
Megaseeds
Megaseeds can only be collected in alternate dimensions, and will light up with orange inserts at random shots each time a new dimension is discovered. Change dimension via the garage for 5 lit megaseeds, the right orbit only lights 3. Each Megaseed adds
5% to the end of ball bonus, which on this game, is determined by what you scored during the course of your ball; for example, collecting 10 seeds on ball 1 and clearing several modes will result in a huge bonus, while draining immediately on ball 2 with
those 10 seeds will result in almost no bonus. Don’t tilt!
Note that Megaseeds are cumulative throughout the game, meaning that you will still retain the additional 5% of your total ball score as a bonus even after you drain.
Meeseeks Multipliers
Shots to the Meeseeks Box will spawn a Meeseeks on a shot which will be lit blue. A Meeseeks will also spawn on the screen. Shooting the lit shot will collect the Meeseeks. The Meeseeks onscreen will vanish along with an audio callout when the shot is
made. You can only have 3 Meeseeks on the playfield at any given time; each one will multiply all Meeseeks shots from 2x-3x-4x. The shot is only multiplied once, when you shoot the lit blue Meeseeks, and the other shots remain lit while the multiplier
decreases. If you wait too long, however, the Meeseeks on the screen will change to appear in pretty bad shape and their corresponding blue light will change to purple (you’ll also get a corresponding audio callout for this). This will now divide the shot
instead in the same manner; for example, if you allowed all 3 Meeseeks on the playfield to switch to purple before collecting them, they would divide your lit shot by 4x-3x-2x as you collect them. The multiplier in the center of the playfield will indicate this
via purple/blue lights. The Meeseeks generally favor the “best” shots to spawn on when you spawn them. All Meeseeks operate on their own individual timers so it is possible to have both purple and blue Meeseeks on the playfield multiplying and dividing
different shots. You’d think the rules maven for this was some kind of math whiz…
Using enough Meeseeks, good or bad, will start Meeseeks Mania. Total needed is displayed in the upper right of the score display.
Meeseeks Mania
Mania is a 2 ball multiball. Meeseeks appear on every shot. Collecting one awards a meeseeks jackpot and increases the multiplier for a short time. If any meeseeks goes bad, the multiplier becomes a divisor and can’t go back into the positive until all bad
meeseeks are cleared. Hitting the Meeseeks box during Mania will add 1, 2 or 3 meeseeks at random (based on available slots) as well as RESET ANY BAD MEESEEKS that exist. If you go for a period of time with no meeseeks, bad messeeks will start to
be added in open spots until you hit the Meeseeks Box target. After you drain down to one ball, Jerry will light for a hurry-up bonus based on the total you earned during Mania. If you hit Beth or Summer, the hurry-up ends immediately.
Mystery
Light Mystery at the scoop by completing the three left standup targets, then shoot the scoop to collect a Mystery award. The two small lights on the left and right side of the Scoop Timer will light blue to indicate the Mystery is available. Along with several
joke awards like “13 Balls” and a few references to episodes of the show like “Real Fake Door”, there are some actual awards you can obtain here:
●
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!
Summary of Contents for Rick and Morty
Page 1: ...Rick and Morty Service Manual rev 02 06 2021...
Page 34: ...6 Layouts 6 1 Coil Layout...
Page 35: ...6 2 Switch Layout...
Page 36: ......
Page 37: ...6 3 RBG Layout Lighting...
Page 38: ......