View on GitHub

Pinball Rule Sheets

A repository of rulesheets for pinball machines

The Munsters

Game Information

The Munsters is Stern’s first 2019 title, designed by John Borg and coded by Dwight Sullivan. Taking influence from the 60s TV series about a supernatural family with surprising humanity, The Munsters features a simple rule sheet suitable for novices.

Rules Overview

Layout

| Premium/LE: | Pro:
| — | — | | |

Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

Skill Shots

There are various Skill Shots on this machine, which can be changed using the flippers. All of the skill shots award a base value of 250k, +1 Bonus X, and 25k per second remaining when the skill shot was made.

Family Members

The main goal of The Munsters is to at least start all of the family members’ modes. There are five members to collect: Herman, Spot, Lily, Grandpa, and Raven. The modes increase in “level” each time they are started.

Each time a member is started, the Kitty Target will be qualified to increase the playfield multiplier, and the Raven advances will be qualified at the left ramp (after the mode has finished). Each level also awards 100k + 25k per level completed, and adds 10k to end-of-ball bonus.

Playing all five modes once will qualify the scoop to start Munster Madness.

Herman

Shoot Herman an increasing amount of times to begin the mode, though note that the multiball portion can only be played again after starting Munster Madness. Beginning Herman Multiball will count as completing a level. Herman’s mode is split into three parts:

Spot

Shoot the left or right ramp when they are lit with a red light to collect a SPOT letter and briefly raise Spot from under the left ramp. If Spot is hit during this brief period, you’ll collect a bonus letter in SPOT. Completing SPOT will begin Spot’s mode, and simply starting the mode will count as completing a level. Spot’s mode is divided into two parts:

Lily

Begin Lily’s frenzy mode by completing LILY at the right target. Over time, the progress on the LILY targets will reset if not hit. Simply starting the mode is enough to count as completing a level. Unlike every other mode in the game, Lily’s frenzy CAN be stacked with any other ongoing feature. Make 100 switch hits during the mode to qualify the Lily Super Jackpot. If you fail to complete all 100 switch hits (which will likely happen unless you’re in a Multiball), the amount of switch hits will be held over the next time you start this mode.

Grandpa

Collect enough chattering teeth at the purple targets to light the scoop for Enlarging Ray, or on the Premium / LE, Grandpa’s Laboratory. Simply starting Enlarging Ray is enough to complete a level, while on the Premium / LE, starting Grandpa Multiball will also complete a level. The four targets (and the Machine on the Premium / LE) will also qualify the Zap Button for a short time.

Enlarging Ray (Pro)

Grandpa’s Laboratory (Prem/LE)

Raven

Completing a level of any of the four other characters will qualify the left ramp to collect Raven advances once their mode has ended. Collecting three advances will begin Raven Multiball.

Other Major Features

Kitty (Playfield Multipliers)

Completing any Family Member level will enable the Kitty Target to advance a playfield multiplier. The multiplier advances from 2x to 3x to 6x and lasts for about a minute. Hitting the Kitty Target while the playfield multiplier is active will reset the timer, and awards points and bonus multipliers.

Super Jackpots

There are 10 (on the Pro) or 11 (on the Prem/LE) different ways to qualify the Dragula Lane for a Super Jackpot and ALL of them can stack on top of each other. The base value is 350k, which is raised by a small amount each time you shoot the unlit scoop. Shoot the Dragula Lane to collect any stacked Super Jackpots or hold the Zap Button to cancel the collect and continue stacking Super Jackpots.

Available Super Jackpots:

Multipliers for Stacked Super Jackpots (OUT OF DATE)

Stacked SJPs Multiplier Base Value 2x PF 3x PF 6x PF
1 1x 350k 700k 1.05M 2.1M
2 3x 1.05M 2.1M 3.15M 6.3M
3 6x 2.1M 4.2M 6.30M 12.6M
4 10x 3.50M 7.0M 10.50M 21.0M
5 13x 4.55M 9.1M 13.65M 27.3M
6 15x 5.25M 10.5M 15.75M 31.5M
7 17x 5.95M 11.9M 17.85M 35.7M
8 19x 6.65M 13.3M 19.95M 39.9M
9 21x 7.35M 14.7M 22.05M 44.1M
10 23x 8.05M 16.10M 24.15M 48.3M

Other Scoring

Chattering Teeth Hitting any purple target collects one set of chattering teeth, and then will start flashing. Hit the flashing target again before it times out for 2 chattering teeth. Collecting chattering teeth allows the player to start Grandpa’s modes at the scoop, and count up towards various other awards throughout the game:

After playing Munster Madness, accumulated chattering teeth will reset to 0.

Eddie

Shooting an unlit orbit or rolling over the flashing right inlane or outer left inlane will qualify the opposite orbit to score an Eddie Loop. Make successive Eddie Loops to score an increasing value, starting at 20k and increasing by 20k per loop. Every 5 Eddie Loops will qualify the Eddie Super Jackpot if it isn’t already available.

Marilyn

Rolling through the flashing inner left inlane will light the right ramp to score a boyfriend departure. Every 2 boyfriend departures will score awards:

The Marilyn Super Jackpot will also light at every 2 departures scored.

Zap Meter

Hitting any standup target will make the Zap Button flash for a short time. Pressing the button will charge up the Zap Meter; the Zap Meter goes to 5. Zap Jackpots appear on shots where you have just made another type of jackpot, which decrements the Zap Meter. Collecting enough Zap Jackpots will qualify the Zap Super Jackpot.

Dragula

Landing in the Dragula lane will increase the bonus multiplier, award points dependent on progress that has been made on the DRAGULA target, and “boost” a random character to make their modes score more. 5x can be qualified at the Dragula lane either by completing DRAGULA, or by shooting the lane a short time after it had been shot earlier.

Add-A-Ball

During Multiball rounds, the Dragula lane can be lit to add a ball to the Multiball by spelling DRAGULA (or instantly, in the case of Raven Multiball), which also awards a short ball saver.

Mystery Award

The scoop (or lower playfield VUK on Prem / LE) is lit at the start of the game to score a mystery award and light the Mystery Super Jackpot, and relights after collecting 90 chattering teeth. Awards collected on the Premium / LE that apply to the main playfield will start after Grandpa’s Laboratory ends.

Available Mystery Awards:

Combos

Make shots in succession to score combo points. These can be collected at any time during play. On the Premium / LE, combo rules also apply to Grandpa’s Laboratory.

Secret Mania Originally an Easter egg in early code revisions, Secret Mania can now be lit at the Grandpa scoop in two different ways: either after collecting 130 chattering teeth or as a random mystery award.

This mutually exclusive mode with fun, fast-motion animations lights all 7 family members’ areas for increasing scores starting at 200k + 25k per shot. Playfield multipliers apply to each award, and each individual area advances in value as more shots to it are made.

Extra Balls and Special

An Extra Ball is available at the scoop through:

Special can be qualified at the outlanes through a percentage-based mystery award or rarely from Kitty.

Bonus

Bonus is a predetermined value (based on switch hits) plus 10k * levels completed, times the bonus multiplier (which goes up to 20x).

Munster Madness (Wizard Mode)

This is a 4-ball Multiball wizard mode (using a 5th ball in Grandpa’s Laboratory on the Prem / LE). It can be started at the scoop by completing one level for all of the Family Members, and after any modes already in progress have finished. Just like the other modes in this game, Munster Madness has two levels.

Level 1

Level 2