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Pinball Rules · Stern Pinball

Foo Fighters

An Evolution Pinball rules guide for Foo Fighters, organized around the machine’s objectives, progression, scoring systems, and documented rules topics.

ManufacturerStern Pinball
Rules family80 researched topics
Primary focusRules organization
Evolution pageMachine-specific guide

Rules overview

Foo Fighters pinball by Stern Pinball combines high-energy rock music with a bold, comic-inspired sci-fi narrative to create one of Stern’s most playful and kinetic modern pinball machines. Featuring fast flow, creative shot design, and a humorous original storyline, this game delivers instant fun while offering surprising depth for players who want to master its rules. Explosive Rock Action With Comic-Style Adventure Gameplay Foo Fighters drops players into an animated alien-invasion storyline where the band must save the world city by city. Gameplay emphasizes speed, control, and combo shooting, with smooth ramps and creative shot geometry that keep the ball moving. The ruleset is approachable yet layered, rewarding accurate shooting, mode stacking, and smart progression.

How to read this page. Start with the overview, use the progression map to understand the game’s shape, then jump through the rules index to the topic you need at the machine.
  • 1Learn the layout
  • 2Start the objectives
  • 3Build scoring modes
  • 4Reach the wizard layer

Rules and progression

Game Information

This rules section covers game information and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Rules Overview

This rules section covers rules overview and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Layout

This rules section covers layout and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Modes of Play

This rules section covers modes of play and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Skill Shots

This rules section covers skill shots and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Van Modes

This rules section covers van modes and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Van Mods

This rules section covers van mods and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Side Modes

This rules section covers side modes and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

MOD-ulator Frenzy

This rules section covers mod-ulator frenzy and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Bot Frenzy

This rules section covers bot frenzy and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Supersonic Radio

This rules section covers supersonic radio and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Multiball Modes

This rules section covers multiball modes and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Overlord Multiballs

This rules section covers overlord multiballs and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Area 51 Multiball

This rules section covers area 51 multiball and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Combotron Multiball

This rules section covers combotron multiball and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Overdrive Ball Save

This rules section covers overdrive ball save and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Mystery Award

This rules section covers mystery award and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Combotron

This rules section covers combotron and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

UFO Captive Ball

This rules section covers ufo captive ball and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Super Spinner

This rules section covers super spinner and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Playfield Multipliers

This rules section covers playfield multipliers and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Bot Awards

This rules section covers bot awards and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Lightning Target

This rules section covers lightning target and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Ray Gun Targets

This rules section covers ray gun targets and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Extra Balls

This rules section covers extra balls and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

End-of-Ball Bonus

This rules section covers end-of-ball bonus and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Wizard Modes

This rules section covers wizard modes and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Austin (Mini-Wizard Mode)

This rules section covers austin (mini-wizard mode) and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

D.C. (Mini-Wizard Mode)

This rules section covers d.c. (mini-wizard mode) and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

FooBot Multiball (Mini-Wizard Mode)

This rules section covers foobot multiball (mini-wizard mode) and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Toy Time Multiball (Topper Mode / Mini-Wizard Mode)

This rules section covers toy time multiball (topper mode / mini-wizard mode) and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

The Final Battle (Wizard Mode)

This rules section covers the final battle (wizard mode) and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Final Battle

This rules section covers final battle and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Overlord

This rules section covers overlord and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Rock-O-Meter

This rules section covers rock-o-meter and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Sonic Radio

This rules section covers sonic radio and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Van Mod

This rules section covers van mod and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

Overdrive

This rules section covers overdrive and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

FooBot

This rules section covers foobot and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

upgrades

This rules section covers upgrades and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

UFO captive ball

This rules section covers ufo captive ball and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

2x or 3x playfield

This rules section covers 2x or 3x playfield and its place in Foo Fighters’s progression. Use the machine’s playfield cues and verified software notes to connect this section to the larger game plan.

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