Rick & Morty Rulesheet

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

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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:

  • 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 scoop 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 left and/or right ramp has been shot (see Adventure Qualification), 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 left 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.

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:

  • 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.

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.

  • 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.

    • Completion Condition: Make all 5 decisions.
  • 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 the both drop targets, Beth and Summer three times each to win (some hits award more than one parasite kill). 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.

    • Completion Condition: Kill all the parasites.
  • Whirly Dirly: Battle Risotto and his henchman on a crazy rollercoaster inside an immortality field. Advance towards the edge of 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) and hitting the scoop will finish the mode.

    • Completion Condition: Make both ‘kills’ on the ramp, and the final scoop shot.
  • 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. Locals are killed by hitting the shot they are currently on. You can also kill the right most local by lobbing a defraculation grenade if you have one, this is done by shooting the inner loop. The longer the mode lasts, the closer together the locals spawn, and the farther to the right they are when you kill them their value increases. 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 (killing 5 locals) 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!

    • Completion Condition: Make the scoop shot to put on the armor suits.

    Extra note for this mode: If you hold a ball on a flipper, the locals will speed up while you do so.

  • 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.

    • Completion Condition: Spell at least “PIRATE” before escaping.
  • 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!

    • Completion Condition: Make it to the 3rd Phase in the Consulate
  • Get Schwifty: Earth has been chosen to compete on the hit Cromulon reality show Planet Music. Rick and Morty will perform Get Schwifty and it’s your job to sway the Cromulons to vote in the positive with your impressive pinball skills. The shots in this mode are groups: Targets, Loops, Ramps. They light in sequence, one at a time. Hitting any lit shot will improve the Cromulons sentiment. As time passes without hitting shots, their opinion of the performance will sour. If you spend a while not hitting anything, all shots will light for a single shot to get you back on track. Points are earned per second you’re in the positive, and for each successful shot. Max out the meter for big points! Be in the positive on the vote meter at the end of the song to win the mode and get a Cromulon vote bonus.

    • Completion Condition: Finish the song in the positive on the vote meter.
  • The Blood Dome: Attempting to create a diversion, Rick injected Morty with the muscle memory of a fallen death stalker. Now that arm has taken control and has issues to work out. Four shots on the right side of the playfield are lit for this adventure. The first shot to any of the four increases the shot value, and each shot will only work three times. It takes a total of 7 shots made to light the scoop to complete the adventure. This adventure has a limit of 25 uses of the left filpper. If that count (shown on the upper digit display) reaches zero, the mode ends early. If you make all seven shots with left flips remaining, you’ll get a bonus when you make the final scoop shot.

    • Completion Condition: Make all 7 shots before you run out of left flips, and hit the scoop.
  • Scary Terry: Rick and Morty have descended into a dreamworld with real consequences. They’re being chased by Scary Terry (a “legally safe knockoff” of Freddy Krueger) who insists that they can run but cannot hide. Shoot purple shots to run away, and hit the scoop to finish running / start hiding. Next, shoot the scoop to hide for 1 dream hour and/or the portal (i.e. garage) to hide for 2 dream hours. The Scoop Timer displays the total number of dream hours hidden.

    • Completion Condition: Hide for at least 6 dream hours, and hit the scoop.
  • Goodbye Moonmen: (Added 4/5/21)

  • Rick Potion No.9: Rick brews up some love potion, which Morty uses to make Jessica fall in love with him. But some love potion particles latch onto Jessica’s flu virus and go airborne. Soon, everyone not directly related to Morty falls aggressively in love with him. Shoot for Morty to apply the potion. Next, shoot purple shots to spread the virus. Then shoot for Rick or Morty to escape. Shoot the scoop. Shoot Rick or Morty to hash things out…
    This adventure 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:

  • Dimensions that change the pf lighting/music/sounds (Feature)
  • Dimensions that add positive score modifiers on shots (Positive)
  • Dimensions that modify mechanical behavior or reduce points on shots (Negative)

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… :wink: 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:

  • 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)

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!

5 Likes

I played the R&M at Louisville a couple times. Both ramps start lit for Start Adventure… it seemed that shooting the left ramp lit Adventure only at the Garage, while shooting the right ramp lit it only at the center scoop. Is that the normal difficulty setting?

Top post is now Wikified.

Here’s the rule card.

9 Likes

Fan of the show, looking forward to playing this someday. Congrats to Spooky.

Thanks for creating this CBZ! I’ve been playing mine a ton and I’ve got quite a bit of info I can share. Not sure what the best way is to add to your post so I’m just going to include your entire foundational post in mine with my added information in bold. I also added a new section for stealing GBM locks. Feel free to use any of my info in your original post as you see fit. I’m fairly confident most of this is accurate but anyone feel free to correct me on anything I have wrong.

Layout

  • 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”. Unsure of what these do at the moment in normal play but they’re used during modes.

Beth/Summer/Jerry targets light solid when hit, once all three are hit they will qualify the mystery award at the ship scoop (two lights on the left and right side of the scoop timer will light up blue to indicate mystery is lit). 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 skill shot is collected at the start of a ball. Can also start an Adventure after the left ramp is made and changes dimensions once the portal gun is ready.

This shot is actually the super skill shot on plunge (the Noob Noob target is the regular skill shot) This shot (and the right orbit which also leads to the garage) only starts one Adventure currently which is Pickle Rick. When this adventure is qualified rather than the scoop lighting the Adventure light 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. Doesn’t seem to do much on the current code besides being used in modes. It’s a gimme, so why would it score much anyway?

The one thing I’ve seen it lit for besides the skillshot is if you destroy all 20 parasites during Total Rickall the Noob Noob target will begin to flash red for ~10 seconds. Hitting it during this time will award quite the nifty secret.

  • 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. This is also where weak shots to the right garage entrance are sent out of. There is a spinner in front of this loop.

There is also a diverter at the top of this loop that can force right orbit shots into this side loop just as an FYI. Whirly Dirly uses this feature for example.

  • 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 rather than a post. Shots to the Flooble Crank will qualify the locks and add power to the anti-gravity battery near the right outlane.

This is actually more than just a metal rod, it’s a metal rod that runs back underneath the right ramp to a hidden captive ball. Shots to the crank will transfer force through the metal rod into the captive ball sending it into a target which qualifies locks/charges the magna save.

  • 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. Can start an Adventure after the left ramp is made and also changes dimensions once the portal gun is ready.

Same comment as earlier, only Pickle Rick can be started from this shot, every other adventure is started via the center scoop currently.

  • 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 more power you have off of Flooble Crank hits, the better the chance of survival.

This magnet is a pulse magna save, it is only activated while it is held down. Pressing it once like a BK magna save will not result in it staying on and grabbing the ball. 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.

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 600k), while a full shot around the side loop will multiply the skill shot values. 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. (Missing a lot of scoring info here…)

You can actually keep chaining the spinner shot as well to continuously multiply the skillshot value (very difficult of course but can potentially lead to some very lucrative skill/super skill shots).

Multiball

Start Multiball by locking two balls at the Danesi Lock 2.0, then shoot the scoop. Locks can be lit with enough hits to the Flooble Crank while the green “light lock” insert is flashing, and shots to the drop targets while a ball is already locked will increase the base Jackpot value by 10k (from a base of 300k). Multiball seems to be rather basic so far, it’s a standard “shoot the flashing Jackpots” affair but there seems to be a Super Jackpot at the garage. How is this qualified?

Gromflomite Battle Multiball: Hitting the Flooble Crank once will qualify either side of the Danesi Lock 2.0 Horseshoe for a lock. Once a ball is locked another Flooble Crank hit will light the remaining open side of the horseshoe 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 a 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. There is an add a ball during this multiball, it requires three hits to the Flooble Crank. Each of 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 will receive a generous ball saver when starting this multiball, but it behaves in the same way as Scott’s TNA, if you drain three balls during the ball saver it will shut off the saver regardless of how much time you have left. Stacking an Adventure start on the GBM start will actually combine the two ball saver times together. You are also able to hit the left and right ramps to qualify your next mode if you aren’t in one during GBM or if you complete a mode during GBM. You cannot start the next mode but you can at least qualify it to be ready when you exit GBM.

More shots to the Flooble Crank will be required to light locks on subsequent Multiballs.

On default settings all GBMs require the same sequence of shots to qualify it: Flooble/Lock, Flooble/Lock, Scoop. This does not change regardless of how many GBM’s you start.

Stealing GBM Locks

Just like in TNA you can steal another player’s multiball, but this time there are some smart design changes to how it can be stolen. I’ll use a two player game for simplicity’s sake. For example, I’m player 1 and I lock one or two balls into the Danesi Lock 2.0 then drain, 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 GBM will be ready.
Two balls locked: 3 hits to the Flooble Crank to light the GBM.
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 GBM will continue normally. The game will also remember each player’s locks so if a player’s locks/GBM are stolen their locks will remain lit and available for them until they have collected the stolen lock/started a GBM. 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.

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. Qualify an Adventure by shooting either the left ramp and then the Garage, or by shooting the right ramp and then the scoop. These modes might be very difficult but they can score very high if you know what you’re doing and play them out well. More Adventures are soon to come!

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. Also 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. Mode shots to progress will always be lit purple. For reference the “Scoop Timer” is used during most of these modes for various things. 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 active your ball saver. All modes will end immediately with a ball ending and award an Adventure Stamp whether completed or not.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.

(Most info for these modes is taken from the actual rules creator, I need info for scoring.)

  • 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. Check out the text prompts and narrator during this mode!

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! Shoot either the drop targets or the Beth / Summer targets on the left target bank to kill a parasite. 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. (How many shots to win the mode?)

There are 20 parasites in this mode, 4 at each of the following: Beth/Jerry/Summer/Left Horseshoe/Right Horseshoe. The parasites don’t move so each of these 5 shots will need to be hit 4 times to clear the mode. Once cleared you will have ~10 seconds to hit the red flashing Noob Noob target for quite the nifty secret. The Scoop Timer displays the total remaining number of parasites in this mode. This mode is not timed.

  • Whirly Dirly : Battle Risotto and his henchman on a crazy rollercoaster headed straight towards an immortality field. Advance towards the immortality field by making orbit shots (either the right lane, side loop, or unlit lock can count towards this.) (How many shots are needed?) Once you’re near the edge of the immortality field, the right ramp will 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. Check out the display during this mode!

Two shots to any of the available loop shots will light the right ramp for a hurry up kill shot. This shot can time out resulting in you needing an additional two loops to relight it, potentially keeping you stuck in this mode forever since it does not time out. Scoop Timer doesn’t do anything in this mode. Two completed kill shots will end this 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 making the purple shots moving from left to right to fend off the planet’s fierce locals. 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 long enough to receive them and commit genocide to the planet’s locals. Good luck!

The locals are represented as purple arrows that will move from left to right across the playfield towards Morty. A maximum of two locals can be on the playfield at any given time. The Summer target seems to light after X number of initial local kills. Once you hit her target a 20 second timer will begin counting down on the Scoop Timer. Keep Morty safe until the timer hits 0 then shoot the scoop for hot purging action. There is also a grenade shot that will spot a kill on the spinner during this mode.

  • 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). You’ll have failed the mode if the timer runs out, but you’ll have completed it if you spell the name in its entirety.

This mode can technically go on forever if you can keep making the ramps, otherwise once the timer at the Scoop Timer gets low enough Rick gets annoyed and you will have all shots lit for a short amount of time to add letters. 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 : 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 to get off the ground, then by shooting targets to kill the rats with your upgraded weapons and armor. Killing all the rats (how many shots?) will then light the scoop to start the final timed phase, where shooting ramps and loops will kill goons at the consulate. (How many shots to win?)

This mode specifically is unique as 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 Morty 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. Hit enough pop/sling to light the scoop to move to the next phase. Collect enough purple shots in this phase to again light the scoop for the next phase. Phase 1 and Phase 2 are not timed. Do well enough in this final phase(this one is timed) and you will have a chance at a final completion shot at the center scoop (very difficult to get all the way through this).

Dimensions

Venture through alternate dimensions by charging the portal gun with enough hits to the spinner, and then making either garage entrance to shift into the alternate dimension. Each dimension provides various effects on scoring, from increasing the value of shots to disabling them entirely, and some might even make the flippers or other mechanics more difficult to use!

(Need a LOT of work on dimensions, help us out! There are a lot of them.)

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 to your normal home dimension. It’s possible to recharge Rick’s portal gun while in a dimension with additional spinner shots and collecting all Megaseeds will light another dimension so that you can immediately jump again. It also looks like regular shots in the game add portal gun charge, possibly combos? I’m more focused on snagging the seeds versus noting the name of the dimension but I’ll try and get a list together. There are mainly three different types of dimensions though:
Dimensions that change the pf lighting/music
Dimensions that add score modifiers on shots
Dimensions that modify flipper behavior

Megaseeds

Megaseeds can only be collected in alternate dimensions, and three of them will light up with red inserts at random shots each time a new dimension is discovered. Each Megaseed adds 5% to the end of ball bonus, which on this game, is determined by your entire score so far, so don’t tilt! (Does shooting the Meeseeks Box add a Megaseed? What does the insert there do?)

The Meeseeks Box adds a Meeseeks, but it is possible for a Megaseed collect to be lit there as well. If it is the Meeseeks Box insert will alternate orange and blue. I have definitely seen more than 3 Megaseeds spawn in a dimension as well, it seems like the more difficult the dimension the more Megaseeds spawn. The Megaseeds are cumulative throughout your game, but their actual bonus is only based on a per ball basis. 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.

Meeseeks Multipliers & Meeseeks Mania Multiball

  • Shots to the Meeseeks Box will spawn a Meeseeks at a random shot on the playfield; hit the lit shot quickly to apply a multiplier to scoring at that shot for the rest of the ball. Certain dimensions will reduce the effects of certain Meeseeks shots, so be careful. Collecting enough Meeseeks will light Meeseeks Mania Multiball, which isn’t in the code yet.

The target 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 is decreased. 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, so 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 collected them. The multiplier in the center of the playfield will indicate this via purple/blue lights. The Meeseeks will 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…

Mystery

Light Mystery at the scoop by (how is this lit? I honestly can’t figure it out), then shoot the scoop to collect a Mystery award. 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, like collecting Megaseeds or Meeseeks, or lighting locks.

Mentioned earlier, but any completion of the Beth/Jerry/Summer targets on the left side of the playfield will qualify the Mystery at the center scoop. The two small lights on the left and right side of the Scoop Timer will light blue to indicate the Mystery is available. List of actual awards:
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)

Slam Save

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.

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Added your improvements, thank you!

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Ran into a couple bugs.

1 - Filling the entire Adventure Card lit extra ball, but I couldn’t collect it.

2 - Stacked Whirly Dirly mode with Dimension 7 (Twilight Zone). Shot both inner loops (the ball lock loops) then the right ramp for the kill shot and the game reset. A literal kill shot.

The TZ Dimension was really cool - shots lit white in that colorless dimension.

Question: Are the Adventures started in random order/by choice or is the order fixed. And is there any second layer wizard mode?

Adventures are random. The 10th punch card will let you choose an adventure before it resets and goes back to random. I assume(hope) the intent is to have the 10th adventure be a mini wiz or wizard mode eventually.

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Another idea could be to include the “choose an adventure” option as a Mystery award or something. Houdini does something similar with Player’s Choice, which allows you to choose the next mode you get when you hit the stage enough times.

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In a podcast from poorman with Priepke from May he answered on wizard mode „not yet“.

He also said he can not say how much content will be added before finish though the June content was already finished and just needed approval. So there is more to come. Also btw between the lines he said a lot of potential combos were not coded out yet. I’m #357 so there is probably at least 1 more (content) update before delivery.

Here is the podcast

I fixed up some details and added a few things (Get Schwifty, Mania, Dimension details). Hope that’s alright. Not really sure what etiquette is on these wiki things.

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Wow! That’s a lot of dimensions. Cool!
How does the game determine which dimension you’re visiting? (random? does the spinner switch cycle which dimension is up next?)

The dimensions rotate category in order: Feature, Positive, Negative. In standard rules, you’re given a random one from the category you’re in that you haven’t been to yet. In tournament rules the order is fixed.

Thanks. So N0-ramp5 is a Feature dimension… but it also renders your ramps as scoring no points, mode points, jackpots?

Yes, that one is an oddball at the moment. Ramps score nothing; period.

The wizard mode “Rick Potion No.9” got announced. This mode is only available in the mode selector. To qualify you have to light the whole card.

Just to clarify - this will not be “The” wizard mode. It is the a (hopefully the first) “Morty’s Choice” adventure that will only be available in the adventure selector on stamp number 10.

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