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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Weird Al’s Museum of Natural Hilarity

Game Information:

Weird Al’s Museum of Natural Hilarity is the first licensed game released by Multimorphic, developers of the P3 pinball platform. The machine takes place in (what did you expect?) a museum full of odd exhibits and items based on Weird Al’s catalogue of parodies and original songs. Weird Al acts as the museum curator, guiding players through the ins and outs of this museum-turned-pinball machine as they try to complete all 10 modes in five exhibit halls.

Rules Overview:

Layout:

Multimorphic’s most intricate and nuanced layout to date, with a remarkable # of shots available from a total of 5 flippers! (the two main flippers, two upper flippers, and an upper playfield mini-flipper). Besides the two banks of side targets and row of individually controlled wall/scoop segments on every P3 game… there are a myriad of standup targets, 3 ramps – including an industry-first ascending Spiral Ramp, 2 orbits, a U-turn mini-loop, 2 side loops, a drop target-protected scoop, and a through-the-pops scoop shot guarded by a triple pop bumper nest.

Weird Al also features Multimorphic’s first Upper Playfield (called the “Mezzanine”), with a 5th flipper – of the 2” variety – with a total of six shots available to that one little flipper!

IMPORTANT: On default settings, you must use the auxiliary white buttons to control the three upper flippers. While this takes a game or two to get used to this, it eventually becomes second-nature, and allows for more nuanced gameplay of independent lower/upper flipper control, without requiring the expert-level skill of staged flipping that is needed on all other modern pins to semi-independently control your upper flipper(s).

The Right Ramp/Orbit is particularly unique, in that it has five different ball paths that the shot can take, depending on game state. The Right Ramp also features Multimorphic’s ramp magnet assist (first seen on Cosmic Cart Racing), where a magnet 3/4 up the ramp will fling the ball the rest of way, to make the steep ramp more accessible. The ramp-assist magnet is also used, at times, to send a trough-launched ball directly to the Mezzanine via a VUK that feeds the magnet.

Two major interactive mechanical toys are featured: a rotating hamster wheel and a pivoting UHF camera. Both interact directly with the ball for ball locks toward Dare to be Stupid Multiball and UHF Multiball.

Layout Details:

Skill Shot:

Ball will be “plunged” (kicked out) to the Left Orbit to feed your upper left flipper – note: On default settings, you must use the auxiliary white buttons to control the upper flippers. Immediately shoot the Spiral Ramp to score a skill shot for 250K.

Exhibit Hall Modes & VIP Pass:

Players start each game in the museum lobby, or Great Hall. You’re always only three shots away from starting an Exhibit Hall mode at any time: one playfield shot to qualify/select your Hall, one shot to knock down the Ticket Counter drop target, and final shot to the now-accessible Ticket Counter scoop.

Five shots on the playfield correspond to different exhibit halls in the museum, each containing 2 modes based on a song from Weird Al’s catalog. Shoot any of the shots listed below just once to light that Hall as the next one to visit. Once a Hall has been selected, shoot the scoop behind the ticket counter drop target to select a mode. The lit Hall will change to the most recently made shot.

The shots and songs corresponding to each hall are:

Alternatively, to start an Exhibit Hall mode, the player can collect a VIP Pass by completing the V, I, and P standup targets, and then shooting into the pair of raised scoops within 10 seconds. The VIP Pass allows players to select any unplayed mode out of the 10, and not restricted to the currently lit Hall. There is no difference in mode scoring or gameplay whether started from the Ticket Counter or from a VIP Pass.

On default settings, starting each mode also provides a short ball-save to begin each mode. These modes are timed, though each has a lengthy duration equal to the length of the song associated with that mode.

Once you have made sufficient shots during any mode, the Ticket Counter scoop will be lit to end the mode prematurely, once you’ve knocked down the drop target that guards it. Normally, the mode will only end once the song does. If the song ends while stacked with a multiball, the mode will continue until the player drains down to one ball.

Each song can only be played once per game, until Running With Scissors has been played.

Amish Paradise

Three chores will be placed on select shots. Hit the corresponding shot to complete chore and add it to the chore board. Once you have completed two of each chore, the spiral ramp will be temporarily lit to Raise The Barn (a mode jackpot of sorts). Whether you Raise the Barn or not, the first phase then repeats, with less easy shots lit for chores.

The mezzanine shots have no impact on this mode. Threshold to light Exit: ??

White & Nerdy

Lucrative, but dangerous mode involving a pair of two shots that move across the playfield. Each shot collects an artifact, scores 150K, starts a new pair of shots from the opposite side of the direction just collected, and increases the speed on the “Weird-O-Meter” on your segway, thus increasing the speed that the lit shots move at (which is somehow always in sync with the song). Each shot during the mode scores 25K more than the last.

The mezzanine shots have no impact on this mode. Threshold to light Exit: ??

Sports Song

Main shots (ramps, loops, etc) will be perpetually lit green, and all standup targets will be perpetually lit red.

Threshold to light Exit: ??

Weasel Stomping Day

Shoot any standup target to stomp on weasels - it’s a tradition, so it must be okay. Each target shot scores 100K + 25K per shot. Great mode to stack with a multiball.

The mezzanine targets do not impact this mode. Threshold to light Exit: ??

Word Crimes

The first mode in pinball to test you while you play! Four shots on the playfield are lit, each randomly corresponding to a different letter (A, B, C, or D) to a grammar question shown on the display. Each answered question – whether right or wrong – tallies your progress on a scantron sheet, and then brings up a new question with newly shuffled letter answer positions.

The mezzanine shots do not impact this mode. Threshold to light Exit: ??

I’ll Sue Ya

In this dynamic multi-phase mode, there are alternating Build and Collect phases:

The mezzanine targets do not award target shots during the Build phase. Threshold to light Exit: ??

Mission Statement

The phases of this progress with the song. You alternate between a Build Stock Value phase and a Sell Stock phase.

The mezzanine shots have no impact on this mode. Threshold to light Exit: ??

Traffic Jam

You begin in a traffic jam with your major shots lit with red Stoplight icons – don’t shoot them! Jackpots are scored on the left ramp or right ramp when they are lit green. To light a ramp green, hit one of the lit targets on that side of the playfield. This activates that direction’s turn signal and lights the corresponding side’s ramp green for a few seconds. Every green shot scores more than the last, but shooting red shots reduces the value.

The mezzanine shots have no impact on this mode. Threshold to light Exit: ??

Germs

This mode has 2 phases. The first phase is a single ball mode in the LCD screen section of the playfield the with the walls up. You need to turn 20 red germs green by hitting them with the ball. The red germs will multiply and also attack your flippers, weakening them. Hitting the walls too many times in the same place will “break” the petri dish and lower that wall segment. If you exit through the scoop the mode ends. If you probe all 20 germs, the walls will lower and you will be in a 3-ball frenzy multiball where everything scores 20k. You can then stack other multiballs onto the Germ MB phase, but not start any new modes.

Threshold to light Exit: Not applicable

Like A Surgeon

Inspired by the classic board game Operation, you need to remove the items without touching the sides. Various major shots will be lit with “good” stethoscope shots around the playfield, and the “bad” targets adjacent to the good shots will be indicated in red. Hitting enough stethoscope shots will save a patient. Hitting red shots 3 times will kill a patient.

After a certain # of easy shots (L ramp and U-turn mini-loop), you’ll be required to shoot either of the side loops from the upper flippers to continue progress toward saving a patient.

The mezzanine shots have no impact on this mode. Threshold to light Exit: ??

Multiball Modes:

Dare to be Stupid Multiball

Lock 3 balls in the hamster wheel and enter a realm where logic ceases to exist.

Lighting the Locks:

Locks for this multiball can be lit by shooting the Harvey standup target. Shooting the target will activate a moving scoop for about 20 seconds (and if no modes are currently ongoing, Harvey the Wonder Hamster will play when the scoop is available to shoot). After shooting the lit scoop, make a shot to either the spiral ramp or the right ramp to lock a ball in the hamster wheel. The second lock requires 2 hits of the Harvey standup target, and the third lock requires 3.

Multiball Rules:

The mini-loop (under the Camera) is lit to spin the Wheel of Stupidity. When you hit it, you will receive one of many possible gameplay modifiers or instant awards. Most often, these will impact where jackpots are scored, the value of your jackpots, or modify your flippers’ behavior.

Jackpot Awards:

Flipper “Awards”

Other awards

Hardware Store Multiball

Hardware store multiball is lit by collecting 27 “Broken Items” as shown on the main display by hitting the side modules targets (during single-ball play only, and not during Germs). To start the multiball, shoot the Supplies Closet when lit.

Multiball rules

Repair the Halls to score jackpots and qualify the Super Jackpot. Along the way, collect Tools to build your separate Toolbox Jackpot at the Supplies Closet scoop.

There are 4 types of shots available in the mode:

UHF Multiball

Lighting the Locks:

Shoot the UHF lock target in front of the camera to light the UHF lock in the mezzanine skywalk. To shoot the lock, get to the mezzanine via a meal ticket and shoot the skywalk. Note that if Harvey locks are lit, you will divert into the Harvey lock instead of getting a shot at the UHF lock. Lock 3 balls to start multiball. Locks and multiball can be awarded as mystery awards from the Supplies Closet.

Multiball Rules

Phase one is collection enough money to save the station. All the major shots will be lit for jackpots. Once you collect them all, the Supplies Closet will light. Completing the Supplies Closet shot awards a Drink from the Firehose ticket. The final shot to complete this phase is a shot to the spiral ramp.

Phase two has jackpots lit you can collect.

Mission Statement Multiball

Multiball phase of Mission Statement mode, earned by making enough progress during that mode. See mode rules for details. It can have other Multiballs stacked onto it, but no other modes can be stacked onto it.

Germs Multiball

Multiball phase of Germs mode, earned by probing 20 Al-moebas. See mode rules for details. It can have other Multiballs stacked onto it, but no other modes can be stacked onto it.

Other Scoring:

My Bologna

Collect nine food items from lit inlanes or mezzanine targets to light My Bologna mini-mode. One inlane is always lit during single-ball play, and the player toggles which inlane is lit with the Upper Flipper (white) button. Shoot the mezzanine via either the lit Spiral Ramp or Right Ramp to start the mode. The goal is to build as tall a sandwich as possible. The mezzanine loop will add bologna to the sandwich, with each consecutive shot adding an addition slice (i.e. second shot adding 2 slices instead of one). Hitting the condiment targets will add other items to the sandwich. When you exit the mezzanine that order will be finished and you can shot the ramp again to start a new sandwich, until the song expires or you shoot the Ticket Counter.

Shirts / Gift Shop

There are 17 shirts available in the game. Each shirt permanently increases your playfield multiplier by +0.1x for the remainder of the game. Shirts are earned by hitting the pop bumpers (the Gift Shop). There is one shirt in the main hall (1) , one in each of the songs (10), each of the multiballs (3), my bologna (1), YMM (1) and Secret shirt (1) (I think).

Additionally, awards are given at certain number of shirts

Shooting the orbits 3 times will open the Gift Shop. This will cause the next shot to the orbit to catch the ball on the magnet and drop it into the pops. Note: when the Right Orbit is in its Ramp state, shots to the Right Ramp do not count toward your Orbit total.

Combos

Shooting major shots as Combos during single-ball play will award points, and also provide a BonusX for that ball only, based on the maximum Combo streak you achieve during the ball. Ex: a 3-way Combo will provide a 3x BonusX.

Squeezebox Combos

Shooting either the of the upper side loop shots (the lowered Spiral Ramp or the Sport & Leisure left upper side loop) as part of a combo will award a Squeezebox Combo, with the potential to repeat a “figure 8” of alternating each from the upper flippers for increasing points.

Other Features:

Supply Closet

This is the mystery award. You light the Supply Closet scoop by hitting the supplies and closet standups near the pops. Awards include:

Free passes

There are no traditional extra balls in the game, but you can earn Free Passes, which are untimed ball saves (regardless of whether an outlane or a SDTM drain) that will continue your ball without collecting your EOB Bonus and without providing a new Skill Shot chance.

Spatula Saves

Earn outlane Spatula Saves on one lit outlane, with ability to lane-change between the two outlanes via either upper flipper (white) button. A Spatula Save will be lit on the same side as the lit Meal Ticket inlane, and only available during single-ball play. Earn them by shooting 9 mezzanine loops when not in My Bologna mode or during Super Skill Shots. Spatula Saves can be stacked (shown by a multiplier on the Spatula icon), and carry between balls.

Drink from the Firehose

You can earn a Drink from the Firehose ticket by completing enough shots in UHF Multiball, or as a mystery award from the Supplies Closet. When you drain, you will be put into a mini game with the opportunity to save your ball. The game will launch 10 balls, one at a time, on the left feeding your upper left flipper. You must make 3 spiral ramp shots to win the mode and earn the ability to keep playing that ball. All other flippers are disabled. If you fail, then your ball ends, and EOB Bonus begins.

End-of-Ball Bonus

Wizard Modes:

You Make Me

Qualify You Make Me mini-wizard mode by visiting each of the 5 exhibit halls (play one of the two songs). This will light the VIP standup targets. Hit the 3 targets to raise the two center scoops to start You Make Me.

This mode rapidly cycles between build phase and collect phase

There is an add-a-ball available after achieving the countdown of shots required on the screen.

Running With Scissors

Qualifying Running With Scissors

You must play every song in the game. 10 exhibit hall songs, 3 multiball songs (DTBS, UHF, HWS), My Bologna and You Make Me. When ready, shoot the ticket counter to start the mode.

Speed-run

This is a speed-run wizard mode. You will progress through the 15 modes you played to get here. For each mode, you are given 30 seconds to complete the requirement and advance to the next mode. Leftover time will carry forward and be added to the next mode up to a maximum of 1m30s.

Each mode requirement is small, usually hitting 2 mode shots, although some modes like weasel stomping day are a little different. After you meet the requirements, the 2 orbits, the ticket counter and the supplies closet will all be lit to exit the stage and progress.

The order of the stages is the order you played the single ball modes in the game, followed by the multiball modes.

Completing the run will finish the game and roll the credit video.

If you fail, by draining or running out of time, you can re-enter to try again. progress of completed rooms is saved.

Strategies: