Spooky Pinball Rick and Morty Service Manual Download Page 7

3) Game Rules and Features

Here are a few game walkthroughs from the community.

Tilt Pinball Forum

http://tiltforums.com/t/rick-morty-rulesheet/6391

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.

Summary of Contents for Rick and Morty

Page 1: ...Rick and Morty Service Manual rev 02 06 2021...

Page 2: ...ll Installation 2 5 Tilt Installation and adjustments 2 6 Volume and Amp adjustments 2 7 Power up and first impressions 3 Game Rules and Features 4 Menu System 4 1 Basic Menu Functions 4 2 Settings 4...

Page 3: ...put 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...

Page 4: ...hey are not damaged 2 If your game came in a box then there are a couple of ways to begin If your game did not come in a box then continue on to step 3 Begin by opening the flaps on the top of the box...

Page 5: ...it may shatter With the glass safely stored off to the side we are ready to level the machine 2 3 Pitch and Level Adjustments 8 With your small bubble level you can level the side to side action of y...

Page 6: ...ent to check for proper function for the basics of the machine If the machine does not seem to function properly see the troubleshooting guide at the end of this manual or contact Service SpookyPinbal...

Page 7: ...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 sc...

Page 8: ...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...

Page 9: ...e 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 f...

Page 10: ...ended 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 awa...

Page 11: ...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 Po...

Page 12: ...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 Wilhe...

Page 13: ...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...

Page 14: ...plier 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 we...

Page 15: ...ght navigate to the right Green Go into the menu further Home Settings Gameplay Features Machine Coils Machine Pricing Machine Replay Machine Standard Sound Tests Switch Test Led Test Single Coil Test...

Page 16: ...desc Enable or disable the backbox LED Balls Per Game options 1 10 increments 1 default 3 desc Number of balls each player gets per game Extra Ball Limit options OFF 1 2 3 4 5 6 7 8 9 10 default 4 des...

Page 17: ...ing the replay score Replay Backdown Amount options 100000 5000000 increments 50000 default 250000 desc Amount replay score auto steps down if not achieved Replay Increase Amount options 500000 500000...

Page 18: ...ow violently the shaker does the shaking Shaker Motor options On Off default On desc If set to off the shaker motor will do nothing No shakes Start Button Reset options ENABLED DISABLED default ENABLE...

Page 19: ...t bob to delay before registering again Tilt Switch Sensitivity ms options 0 30 increments 1 default 5 desc Time in milliseconds that the tilt must be closed before activation happens Tournament Rules...

Page 20: ...Left Reset options 10 50 increments 1 default 20 desc Left drop target reset pulse time in milliseconds Drop Target Right Knockdown options 10 50 increments 1 default 20 desc Right drop target knockdo...

Page 21: ...t LOW desc Flipper hold power strength Pop Bumper options 10 40 increments 1 default 30 desc Pop Bumper pulse time in milliseconds Scoop Eject options 10 40 increments 1 default 20 desc Scoop Eject pu...

Page 22: ...esc Sling pulse time in milliseconds Trough Eject Main options 10 50 increments 1 default 20 desc Main trough eject pulse time in milliseconds Trough Eject Portal options 10 50 increments 1 default 20...

Page 23: ...oins Number of Bonus Coins options 0 10 increments 1 default 0 desc Number of Bonus coins to give on Bonus coin action Coins Per Credit options 1 2 3 4 5 6 7 8 9 default 1 desc Coins required per paid...

Page 24: ...sic volume is this percentage of Main volume Lower is quieter Volume percentage Voice options 0 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 default 100 desc Voice volume is this percen...

Page 25: ...dventure is immediately available after 9th Adventure Easy Qualify Count options 0 1 2 3 4 5 default 2 desc Number of adventures that only require 1 ramp to light AntiGravity Power Drain Speed options...

Page 26: ...12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 default 10 desc Ball Save Duration When Add a ball is earned Ball Save Timer for Gromflomite Battl...

Page 27: ...T desc How quickly the portal meter charges with spinner hits Dimensions Easy Starts options OFF 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 default 6 desc Dimension changes allowed before righ...

Page 28: ...Meeseeks to collect for first Mania Meeseeks for second Mania options 8 12 increments 1 default 10 desc Number of Meeseeks to collect for second Mania Meeseeks gap between Manias options 8 15 incremen...

Page 29: ...default 2 0 desc Time in seconds between SLAM and DRAIN that will be save if available Starter Megaseed options ENABLED DISABLED default ENABLED desc If enabled a megaseed is lit on the pop bumper at...

Page 30: ...the game coils The coil pulses can be started and stopped by pressing the start button or the enter button on the coin door A coil will continue to pulse until the test is existed or the start enter b...

Page 31: ...de 4 4 2 Coin Op Audits The coin op audits screens show information for the operators of the game This is mainly designed for the coin door use and shows coin count for each coin slot service credits...

Page 32: ...ent this is where that will be done 4 5 3 Factory Reset A factory reset can be useful if you have changed a lot of settings and would like to start fresh or if you just purchased a used game and would...

Page 33: ...us at Service SpookyPinball com Basic Spooky Pinball spans more than one game Code updates https www youtube com watch v e7llE4hbQJQ Pinball Glass Removal https www youtube com watch v UJjq6_SpIGg Pl...

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: ......

Page 39: ...op Row Insert 1 115 Rick s Car Headlights 12 GI Inside Ship Left Center 38 Left Drop Circle Top 64 Garage Shot Triangle 2 90 Portal Trough Triangle 116 House Interior 1 Right 13 GI Inside Ship Left 39...

Page 40: ...6 4 Rubber Ring Size and Layout...

Page 41: ...SpookyPinball LLC 50 Easy Street Benton WI 53803 Service SpookyPinball com This manual was made in collaboration with Spooky Pinball 26...

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