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Pinball Rule Sheets

A repository of rulesheets for pinball machines

(VERY EARLY RULESHEET. Lots of this information is preliminary. Help us out!)

Rick & Morty

Game Information:

Scott Danesi’s second game for Spooky Pinball takes players into a world where anything and everything can happen, and the only two people who have a clue about their environment are a drunken asshole inventor and his grandson. Rick & Morty offers several ways to tackle scoring in the game courtesy of a complex rule set designed with Bowen Kerins’ input, including completing adventures for the Morty Adventure Card and traversing through alternate dimensions to find Megaseeds and increase potential scoring. The game is still in a rather early stage of development but it plays pretty well for a brand new game. :slight_smile:

Layout:

Skill Shots:

At the start of a ball, the auto-plunger will fire the ball directly towards the upper flipper for a skill shot opportunity. The Noob Noob target will be lit for 200k while the Garage will be lit for 400k (it increments on successful skill shots - the 2nd successful is 300k / 600k), while a full shot around the side loop will multiply the skill shot values (and yes, you can do this multiple times - good luck…).

Gromflomite Battle Multiball:

Hitting the Flooble Crank once will qualify either side of the Danesi Lock 2.0 for a lock. Once a ball is locked another Flooble Crank hit will light the remaining open side for a lock. The center scoop will begin flashing the green multiball light once two balls have been locked. Shooting the center scoop will begin Gromflomite Battle MB. Collecting any Jackpot will light the first Super Jackpot at the garage, which can be collected from either the left orbit to the garage or the right orbit. Only the first Super Jackpot can be collected via the right orbit, all subsequent Super Jackpots must be collected at the left orbit to garage shot. During multiball the screen will display how many jackpots you have to collect to light the next super jackpot (increases by one for each subsequent attempt).

Stacking an Adventure start on the Multiball start, along with making it quite a bit easier to make progress in the Adventure, will actually combine the two ball saver times. You are also able to hit the left and right ramps to qualify your next mode if you aren’t in one during multiball or if you complete a mode during multiball. You cannot start the next mode but you can at least qualify it to be ready when you exit multiball.

After the first multiball, lit locks will slowly fade and timeout. With each sucessive multiball, the fade time gets faster until the 6th multiball, where it hits the lowest timer and stays constant.

Add-A-Ball: Make the Flooble Crank three times to add a ball to the Multiball. The first two hits will light a solid green light below the Flooble Crank, and the third will add a ball into play and give a 10 second additional ball saver. You can only collect 1 add-a-ball per continuous multiball – for example: if you start GMB and collect the add-a-ball and then bring in Meeseeks Mania, you can not add another ball. Once you have earned the add-a-ball in any multiball, following multiballs will require 4 shots for the add-a-ball.

Lock Stealing: Similarly to TNA, one player can steal another player’s multiball, but this time there are some smart design changes to how it can be stolen. Here’s an example using a two player game for simplicity’s sake:

Adventures:

The main modes in this game take the form of adventures that Rick forces his grandson to go through; started or completed adventures will be shown on both the display and on the Morty Adventure Card directly above the flippers.

Adventure Qualification: Qualify an Adventure by shooting either the left or right ramp at the start of the game. The ramps will have their Start Adventure lights lit purple when available to qualify an Adventure. On default settings only one of these ramps is needed to qualify the first Adventure at the center scoop. All subsequent Adventures require both the left and right ramp to be completed. On default settings and updated code, the scoop will be automatically lit for Adventure on ball 3 if it hasn’t been lit yet. All Adventures start at the center scoop except for Pickle Rick (which is started at either garage entrance).

Scoop Timer: For reference, the “Scoop Timer” is used during most of these modes for various objectives. All Adventures will award a 10 second ball saver when started. This ball saver timer will also freeze after a lock until the ball is back in the playfield so there is a lot of strategy in when to start your mode to activate your ball saver.

Adventure Stamps: Adventure Stamps will be awarded regardless of whether or not an Adventure was completed; if you drain during an Adventure, it will still award you with the stamp - but if you Complete the adventure, you’ll get a green stamp. Free stamps awarded from the mystery are shown with a yellow stamp. There are currently 10 modes in the game and hopefully more on the way. Default settings start the card with 4 stamps lit, 2 of which are green.

Adventure Selector - AKA Morty’s Choice: Morty gets to choose 1 of every 10 adventures, so when you have completed 9, the 10th adventure start will bring up the adventure selector and you can choose what adventure you go on. All the adventures are available to pick from. Any adventure you have not “Completed” already will be available with multiplied scoring. The amount of the multiplier is based on the number of green stamps you have on your card. Rick Potion No.9 is only available from the adventure selector on a full card.

Dimensions:

Venture through alternate dimensions by charging the portal gun with enough hits to the spinner (and other regular shots), and then make either garage entrance to shift into the alternate dimension. Visiting 3 dimensions is currently lights an EB, which can be collected at the spinner loop. While you are in a dimension Rick’s portal gun charge will deplete on the playfield, and once it empties you will be forced back into your normal home dimension. It’s possible to recharge Rick’s portal gun while in a dimension with additional shots, and/or collecting all of a dimension’s Megaseeds, this will light another dimension so that you can immediately jump again. When you jump from one dimension to another without going back to C-137, you get an extra Megaseed! There are mainly three different types of dimensions:

Fun small detail: There are 3 versions of the main gameplay loop and the game shifts between them as you change dimensions if there’s not some other music playing.

The possible dimensions are: | Dimension Name | Effects | Category | |—————-|—————————————————|——————–| | 17-R4MP5 | 3x Ramp Scoring! | Positive | | BW00-P | 3x Spinner Scoring! | Positive | | mega-sl4m | 5x Slam Ring Scoring! | Positive | | L4ne-3 | 10x In/Out Lane Scoring! | Positive | | g0tu-Fam | 3x Family Target Scoring! | Positive | | CMB-0 | 3x Combo scoring! | Positive | | H4-+ch | 3x Scoop Scoring! | Positive | | Hv3-LT | 3x Scoring on the LEFT half! | Positive | | Hv3-RT | 3x Scoring on the RIGHT half! | Positive | | Ye-Zu5 | 1000x RICK TARGET SCORING! | Positive | | d3d-BMP | SLAM RING is disabled! | Negative | | d3d-SLi | Slingshot is disabled! | Negative | | d3d-SPn | Spinner is disabled! | Negative | | d3d-CRnk | Flooble-crank is disabled! | Negative | | d3d-BOx | Meeseeks Box is disabled! | Negative | | d3d-F4m | Family targets disabled! | Negative | | W3k-LT | 1/2 Scoring on the LEFT half! | Negative | | W3k-RT | 1/2 Scoring on the RIGHT half! | Negative | | FL-33p | Activates all flippers together. Yells “FLEEP!” | Negative | | FL-2p | Upper flipper activates with left flipper button. | Negative | | W1L-HM | All targets / slings play the ‘Wilhelm Scream’ | Feature | | 13u-TT | Just passing through … | Feature | | TW-z0n3 | Removes all color from LEDs | Feature | | BLK-0p | Night Vision Engaged! | Feature | | b1-ind | GI Lighting Strobes | Feature | | N0-ramp5 | TNA Lampshow & Music | Feature (also Ramps = 0 pts) | | sp-0ng3 | Underwater dimension | Feature | | gR-w0of | Where are they, Summer? | Feature | | r5h-0ur | Expressions of frustration. | Feature | | sp-0tz | It’s like a Hollywood premiere in here. | Feature | | sw-4mpy | Watch out for them gators! | Feature |

Megaseeds:

Megaseeds can only be collected in alternate dimensions, and will light up with orange inserts at random shots each time a new dimension is discovered. Change dimension via the garage for 5 lit megaseeds, the right orbit only lights 3. Each Megaseed adds 5% to the end of ball bonus, which on this game, is determined by what you scored during the course of your ball; for example, collecting 10 seeds on ball 1 and clearing several modes will result in a huge bonus, while draining immediately on ball 2 with those 10 seeds will result in almost no bonus. Don’t tilt!

Note that Megaseeds are cumulative throughout the game, meaning that you will still retain the additional 5% of your total ball score as a bonus even after you drain.

Meeseeks Multipliers:

Shots to the Meeseeks Box will spawn a Meeseeks on a shot which will be lit blue. A Meeseeks will also spawn on the screen. Shooting the lit shot will collect the Meeseeks. The Meeseeks onscreen will vanish along with an audio callout when the shot is made. You can only have 3 Meeseeks on the playfield at any given time; each one will multiply all Meeseeks shots from 2x-3x-4x. The shot is only multiplied once, when you shoot the lit blue Meeseeks, and the other shots remain lit while the multiplier decreases. If you wait too long, however, the Meeseeks on the screen will change to appear in pretty bad shape and their corresponding blue light will change to purple (you’ll also get a corresponding audio callout for this). This will now divide the shot instead in the same manner; for example, if you allowed all 3 Meeseeks on the playfield to switch to purple before collecting them, they would divide your lit shot by 4x-3x-2x as you collect them. The multiplier in the center of the playfield will indicate this via purple/blue lights. The Meeseeks generally favor the “best” shots to spawn on when you spawn them. All Meeseeks operate on their own individual timers so it is possible to have both purple and blue Meeseeks on the playfield multiplying and dividing different shots. You’d think the rules maven for this was some kind of math whiz… ;) Using enough Meeseeks, good or bad, will start Meeseeks Mania. Total needed is displayed in the upper right of the score display.

Meeseeks Mania:

Mania is a 2 ball multiball. Meeseeks appear on every shot. Collecting one awards a meeseeks jackpot and increases the multiplier for a short time. If any meeseeks goes bad, the multiplier becomes a divisor and can’t go back into the positive until all bad meeseeks are cleared. Hitting the Meeseeks box during Mania will add 1, 2 or 3 meeseeks at random (based on available slots) as well as RESET ANY BAD MEESEEKS that exist. If you go for a period of time with no meeseeks, bad messeeks will start to be added in open spots until you hit the Meeseeks Box target. After you drain down to one ball, Jerry will light for a hurry-up bonus based on the total you earned during Mania. If you hit Beth or Summer, the hurry-up ends immediately.

Mystery:

Light Mystery at the scoop by completing the three left standup targets, then shoot the scoop to collect a Mystery award. The two small lights on the left and right side of the Scoop Timer will light blue to indicate the Mystery is available. Along with several joke awards like “13 Balls” and a few references to episodes of the show like “Real Fake Door”, there are some actual awards you can obtain here:

Some (many?) adventures have custom awards that you will get the first mystery you collect during that adventure, such as a free Defraculation grenade in Purge. Additionally, if the garage is lit to start Pickle Rick, and you hit a lit mystery award, Pickle Rick will start without having to hit the garage.

Slam Save:

Qualify the Slam Save by completing SLAM at the return lanes. Additionaly, completing the SLAM lanes will light the SLAM RING for a ‘bonus’ hit worth more points. If you complete the lanes again, the value goes up. There are FIVE levels of bonus value. They are exponential and indicated by color. With the Slam Save lit, the next time a ball drains off of a pop bumper hit, it will be sent back into play and a bonus will be scored dependent on how many times SLAM was completed before using it. The Slam Save has a very short timer, so if the ball isn’t launched directly into the drain, it is unlikely to award the save (if it rolls up the apron for example before coming back to the drain). Slam Save is disabled during multiballs. Points are awarded based on the highest SLAM RING bonus value for the slam save, and can be collected while the immortality field is on (Slam-mortality)

End of Ball Bonus:

Bonus on this game is calculated in a unique fashion; each Megaseed awards 5% of your total score for the ball, at the end of the ball. If you don’t have any Megaseeds, then no bonus for you, sorry. Bonus on this game can be huge if you consistently have long balls and actively hop through dimensions, so don’t tilt!