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…).
Glomflomite Battle Multiball
Hitting the Flooble Crank once will qualify either side of the Danesi Lock 2.0 for a lock. Once a ball is locked another Flooble Crank hit will light the remaining open side for a lock. The center scoop will begin flashing the green multiball light once two
balls have been locked. Shooting the center scoop will begin Gromflomite Battle MB. Collecting any Jackpot will light the first Super Jackpot at the garage, which can be collected from either the left orbit to the garage or the right orbit. Only the first Super
Jackpot can be collected via the right orbit, all subsequent Super Jackpots must be collected at the left orbit to garage shot. During multiball the screen will display how many jackpots you have to collect to light the next super jackpot (increases by one for
each subsequent attempt).
Stacking an Adventure start on the Multiball start, along with making it quite a bit easier to make progress in the Adventure, will actually combine the two ball saver times. You are also able to hit the left and right ramps to qualify your next mode if you
aren’t in one during multiball or if you complete a mode during multiball. You cannot start the next mode but you can at least qualify it to be ready when you exit multiball.
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.
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: ......