(VERY EARLY RULESHEET. Lots of this information is preliminary. Help us out!)
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.
- Left outlane - Contains the S in “SLAM”. A ball that rebounds around the left target bank or a misfire from the upper flipper can often wind up in this area, so be careful.
- Left inlane - Contains the L in “SLAM”. Fed to by the portal kickout (see below).
- Portal kickout - This scoop sends the ball flying towards the left flipper at a fast speed; a ball that’s about to be kicked out of this scoop will have a light show indicating it. This scoop is where balls shot into the Garage will be sent out, so be on guard!
- Slam bumper - Replacing the left slingshot on this game is a single pop bumper that sends the ball even more out of control than usual, potentially leading to quick drains. Completing SLAM at the bottom lanes will activate the Slam Save to prevent this unfortunate incident.
- Left target bank - Contains three standup targets labeled “BETH”, “SUMMER”, and “JERRY”. Once all three targets are hit, they will qualify the mystery award at the Center scoop. There is also a Rick target just above the left 3 bank. Hitting it will cause the Kalaxian Crystal to flash and Rick will shout out one of his catch phrases. This doesn’t seem to do much else besides that currently but there is a GC award for “The Most Rick” for spouting the most catch phrases.
- Left garage entrance - This entrance to the garage can only be made using the upper flipper, and it’s a pretty late shot from up there. This is also where the super skill shot is collected at the start of a ball. This shot starts Pickle Rick, if available (the arrows on this shot and the far right orbit shot will light purple and Rick will begin to tell you over and over to “come to the garage” like in the episode). This shot and the right orbit are also used to change dimensions once lit by charging the portal gun.
- Left ramp - This steep ramp heads behind the back panel of the game and feeds the upper flipper, similarly to the left ramp in Black Rose. A shot to the left ramp will qualify the garage to start an Adventure, indicated by its insert.
- Noob Noob standup - This single target is located between the left garage entrance and the side loop, and scores the skill shot at the start of the ball but doesn’t do much else (with one exception… read the Total Rickall section for more info). It’s a gimme, so why would it score much anyway?
- Side loop - This shot can be made from the upper flipper and sends the ball right back to the upper flipper for more sequential shots. Typically, you can make this loop off of an early upper flipper shot. A diverter near this shot can force right orbit shots to exit out of the entrance to this shot. There is a spinner in front of this loop. Collects Extra Ball when available.
- Spinner - A satisfying spinner is located in front of the side loop, and collecting enough spins to fully power up the portal gun will light both garage entrances to activate a portal to another dimension.
- Left lock - This part of the Danesi Lock 2.0 is easier to make as a backhand from the left flipper and has a drop target with Rick’s face on it on the front. Locks a ball when lit and also used during modes.
- Scoop - Located in between the Danesi Lock 2.0 is a scoop that can easily be made from either flipper. Shooting the scoop when lit will collect Mystery, start an Adventure after the right ramp has been shot, or start Multiball when two balls are locked.
- Ship - This replica of Rick & Morty’s spaceship sits above the scoop and shakes at certain times during play; it also bobbles around when balls are locked. Really nice light show effects here.
- Right lock - This part of the Danesi Lock 2.0 is easier to make as a backhand from the right flipper and has a drop target with Morty’s face on it on the front. Locks a ball when lit and also used during modes.
- Flooble Crank - This unique target takes the form of a metal rod that runs back underneath the right ramp to a hidden captive ball. Shots to the Flooble Crank will transfer force through the rod into the captive ball, qualifying the locks and adding power to the anti-gravity battery near the right outlane.
- Right ramp - This ramp is generally less steep than the right ramp and although it’s easiest to make with the left flipper, it can be backhanded from the right flipper on a strong shot. Making this shot will light the scoop to start an Adventure.
- Right lane - This is a curvy, tight lane that feeds the upper flipper. Depending on your position it might be a better idea to make this shot rather than the steep left ramp. Also used during modes.
- Right garage entrance - This pseudo-orbit is another way to enter the garage that tends to be easier than the upper flipper shot, but the ball wont enter the garage unless the shot is strong enough. Otherwise, it will just fall into the side loop. Starts Pickle Rick if available and also changes dimensions once the portal gun is ready, just like the left garage entrance.
- Meeseeks Box - This target located to the far right of the game will spawn a Meeseeks at a random shot. Shoot the lit shot to move Meeseeks to the display and apply enhanced (or divided!) scoring to that shot. See the “Meeseeks Multipliers and Meeseeks Mania Multiball” section below for a detailed explanation on Meeseeks.
- Anti-gravity battery - The return of the classic Williams style Magna-Save! Use the extra flipper button on the right side of the game to try and send a ball going down the right outlane back into play. The magnet itself is located directly underneath the “A” in “SLAM”. The goal is to skillfully toggle the magnet on and off to guide balls back into play. Balls can be saved from the right outlane with very little battery usage if timed correctly. Any time the magna save button is held the battery will drain on the playfield to indicate how much charge is left. You can also hold it down if you have enough charge and the ball will eventually settle into place for an easy drop into the right inlane but this will eat up all of your charge.
- Right inlane - Contains the A in “SLAM”. Fed to by the right ramp.
- Right outlane - Contains the M in “SLAM”. Keep an eye on your anti-gravity battery, otherwise, you’re boned.
- Plunger - The plunger on this game is designed to send the ball directly to the upper flipper for the skill shot. However, it has been reported to go around the right lane on some games. This behavior isn’t intentional.
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…). Making the skill shot will either double or triple the ramp values for the rest of the ball depending on whether Noob Noob or the garage were made.
Glomflomite 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.
On default settings, the multiball qualification sequence does not change regardless of how many multiballs you start.
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.
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:
- Player 1 locks one or two balls into the Danesi Lock 2.0, then drains.
- Player 2’s horseshoe will be lit orange on any side with locked balls to indicate that the locks are shielded. Additional Flooble Crank hits will be required for each ball that is locked:
- One ball locked: 2 hits to the Flooble Crank to light the 2nd lock then multiball will be ready.
- Two balls locked: 3 hits to the Flooble Crank to light multiball.
The additional Flooble Crank hits in these sequences will award a virtual lock on screen.
- However, this only applies if the player trying to steal has no locks of their own lit. If player 1 locks a ball and player 2 already had a lock lit but not collected, that lock will also belong to player 2 on their ball and progression towards multiball will continue normally. The game will also remember each player’s locks so if a player’s locks or multiball are stolen, then their locks will remain lit and available for them until they have collected the stolen lock or started multiball.
- Overall, this is a great balance change from TNA as you aren’t guaranteed an essentially free MB on one shot after a player has locked two balls.
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. There are currently only 6 modes in the game with a lot more on the way, so the first Adventure stamp will award your 4th stamp.
- Roy: A Life Well Lived: Roy is a 5-decision deep branching VR narrative. If you make it through all 5 choices, Roy’s life ends and you’ll have won the mode. If you drain early; well, that’s a tragedy. Make green shots to make ‘positive’ life choices or make red shots to make ‘negative’ life choices. Positive choices will advance the age shown on the digit display a bit more than negative choices, and if you make it through the entire mode, you’ll score a bonus dependent on Roy’s age. Consecutive similar decisions (ie. shots of the same color) will be multiplied depending on the length of the string. There also seems to be a secret “Rick option” that is hidden behind one of the arrows at each choice which awards a fairly insane choice and gives a lot more points. The Scoop Timer displays Roy’s age in this mode.
- Total Rickall: Parasites from other dimensions have invaded the home of our “heroes”, and it’s time to kill them all! Kill 20 parasites by shooting either the drop targets or the left target bank; they won’t move, so you have to make each of all five shots four times to win. The value of each parasite increases for a short time when one is killed, but it will slowly decrease afterwards, so try and kill parasites as consistently and as quickly as you can. Hit the Noob Noob target shortly after killing all the parasites for a little secret bonus. The Scoop Timer displays the total remaining number of parasites in this mode.
- Whirly Dirly: Battle Risotto and his henchman on a crazy rollercoaster headed straight towards an immortality field. Advance towards the immortality field by making two orbit shots (either the right lane, side loop, or unlit lock can count towards this), which will then cause the right ramp to light briefly for a kill shot. If you miss this shot, you’ll have to keep looping until you qualify it again, and you only have three opportunities to make this shot. Making the kill shot twice (to kill both Risotto and his henchman) will finish the mode.
- Look Who’s Purging Now: On the purge planet, purges happen… well, a lot - and Rick unknowingly traps his grandson there on an adventure. Buy time for Rick to build the communicator and save both of their lives by fending off the planet’s fierce locals, represented by purple arrows moving from left to right across the playfield towards Morty (a maximum of two of these can be on the playfield at any given time). Morty is located at the right garage entrance, and if a local reaches him, you’ll only have a few seconds to make the shot and save him before the mode ends. Holding off the locals for a long enough time (how long?) will light the Summer target on the left target bank; hit it with a precise shot to summon the armored suits, and then stay alive for 20 seconds. Shoot the scoop afterwards for hot purging action and successful completion of the mode. Good luck!
- Pirates of the Pancreas: Welcome to Anatomy Park! Power on their Pirates of the Pancreas ride by shooting either the left or right ramp to spell the name of the ride (yup, 20 shots!). Each ramp shot also adds 3 seconds to the timer for the mode; if enough time goes by without making any shots, all of the major shots will light up to add letters to the name of the ride, but only the ramps will add time properly (because Ruben’s about to blow). Shortly after this Rick will get fed up with you and tell you to just shoot 3 more shots and a scoop to end the mode, you can’t collect letters or extend the timer anymore during this phase and the timer stops running as well.
- Pickle Rick: This mode is unique among the implemented modes so far because unlike the other Adventures, it can only be started at the garage; both shots that lead to the garage will begin flashing purple when this mode is qualified instead of the center scoop and Rick will begin telling you to come to the Garage. Landing the shot in the Garage to start the mode will actually hold the ball (instead of the usual instant left inlane scoop eject) so you can relax and watch the intro, where out of pure incompetence and a desire to brag, Rick turned himself into a pickle, Morty! He’s Pickle Rick! Advance through the life cycle of this scientific monstrosity by first hitting the bumper or slingshot enough times to get off the ground, then shoot the scoop. You’ll then be tasked to shoot targets to kill rats with your upgraded weapons and armor. Killing enough rats will then light the scoop to start the final timed phase, where shooting ramps and loops will kill goons at the consulate. Killing enough of the goons will light the scoop for one last shot to finish the mode. This is very difficult to accomplish, good luck!
Venture through alternate dimensions by charging the portal gun with enough hits to the spinner, and then make either garage entrance to shift into the alternate dimension. Visiting 4 dimensions is currently the only way to light 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 spinner shots, and collecting all of a dimension’s Megaseeds will light another dimension so that you can immediately jump again. There are mainly three different types of dimensions:
- Dimensions that change the pf lighting/music
- Dimensions that add score modifiers on shots
- Dimensions that modify flipper behavior
Megaseeds can only be collected in alternate dimensions, and a few of them will light up with red inserts at random shots each time a new dimension is discovered (the more difficult the dimension is, the more Megaseeds spawn). 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.
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 (eventually there is going to be a Meeseeks Mania multiball for X number of Meeseeks collected). 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…
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:
- Add 1 Meeseeks (spawns a Meeseeks, does not collect one)
- Charge Portal Gun
- Charge Anti-Gravity
- Light Lock
- Add 1 Megaseed (immediately awards a Megaseed)
Qualify the Slam Save by completing SLAM at the return lanes. 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.
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!