The Munsters Rulesheet

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Game Information

  • Lead Designer: John Borg
  • Code/Rules: Dwight Sullivan
  • Lead Mechanical Engineer:
  • Artwork: Chris Franchi
  • Display and Animations:
  • Music and Sound: Jerry Thompson
  • Release Date: December 2018
  • Wiki Rulesheet based on Code Rev: 1.24
    • Edit the Code revision, if applicable, when you make changes

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

  • Play and complete Family Members to light Playfield X at the Kitty target and to light Munster Madness.
    • Shoot Herman to start a hurry-up, then shoot the magnetized ball to start Herman Multiball.
    • Shoot the ramps to draw out Spot from under the stairs, and play catch with him at his target under the left ramp.
    • Complete the purple targets to collect chattering teeth and light Grandpa at the scoop. Quickly hit the action button after shooting any purple target to qualify zap jackpots.
    • Shoot the Lily target four times for a frenzy mode.
    • After playing any family members, shoot the left ramp three times for Raven Multiball.
  • Shoot the Dragula lane for random awards, and to boost the values of family members for a short time.
  • Complete modes and other features to light Super Jackpots at the Dragula Lane. Stack multiple Super Jackpots with Playfield X active to increase the value!

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:

  • Standard:
    See below for full rulesheet.
  • Competition:
    Same as Standard but with elements of randomness (ie. Dragula, Kitty) removed.
  • Impossible:
    Extra balls are disabled, game rules are set to “very hard”, and flippers cannot be held for over 2 seconds. For the best of the best players.
  • Monster:
    Player 1 plays in impossible mode; everyone else plays with regular rules.
  • Couch Potato Challenge:
    Unique 2-ball multiball frenzy. Shoot shots to add balls and targets to keep them lit. Ends after 20 shots are made. High scores are kept across players.
  • DJ Mixer
    NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists.

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.

  • Skill Shot - Plunge into the lit lane. The lane can’t be changed, it is always the right lane - which means you have to either plunge lightly or hope the ball enters the right lane on its own. Short plunging directly to the right flipper and shooting the left ramp also scores a Skill Shot.
  • Super Skill Shot - Hold in the left flipper button and shoot the right ramp to score a Super Skill Shot for 500k.
  • Double Super Skill Shot (Prem/LE) - Hold in both left flipper buttons, then shoot the scoop followed by a shot to the saucer in Grandpa’s Laboratory to score a Double Super Skill Shot for 1M and collect a mystery award if lit.

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:

  • Herman Hurry-Up: Start the Herman Hurry-Up by shooting Herman enough times (only one shot is needed the first time this mode is played, increasing for subsequent attempts). You then have to shoot Herman again for a maximum value of 500k, which will also capture the ball on the magnet in front of him.
    • Monster in the Park Hurry-Up: After the ball has been captured, another ball will be auto-plunged directly to the flippers. Shoot the captured ball to collect 2x the hurry-up value and begin Herman Multiball.
    • Herman Multiball: Whether or not you collect the Monster in the Park Hurry-Up, you will begin Herman Multiball; however, collecting the Monster in the Park Hurry-Up will give you three balls, while failing to collect it will only give you two balls. All of the major shots are lit for Jackpots, and Herman can be shot to re-light collected Jackpots. Shooting Herman 3 times advances the Jackpot value. Hits to Herman also relight one Jackpot at a shot that has been completed already. Collecting 4 Jackpots will qualify the Herman Super Jackpot.
    • Level 2 changes: The Monster in the Park Hurry-Up starts at 10x the base value. During the Multiball, the Jackpots aren’t qualified automatically after completing them all; Herman has to be shot three times to advance their level.

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:

  • Stage 1: Spot raises up from under the left ramp. Shoot Spot four times for increasing awards, but beware the risky feed. Completing all four shots will qualify the Spot Super Jackpot. Base shot value is 150k, increasing by 100k per shot.
  • Stage 2: If time is still remaining after qualifying the Spot Super Jackpot, the left orbit and right ramp will light up with blue inserts. Shoot either shot to raise Spot once more (with a red insert), and hit it for increasing points. The mode will end after time runs out or if you drain.
    • Level 2 changes - The mode starts from “Stage 2” of the previous level, requiring you to qualify Spot first by shooting the left orbit or right ramp. Hit Spot four times, just like before, to qualify the super jackpot.

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.

  • Level 2 changes - Shooting the LILY targets is worth a significant amount of points, and switch hits build a bonus value for the next LILY hit.

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)

  • All shots start out white, and the standup targets will be flashing. Shooting either will qualify one of the major shots for a Jackpot and change its insert color to purple. After qualifying a Jackpot, you don’t have to collect it right away; you can wait until more Jackpots are lit and then collect them all for even higher values. Collecting 4 Jackpots during Enlarging Ray will qualify the Enlarging Ray Super Jackpot; simply starting the mode will count as advancing a level.
    • Level 2 changes - Grandpa II requires the player to hit the strobing standup target. While Jackpots can still be lit in the normal fashion, by shooting any shot once, hitting the lit target will qualify ALL unlit Jackpots at once.

Grandpa’s Laboratory (Prem/LE)

  • Watch the display as it counts down towards the mini playfield’s activation. You’ll hear a callout when the mode begins, advising you to check out the shrunken pinball in Grandpa’s Laboratory. Remember to use the second set of flippers!
    • Activate the Machine: You have a set amount of time to activate the Machine by shooting both outer orbits, and then shooting the Machine. Shooting the ramp will add more time and shooting the saucer will collect a Mystery Award and spot one of the orbits. If the timer runs out during this stage, the mode will end and you will have to qualify it again by completing the four targets and hitting the scoop.
    • Grandpa Multiball: When the Machine is activated, Grandpa Multiball will begin, which also counts as completing a level. Shoot all of the flashing shots on the lower playfield for Jackpots, then make the Machine Jackpot to qualify the Grandpa Super Jackpot. Before the Machine Jackpot is lit, shooting the Machine advances the value of the other jackpots. After time runs out, the ball will be ejected out of the scoop. Hitting the Machine will also enable the Zap Button for a short time.

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.

  • Raven Multiball: During this 3-ball multiball, the left orbit, left ramp, right ramp, and right orbit are lit to score Jackpots. Triggering switches moves the hands on the clock on the display - when the hour hand moves to a new digit (ie. a certain number of switches are made), the Jackpot value will increase. Simply starting the Multiball is enough to count as completing a level. Collecting a set of 4 Jackpots during Raven Multiball will qualify the Raven Super Jackpot and increase the Jackpot level.
    • Raven Boost - Raven’s boost works differently than the other four members’ boosters. Instead of being awarded off of Dragula, Raven Boost is qualified during Raven Multiball by shooting the left ramp three times and will increase the Jackpot values for a short time. Continuing to shoot the left ramp will increase the timer; if the timer runs out you will have to qualify the Raven Boost again by shooting the left ramp three times.
    • Raven Multiball Restart - A restart is available for Raven Multiball if two balls drain and the Super Jackpot wasn’t qualified. Shoot the left ramp on a 15 second timer to restart Raven Multiball with three balls in play.
    • Level 2 changes - During Raven II, every time the Jackpot is advanced, every unlit Jackpot will become available again.

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:

  • Herman - Collect four Jackpots during Herman Multiball.
  • Spot - Spell SPOT by completing four shots during Spot’s mode.
  • Lily - Collect 100 switch hits during Lily’s mode.
  • Enlarging Ray - Collect four Jackpots during Enlarging Ray.
  • Raven - Collect four Jackpots during Raven Multiball.
  • Eddie - Collect five Eddie Loops.
  • Marilyn - Collect two boyfriend departures.
  • Zap - Collect four Zap Jackpots.
  • Mystery Award - Immediately made available upon collecting a Mystery Award.
  • Chattering Teeth - Lit after collecting 24 and 160 chattering teeth.
  • Grandpa (Prem/LE) - Collect the Machine Jackpot during Grandpa Multiball.

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:

  • 12 - +1x bonus (Pro) / Light Grandpa’s Laboratory (Prem / LE)
  • 24 - Light chattering teeth Super Jackpot
  • 36 - +1x bonus
  • 48 - Light enlarging ray
  • 60 - +1x bonus
  • 75 - +1x playfield
  • 90 - Light mystery
  • 110 - Light extra ball
  • 130 - Light secret mania
  • 160 - Light chattering teeth Super Jackpot
  • 200 - +1x bonus (Pro) / Light Grandpa’s Laboratory (Prem / LE)
  • 250 / 300 / 400+ - Super teeth (score bonus)

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:

  • Super pops
  • Super spinner (spinner lit for 20k for 30 seconds)
  • Super loops (loops lit for 100k for 40 seconds)

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:

  • Start Member (any of the five, even Raven if the advances at the left ramp are qualified)
  • Boost Member (same as the boost awarded off of Dragula)
  • Max Dragula (advances DRAGULA value to max and qualifies 5x Dragula instantly)
  • Light Kitty (this is the only Mystery Award in tournament mode)
  • Light Secret Mania
  • Light Extra Ball (at the scoop)
  • Light Special (at either outlane)

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.

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

  • Stage 1: Shoot three major areas three times in 15 seconds, in this order: Herman, Raven, Lily. This stage ends either when all areas have been completed or the timer for each area runs out. On the Premium / LE model, you can also collect Jackpots in Grandpa’s Laboratory. This is the only way to collect Zap Jackpots during Munster Madness I.

  • Stage 2: Shoot the scoop to collect a Hurry-Up value determined by the points you collected during the previous stage. After collecting the Hurry-Up or having it time out, you will return to the previous stage where another hurry-up can be qualified.

Level 2

  • Stage 1: The mode starts by showing you instructions for all of the family members and what buffs they’ll award if you shoot their areas. Completing any family member will advance you to stage 2.

    • Herman - Additional ball save time once per round.
    • Raven - Lights Kitty once per round.
    • Eddie - Doubles every Jackpot awarded once per round.
    • Marilyn - Lights a Super Jackpot once per round.
    • Lily - Increased base scoring every round.
    • Spot - Boost every member every round.
    • Grandpa
      • (Pro) Lights add time (to the jackpot stage) every round until stage 3.
      • (Prem/LE) Enable Grandpa’s Laboratory for Jackpots every round until stage 3.
  • Stage 2: The four major shots will all light for Jackpots. If Eddie has been completed, you will be able to shoot each Jackpot twice, and if Grandpa has been completed on the Premium / LE, you’ll be able to collect Jackpots in the Laboratory as well. The Jackpots are on a timer that resets if a Jackpot is collected; when the timer runs out, the stage will end and stage 1 will resume with the previous area not able to be selected.

  • Stage 3: Once all seven areas have been completed, four successive shots are lit for Hurry-Ups with values corresponding to the amounts of Jackpots you collected in the previous two stages. The first Hurry-Up is based solely off of the Jackpots you collected, and the three following add the previous Hurry-Up value to the countdown. The shots lit to collect the Hurry-Up are lit one at a time, starting off at the left ramp and then moving to the right orbit, the right ramp, and then the left orbit. If any Hurry-Up times out or if they are all collected, you will return to Stage 1 once more.

4 Likes

Post has been Wiki-fied, have at it…

When you stack superjackpots, and you lost your ball, are your superjackpots gone? (like AC/DC’s songjackpot)

I made a couple of edits, having just watched the Dead Flip stream of the Premium with Dwight:

  • a little more detail on Zaps
  • max playfield multiplier is 6x. It times out in one minute. Hitting the Kitty target again resets the timer.
  • Raven super jackpot
  • a little bit more on Munster Madness
  • Lily stacking

Super Jackpots are not lost on drain.

Dragula also gives you a “boost” for Herman, Spot, Lily, Grandpa and Raven.
Is this random?
Is "boost = more scoring ?

Yes, the boosts are random (but you will eventually get all four by shooting Dragula enough). Dragula doesn’t give you the Raven boost, it’s activated separately from the others. And yeah, boosts are higher scoring for each mode, though they reset after the mode ends, so if you want to boost a level 2 mode you have to qualify the boosts again.

Just made some quick updates, specifically on fleshing out Munster Madness and determining what lights the Super Jackpot for each member. I still need information on specific score values for shots.

Or apparently, the biggest points come from head-scratching hurry-up points in Munster Madness:
https://www.twitch.tv/videos/374734556?t=05m47s

Amazing play on the video… but is the scoring supposed to work like that??

2 Likes

Who knows? If the game is supposed to be pseudolinear, either don’t count Playfield X in the next value or put it to a hard cap a la Rescue the Princess (Death Star 1) in Star Wars.

I’m also fine with linear scoring gone sicko mode, the true Monster Bash experience.

Anyone know what the 8 dots represent in the lower right portion of the LCD? Some of the lights are lit and change with each press of the flipper buttons.

2 Likes

No . . . it’ll be fixed in a future update. Looks like the playfield multiplier was being included in the base value of the next shot, so the second hurry-up was at 36X instead of just another 6X shot.

7 Likes

Good to know it was a glitch and is being worked on, after it happened we all kind of stood in amaze and I walked over to the group to say ‘was that real?’ - highest score aside from that game was 50mil hah

… And then 216x. :rofl:

2 Likes

… and last, 1296x. :slight_smile:

3 Likes

Remember kids!

If you’re not 6x Playfield, you just lost at least 94% of your potential scoring!

Update, as a comparison:

Game 1 - 150m, 3x PF, 54M MM

Game 4: 964m, 6x PF, 937M MM

Game 5: 1.05b (rolled a modern!), 6x PF, 938M MM

5 Likes

While that’s clearly a bug and not supposed to be that way, it’s a little bit concerning that basically if you’re not at 6x playfield when collecting anything of even moderate value, you’re doing it wrong. That doesn’t feel like linear scoring to me, it feels like playfield X or bust.

1 Like

Yeah, it’s definitely counter to the ethos they took on this game - I didn’t play the 3x perfectly (hitting hurry ups at max value), but it was close enough to perfect that I have it in as a comparison.

The 938M is a perfect Munster Madness cycle: 4 6x jackpots, 4 maxed 6x hurryups starting at 500k for the 1st.

As a comparison, the max value for a perfect 3x is… 91M.

Yeah, but that’s the result of a bug and once fixed won’t be relevant any more. In fact, it’s so potentially damaging to scores I’d be surprised to see anyone using Munsters in competition until it’s fixed.

6x scoring doesn’t seem to be going away, so no matter how things are fixed/balanced with shot scoring, jacking up the playfield X is going to be the way to go. If you do that and hit a nice collect, your opponent will have zero choice but to do the same, or face an insane amount of non-multiplied play to achieve the same score.

This feels like a trend that isn’t going away. It’s not enough to play well, make shots, finish modes, etc… you have to do all that and have the big playfield multiplier, or you’re probably going to lose.

1 Like

I think Walking Dead accomplished this gracefully before it got out of hand. Playfield X limited to 2, but building the inlane X for a big collect is challenging and valuable. Some of the games since then (looking at you, Deadpool) that are pf x all day or bust are pretty bland and even when you’re doing “the thing” it’s not that fun.

1 Like

Thankfully with Munsters, 6x Playfield is not an egregious thing to get or cash out on, with only a few exceptions (a big SJP, bugfixed MM).

To light 6x Playfield, start 3 Munster modes. With the way Lily works and stacks, one smart Multiball can take you from no Kitty to 6x Kitty with the Multiball start and 2 Lily starts inside of it. Otherwise, a Multiball, a Lily, and another mode can do the trick, or any combination of 3 modes (usually progressing towards MM). Compare to other games:

  • Ghostbusters - skill shot or complete an otherwise useless 3 bank and a somewhat useful captive ball set twice. Don’t miss into the 2x though!

  • Deadpool - SNIKT 4 times to start 5x Playfield, assuming your game allows for the SNIKT combo. Spots right ramp, but useful regardless of advancement.

  • Star Wars - dedicated 3 bank that mostly serves to advance Shot X.

All of these games force you to do something else to leverage a multiplier, and provide multiple outlets to leverage it in an oppressive way. While Munsters by Playfield x isn’t truly linear, the fact that the game is driven mostly by mode progression is a way to keep the game spiritually linear outside of any Star Wars exponential shenanigans.

1 Like