FooBrain: Mastering Stern’s Foo Fighters Pinball Machine


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Guide updated for code 1.03
FooBrain: When playing Foo Fighters pinball dominates your brain. (Pinball Dictionary)
The story behind the creation of the Foo Fighters pinball machine is truly the story of pinball influencer Jack Danger. Once a casual Twitch streamer, his stream of a Walking Dead pinball launch party in the Chicago area introduced him to employees at Stern Pinball. He would go on to produce a home model of Stern’s Jurassic Park pinball machine before graduating to his first true cornerstone pin in 2023 with Foo Fighters, a game unlike any other.
Based on iconography from the band’s concerts, Foo Fighters is also a game inspired by 80s cartoons, albeit served with a good helping of satire and good-natured ribbing at their quality (or lack thereof). The Fighters are menaced by an alien known only as “The Overlord,” who learned what he views to be human behavior from TV and vows to remove all forms of musical entertainment to “reformat” the world. To defend against the alien invasion, the Fighters go on an epic pinball adventure and travel across the US, all while modding out their van and defeating the Overlord’s army of spider-bots.

The absurd story is benefited by the creative layout, featuring many creative shots like the left crossover and right orbit that send the ball across the middle of the table, and clever design that mixes aspects of a “flow” combo-shooting game with the slow-paced nature of “stop and go” games.
While I had only vaguely heard of the band prior to the game’s release, the aesthetic and layout of the game quickly won me over. Foo Fighters pinball isn’t for everyone; it requires precise shots to truly succeed, and knowledge of where these shots will lead, and the silly theme might not be everyone’s cup of tea, but personally, it’s my favorite pinball machine since Godzilla, and it might even be better.

As the code updates, the game will change! The Tilt Forums rulesheet is always a good place to go for the latest detailed Foo Fighters pinball rules updates.
Foo Fighters pinball was released by Stern Pinball in 2023.

Even the normally standard bottom of the machine is a bit different than usual. Equipped without outlane posts by default, the game features trapezoidal slingshots akin to the ones from early 90s street-level Gottlieb releases and standup targets at the apex of both return lanes. These targets are the “ray gun” targets and are used to multiply the value of the next shot by 2x if made via an alley pass. Listed above the flippers are the six cities that the player and Fighters must save to prevent the Overlord’s conquest, with the two cities in white (Austin & D.C.) reserved for wizard modes.

The middle of the table includes many shots that require unique angles. The left crossover shot feeds the upper flipper and is ideally shot from a held ball on the right flipper; below this shot are the sonic radio targets that qualify ball save at the left outlane. The left ramp is a short ramp, ideally made as a backhand, contrasting with the steep and long right ramp on the opposite side. Right of the left ramp are three drop targets blocking a large paddle target. Completing the drops allows repeatable shots to the paddle target to upgrade the van. Shots to the paddle target often rebound into either the Overlord lock or the lane feeding the upper flipper.

The upper half of the playfield comparatively has a mix of easy and difficult shots. The center spinner and side ramp are relatively easy “bail out” shots that can also be used to massively buff Combotron scores (to be described later), while the upper loop and right orbit are more challenging but lead to even higher scoring possibilities – particularly the right orbit, which feeds the Rock-O-Meter lane near the right flipper to advance towards playfield multipliers. Look out for the bot targets near the right ramp and side ramp that can disrupt shots to them, but make sure to keep track of the “bot award” target on the lower right that lights after completing them.

Ball save can be awarded at both outlanes, on the left side via “Overdrive” at the start of the game, by completing the radio targets enough times, and on the right side by collecting the 1st, 4th, 7th, etc. bot award. These are important to keep active as the outlanes are quite vicious on this game.
Scoring on the game is standard for newer Sterns though a bit lower than its contemporaries. 100M+ would be considered a good score in tournament play, but players who reach and succeed at either Austin or D.C. and complete the FooBot can expect scores of over a billion.


The main skill shots you want to prioritize are the drop targets (to collect van mods) and the Rock-O-Meter lane (for playfield multiplier). The lane skill shot is timed; try to plunge the ball when the third insert is lit. The drop targets can also be made as a direct flipper shot if no switches have been registered.
Van mods are important because of the boosts they provide towards each van mode – they can make them easier or more lucrative and can only be accessed if you consistently aim for the paddle target. The first few modes are relatively easy to complete, but later ones practically require mods to complete.
The three mods are:
You can also upgrade the mods further by repeatedly shooting the paddle target after one has been awarded. They can even be awarded during modes if you focus on shooting the paddle target.

At the start of the ball, your priority should be shooting the Overlord lock or targets, then shooting the lit lock – these targets are surprisingly dangerous and can lead to very fast drains otherwise. Once you’re one shot away from multiball, start a city mode (as described below), shoot the Overlord, and take care of the mode as you play it.
The rules for the three Overlord multiballs are different, but All My Life is the first, and the one most players are guaranteed to see. It is worth noting that the jackpots are lit in a sequence for this multiball: both ramps and spinner, then both orbits, then both upper flipper shots, then the Overlord for super jackpot. The lit action button can spot jackpots, or you can re-lock a ball in the Overlord lock (when lit blue) to spot a jackpot and double all jackpots for a short time. Don’t be surprised when this ball releases after multiball ends.
The later two Overlord multiballs, Monkey Wrench and The Pretender, can be approached with less controlled play. All shots are lit for jackpots and 2x jackpots once any shot has been hit once, and super jackpot lights after completing each unique jackpot shot once.
Area 51 multiball can be started during Overlord but is best played separately. The light blue shots score jackpots; when all turn dark blue, shoot the right ramp, followed by the captive ball for super jackpot. This multiball can be worth some points but should be played to benefit van modes primarily.

Three white arrow shots will light the left ramp to select the next mode. Shoot the flashing shots, and the final shot will always be at the Overlord. All six modes are quite lucrative, and there’s no truly “bad” option, but I prefer playing certain modes first, which will be the order I list them for this guide.
Also available are two 6-ball mini-wizard modes that become available after completing 3, then 6, van modes. These don't need to be selected when available; you can keep completing other van modes before starting them if you want.
You ideally want to score 50M+ during each van mode for a chance at the upgraded FooBot part and higher jackpots during the Austin wizard mode. The best ways to do this are by combining playfield multipliers, raygun multipliers, and the multipliers from FooBot parts.

Shooting the captive ball progresses towards lighting the action button yellow, then green, then red. This indicates that you can press the action button to collect a shot. Unless a mode is currently running, don’t use this; save it for when you need to make a particularly difficult shot like the right orbit or upper loop.

Shoot the two radio targets on the left side to light mystery, then shoot either of them quickly to collect it. Mystery awards are above average on this game (look out for “max tractor beam” that enables 3 action button presses and instant van mods), and the traditional add-a-ball during multiball is also included. This will also lock in the radio dial on the display.
After 5 successful mystery awards (and maxing out the radio dial), supersonic radio mode will start. Gray shots will turn pink, all scoring points and increasing the radio frequency. Make a shot to every area of the playfield when lit pink to qualify the radio targets for the radio jackpot worth the total points collected from this mode. Good to bring into other modes.

Standup target hits light the Bot Award target at the bottom right for something useful. 1st award lights ball save at the right outlane, 2nd award lights extra ball, and the 4th award lights the left ramp for Bot Frenzy (flashing blue).
Bot Frenzy lights the spinner for 40 seconds to score big points multiplied by the number of targets hit prior. While this isn’t necessarily high scoring on its own, it can lead to huge points if stacked with a multiball and can be brought into all other game features.

Combos are completed in a different way on Foo Fighters than on other games of the era. They are scored the same way as usual, by hitting shots with the lit combotron inserts in quick succession, but to properly cash them out, the Overlord must be hit. Cashing out 6 combos this way will light the side ramp for combotron multiball. This multiball can stack with area 51 multiball, but it must be started before area 51.
Combotron multiball starts by displaying the best combo values in the 6 that were cashed out. Once the jackpot value is tallied, 3-ball multiball will start and all Keep making shots that naturally flow into each other to increase the value of the combo and change the color of the combo inserts. While it’s not worth going for combos on their own, they can be collected at any time during gameplay (even during multiball), and the side ramp Combotron jackpot can be worth a decent amount in the late game.

If the “battery” insert is lit at the right orbit (always lit to start the game), shooting it will light one of the Rock-O-Meter lights near the “bot award” target. Completely fill up the Rock-O-Meter with three shots to that lane to start 2x playfield scoring for 40 seconds, and repeat this process again while the timer is still running for 3x playfield scoring. Later on, you’ll need to shoot the paddle target behind the drops to relight the “battery” insert.
Playfield multipliers on this game can be huge, and I feel many players, including myself, have really ignored them. If you’re one shot away from starting 2x playfield, make sure to start the first Overlord multiball combined with a van mode before making the final right orbit shot. This is a surefire way to get a good tournament score!

To assemble the FooBot, the player must:
Each objective corresponds to a FooBot part that multiplies scoring at a specific shot for the rest of the ball or for the rest of the game if they have been upgraded. Get all six FooBot parts to light the left ramp for FooBot multiball, a 3-ball multiball that uses the player's performance in each part's associated mode to determine jackpot values that can be scored at major shots and the Overlord. Shooting the Overlord enough times will add a ball, with a super jackpot available at the Overlord worth the jackpot total after scoring all six shots.

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