry up shots to make, then you’ll flip back into the real world. No progress will be made for other modes during the Upside Down mode. Check out an example of the Upside Down mode here!
There are three different Demodog modes:
- Break Out!
- Junk Yard!
- It’s a Trap!
To start a Demodog mode you must complete the D-E-M-O-D-O-G stand up targets located throughout the playfield, and shoot the left lane to start a Demodog mode.
There are five different Demogorgon modes:
- Bust out!
- Trap ‘Em! – two ball multiball
- What’s That?
- Run Will!
- Can’t Stop This!
They get progressively more difficult. Some are single ball, some are multiballs. To start Demogorgon modes, you knock down the four bank of drop targets, and you spell words that are up on the screen – for example “WILL RUN!” and “WILL LOOK OUT!” and “WILL LOOK OUT! RUN!”
To start the first Demogorgon mode you have to complete the drop target banks twice, then shoot up the middle to start the mode. Destroy the Demogorgon by shooting the pinball into its mouth.
Mystery and Extra Ball Shot
The mystery and extra ball shot are at the same shot as the Demodog mode start shot, at the left loop. One way to light extra ball is by completing Chapter modes. The extra ball animation is a throw back to Attack from Mars – check it out!
Burn it Back Loop
Shoot the burn it back loop to get playfield multipliers, light outlane ball saver on the left outlane (called Spell of Protection), and other awards.
The left eject kickout will shoot the ball into the drop targets. It will also start your 2X playfield when it is lit, and is the super jackpot target in Telekinesis multiball.
Light Mystery, Increase Bonus Multiplier
Complete bottom inlanes and outlanes to light mystery and increase the end of ball bonus multiplier.
Shoot right orbit and into pop bumpers to grow Dart and activate Super Pops.
There are five multiballs in the game. Modes cannot be started while in a multiball but if a mode is running you can bring in a multiball and stack them.
Light lock by shooting the stand up targets at the entrance to the left ramp, and then shoot up the left ramp to lock three balls to start Telekenesis multiball.
During this multiball, shoot lit shots to score jackpots. After five jackpots, the eject shot on the left lights for a super jackpot. If you shoot the left ramp and lock a ball before shooting the left eject shot, you’ll score a double super jackpot. Add-a-ball can be achieved through the mystery award.
Check out a video of Telekenesis multiball here, which includes how to get the double super jackpot!
At least one of the Demogorgon Battles is a multiball (Trap ‘Em).
Send it Back Wizard Mode
Wizard mode for completing Chapters 1-6 (see below).
Light the Fire Wizard Mode
Wizard mode for completing Chapters 7-12 (see below).
Final Showdown Wizard Mode
Final wizard mode (see below).
Mini Wizard Modes
Total Isolation Mini Wizard Mode:
Play one mode on each of the shots, then shoot the left ramp to start Total Isolation, a high paced multiball. Check out this mode here, right after a sweeeet drop catch by Jack Danger!
__________ Mini Wizard Mode:
Play two modes on each of the shots, then shoot the left ramp to start a mini wizard mode.
Send It Back Wizard Mode
Play all Chapter modes (modes 1-6) in season 1 to play Send it Back!
Light the Fire Wizard Mode
Play all Chapter modes (modes 7-12) in season 2 to play Light the Fire!
Final Showdown Wizard Mode
Play all Chapter modes, Demogorgon modes and Demodog modes, plus get a five way combo, plus play Telekenesis multiball to qualify Final Showdown to shut the gate to the Upside Down!