Simpsons Pinball Party Rulesheet

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Bowen Kerins

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Mar 8, 2003, 2:06:07 AM3/8/03
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Preliminary Rulesheet for Stern's "The Simpsons Pinball Party"
Bowen Kerins (boston...@attbi.com)
last update: March 7, 2003 (ROM version 2.00)


--- Overview ---

The Simpsons Pinball Party is one of the most fun, yet most complicated,
games ever made. Playing it to have a good time doesn't require too much
effort, since there should always be something to do. Playing it
strategically takes more effort than almost every other modern pin, but it
sure is worth it.

If you haven't played it yet, why are you reading this? Go play the game,
already.


--- Help Me! ---

This is a preliminary rules sheet. Although fairly thorough, it sucks as
far as being complete. If you know of things that should be here, please
contact me at boston...@attbi.com. Square brackets [] indicate matrix
concatenation -- no, they mean that it's something I'm not sure of or need
more information. Please let me know if you have any thoughts.


--- Special Thanks ---

Thanks to Tim Showalter for his ideas on a rule sheet.


--- Playfield and Basic Scoring ---

This section describes, briefly, the location and basic scoring of shots.
See later sections for specifics on mode and multiball scoring. This is
roughly clockwise, from left to right.

-- First, the main playfield.

- Left inlane / outlane: Standard setup. Either can be lit for Extra Ball.
Inlane lights spinner on Right Orbit for extra scoring.

- Lite Otto standup: This target is in roughly the same position as the
"G-R"
standups of Addams Family. Hit the standup when lit, and Otto's Bus Tour
will
light at Springfield Elementary, activating 2x scoring on a shot.

- Left (Cletus) Orbit: Through the bumpers, around the back, feeding the
upper
right flipper. Adds 1 Cletus Kid. See "Cletus Kids" section for more.

- Pop Bumpers: Three, in standard arrangement. The left pop is standard,
while
the other two have a nuclear cooling tower that "pops", much like Data
East's
1990 Simpsons game. Each pop bumper adds to the Nuclear Value.

- Pop Target: Standup target above the pop bumpers. This target is
frequently
hit while the ball is bouncing in the pops, and can also be hit directly
from
the upper right flipper. When the timer is active, the Pop Target adds
time
(2 to 10 seconds, depending on how it was hit). See "The Timer" section
for more. The Pop Target also collects the Nuclear Value when lit, and
lights Extra Ball.

- Adv. Pops standup: This target is in roughly the position of the Electric
Chair shot of Addams Family. Hit the standup to advance one pop bumper's
value. [Still need specific values, believe this goes from 1K to 2.5K to
5K.]

- Comic Book Guy standup: This target is directly behind the Adv. Pops
standup.
It cannot be hit from either lower flipper directly, but can be shot from
the
upper right flipper or on a plunge. Starts a Hurry Up when lit. Also a
Skill
Shot. See "Hurry Ups" and "Skill Shots" sections for more.

- Left (Treehouse) Ramp: Directly above the Comic Book Guy standup. This
ramp
feeds the upper playfield. Collects Treehouse of Horror when lit, and
adds
1 or 2 Simpsons letters toward D'Oh Frenzy. See "D'Oh Frenzy" and
"Treehouse
of Horror" sections for more.

- Left (Kwik-E-Mart) Loop: Inner loop above Left Ramp. Shots through Left
Loop
tend to hit Bully standups. Kwik-E-Mart collects Kwik-E-Mart value and
adds a
bonus multiplier. Also a Skill Shot. See "Skill Shots" section for more.

- Kwik-E-Mart standup: Guards Left Loop. Adds small points [random between
1,000 and 9,990?] to Kwik-E-Mart value.

- Garage: Big door in general vicinity of the Toilet shots of South Park.
Hit
the door and it opens. Go through the door and over a small ramp to enter
the upper playfield. Shots that are not powerful enough to make it over
the
ramp fall to the bumpers via the Left Orbit. Collects "Clean the Garage"
random award when lit. Adds 1 Simpsons letter toward D'Oh Frenzy. See
"D'Oh
Frenzy" and "Clean the Garage" sections for more.

- Right (Springfield Elementary) Loop: Inner loop behind Right Ramp. Shot
is
straight up the middle and can be made from either lower flipper. Feeds
upper
right flipper. Starts Otto's Bus Tour 2x Scoring and advances to
Chalkboard
Award. See "Double Scoring" and "Chalkboard" sections for more.

- Bully standups: Three standup targets along the side wall of the Right
Loop
shot. Difficult to shoot directly, they are made through the Left Loop.
Completing the bank lights a Daredevil Mode. Also a Skill Shot. See
"Daredevil Modes" and "Skill Shots" sections for more.

- Right (Moe's) Ramp: Get Duffed. Lights Treehouse of Horror and Extra
Ball.
See "Treehouse of Horror" and "Extra Balls" sections for more.

- Captive Ball: To right of Right Ramp is a captive ball. Hitting it a
short
distance starts a Daredevil Mode or advances the value of a Daredevil
Mode.
See "Daredevil Modes" section for more.

- Right (Krusty) Orbit: Past the upper right flipper, through a spinner, to
the bumpers. Spins score increasing points. Lights TV Mode. See "TV
Modes"
section for more.

- Itchy & Scratchy Drop Targets: Below the upper right flipper are three
drop
targets. Behind them is the...

- Itchy & Scratchy Sinkhole: Behind the drop targets. Lights, then starts,
an
Itchy & Scratchy multiball. See "Itchy & Scratchy Multiball" section for
more.

- Right inlane / outlane / plunger lane: All three connected. It is
possible
to nudge the ball into the plunger lane for a free Skill Shot. The inlane
can
be lit for Extra Ball, while the outlane can be lit for Special.

- Manual plunger: Can be used to try for three skill shots: the Comic Book
Guy,
Kwik-E-Mart, and the Bully standups. See "Skill Shots" section for more.

-- And now, the upper playfield...

- "Lite"/"Lock" standups: Hit these to light lock. Difficulty of lighting
locks
is variable. See "Couch Multiball" section for more. These targets can
be
hit from either upper playfield flipper, though are easier from the lower
left flipper.

- Side (Couch) Ramp: Exit upper playfield. If lock is lit, lock a ball in
the
Couch. If not, feed to the left inlane. Can be shot by the upper
playfield's
right flipper, but also possible on a carom from the left.

- Light Mystery standup: Light "Clean the Garage" at the Garage if not
already
lit.

- Upper (TV) Loop: Feeds from lower flipper to upper flipper on playfield.
Starts TV Mode when lit. See "TV Modes" section for more.

- Monorail: Drain from upper playfield to right inlane. Normally not a good
thing, this is actually a required step in the "Stop the Monorail" TV
mode.
See "TV Modes" section for more.

-- Whew, that's "all".


--- The Timer ---

The timer is your friend. Don't let the timer run out.

All timed modes in The Simpsons Pinball Party run on the same timer.
Starting a timed mode resets the timer to 30 seconds if it is not already
above 30 seconds. The timer is displayed on the TV board, and will change
colors as it counts down. Green is good, yellow not so good, red means
you're running out of time.

What does this one timer to rule them all mean for you? As long as you
start something else within 30 seconds, you get to continue EVERYTHING you
have started since the timer became active.

This is the most important thing to learn about playing this game
strategically. There are at least 20 things that can reset the timer, so it
is theoretically possible to have -timed- modes such as the D'Oh Frenzy
running for more than 10 minutes.

The timer stops when the ball is in the bumpers, and time can be restored by
hitting the Pop Target. Hitting the target after hitting a bumper adds 2
seconds to the timer. Hitting the target directly from a flipper adds 5
seconds to the timer ("Great googly moogly!"). Hitting the target from the
upper right flipper as a combo shot from the Left Loop adds 10 seconds to
the timer ("Ahoy!").

The timer is reset to 30 seconds if it is not already above 30 seconds when
starting any of these:

- Any of the 10 Otto 2x Scoring modes
- Any of the 7 main TV Modes
- D'Oh Frenzy
- Any Treehouse of Horror timed mode
- Apu's Giveaway
- Captain's Bounty
- Krusty's Nightmare
- Nuclear Disaster
- [others?]

The timer is -not- cleared when a TV Mode is completed. The timer continues
to run no matter what else is going on, including multiballs.

There is a grace period of about 3 seconds on the timer (it will read 00).
Hurry up and shoot something!

Note that at most points in the game you are no more than 2 shots away from
resetting the timer (Lite Otto, then shoot it). Don't forget about it!


--- Double Scoring ---

Shooting the Right Loop when Otto's Bus Tour is lit starts a double scoring
mode. The double scoring modes are indicated by red lights at major shots.
A flashing light indicates that the double scoring for that shot is
currently running, while a solid light indicates that the double scoring for
that shot has already completed and will not be available again until all
double scoring modes are completed.

The ten double scoring areas are:

- Bumpers
- Left (Cletus) Orbit
- Left (Treehouse) Ramp
- Left (Kwik-E-Mart) Loop
- Garage
- Right (Springfield Elementary) Loop
- Right (Moe's) Ramp
- Right (Krusty) Orbit
- Itchy & Scratchy
- Living Room (entire upper playfield)

These ten areas are awarded in a random order [or is it?].

Double scoring applies to ALL shots to that area, including shots during TV
Modes and multiballs.

Double scoring modes continue until the timer runs out or the ball ends.
Since the timer can be reset, double scoring modes may run for a very long
time.

When all ten double scoring modes have been completed (and are not running),
the red lights will pulse instead of being solidly lit. Then, shoot the
Otto shot one more time to start... see "Spoilers" section for more.


--- TV Modes ---

TV Modes are lit after every 4 goals. No, wait, start over. TV Modes are
lit by shooting the right orbit. They are started by making the TV Loop on
the upper playfield, or by an award from "Clean the Garage". Starting a TV
Mode scores an instant 250,000 points.

There are seven base TV Modes. Each resets the 30-second timer. You can
control which TV Mode will be next by flipping the right flipper (!!).

TV Modes remain active until the timer expires, or until all shots in the
mode are completed. If all shots are completed, the TV Mode ends and
Victory points can be earned. See "Victory" section for more.

Remember that any shot where "2x Scoring" is flashing will double in value
at any time, including TV Modes.

Here is a description of each of the seven TV Modes.

-- TV Mode: Duffman --

"Duffman likes your attitude!" Shoot the right ramp to SCORE. Five shots
to
complete, score from 250,000 to 650,000 by increments of 100,000. "OH
yeah!"

-- TV Mode: Homer's Day --

"Wake me up when it's break time..." Shoot the Nuclear plant bumpers, then
shoot Moe's, then the Garage, and finally the Couch Ramp. Nice, huh? Each
shot
scores 500,000. "Beer. The cause of, and solution to, all of life's
problems."

-- TV Mode: Wiggum vs. Snake --

"Another dirtbag..." This "chase" goes across the board. [Shot
specifics?]
Each shot scores 500,000. Try for shots that have double scoring active...

-- TV Mode: Bart's Day --

"Bite me, Skinner..." Shoot Springfield Elementary, then the Kwik-E-Mart,
then the Treehouse, then the TV. Each shot scores 500,000.

-- TV Mode: Krusty's Last Stand --

Shoot the right orbit. Five [four?] shots to complete. Score from 200,000
to
600,000 by increments of 100,000. [I could be wrong.] "It's a living..."

-- TV Mode: Stop the Monorail --

In this mode, the ball must travel down the Monorail, the "drain" from the
upper playfield. This scores 250,000 and lights all major lower playfield
shots for 500,000. Shoot any shot to relight the Monorail "shot". Repeat
this three times to complete the mode. Try for shots that have double
scoring
active. Watch the dot matrix when a main playfield shot is made to see
what is
being used to Stop the Monorail...

-- TV Mode: Willie's Woes --

Hit the Bully standups for 250,000, then Springfield Elementary for
500,000.
Repeat three times to complete. Go Kearney, stomp those flowers...

When all seven TV Modes have ended, either by the timer running out or by
completing them, the TV will be lit for... see "Spoilers" section for more.


--- Victory Points ---

Victory Points, sometimes referred to as "Siegpunkte", are scored when a
major shot is hit while

- the timer is on, and
- at least one TV Mode has been completed during the current run

The number of points scored depends on the number of completed TV Modes:

- 1 completed TV Mode : 100,000 per shot
- 2 completed TV Modes: 250,000 per shot
...
- ? completed TV Modes: 1,250,000 per shot

I am not sure how many completed TV Modes led to 1,250,000 per shot, or
whether this is the maximum. Whatever -- it's a big bunch of points, and
can be more valuable than a well-played multiball.

Double scoring applies to these points as long as an active shot is hit, so
it is possible to make all major shots worth at least 2 1/2 million points
by skillfully playing TV Modes and starting Otto 2x Scoring.


--- Hurry Ups ---

A Hurry Up is started by shooting the Comic Book Guy ("CBG") at any time
[possibly disabled during multiball]. When a Hurry Up begins, it will light
at one of six major shots:

- Left (Cletus) Orbit
- Left (Treehouse) Ramp
- Left (Kwik-E-Mart) Loop
- Garage
- Right (Moe's) Ramp
- Right (Krusty) Orbit

The Hurry Up value starts at 200,000 and counts down to 50,000.

Hitting the Comic Book Guy again starts a second Hurry Up simultaneously.
When multiple Hurry Ups are active, their value starts much higher [how
much?], but will count down faster. When multiple Hurry Ups are active,
shooting one collects the value, and adds to the value of the remaining
active Hurry Ups.

Double scoring applies to these points (of course!), so you may score double
the displayed value.

Hitting the Comic Book Guy from a plunger shot is a Skill Shot and starts
two Hurry Ups immediately.

When a Hurry Up has been collected, its light will stay solidly on until all
six Hurry Ups have been collected. When all have been collected, the lights
will be pulsing rather than solidly lit. Then, hit the Comic Book Guy one
more time to start... see "Spoilers" section for more.

Don't drain while a Hurry Up is active, or the Comic Book Guy will lambaste
you with his sarcastic "wit".


--- Daredevil Modes ---

A Daredevil Mode is lit by completing the Bully standup bank, and is started
by hitting the Captive Ball. It is possible to light as many as all four
Daredevil Modes before starting one, and the Captive Ball starts only one at
a time.

The lights in front of the Captive Ball indicate the status of each
Daredevil Mode:

- flashing: lit
- pulsing: currently active
- solid: completed

Each Daredevil Mode accumulates points for a particular type of shot. These
points are added to end-of-ball bonus. 100,000 points are scored for
starting a Daredevil Mode. When 750,000 points (or more) have been scored,
a bonus of 250,000 points is added to complete the mode. All in all, this
is a similar system to World Cup Soccer's Ultra Modes, including the fact
that they do not score until the end of the ball.

Each Daredevil Mode scores on certain shots:

- Daredevil Ramps scores on any ramp, including the Garage mini-ramp and
the
Couch ramp on the upper playfield.
- Daredevil Loops scores on either Orbit, either Loop, and the TV Loop on
the
upper playfield.
- Daredevil Bumpers scores on any bumper or slingshot hit. Not since Mario
Andretti have slingshots been worth so many points!
- Daredevil Targets scores on, well, targets.

Hitting the Captive Ball during a Daredevil Mode increases the value of each
shot, allowing the Daredevil Mode to be completed more quickly.

Hitting the strobing Bully standup from a plunger shot (via the Kwik-E-Mart)
is a Skill Shot, scoring an increasing number of points and immediately
lighting a Daredevil Mode at the Captive Ball.

When all four Daredevil Modes have been completed by earning at least 1
million points on each, all four lights in front of the Captive Ball will
pulse. Then, hit the Captive Ball one more time to start... see "Spoilers"
section for more.

Don't tilt, or you'll lose all your Daredevil points!


--- Itchy & Scratchy Multiball ---

The Itchy & Scratchy 3-bank of targets hides a sinkhole. To start Itchy &
Scratchy Multiball, you must:

1. Knock down the entire bank of targets once.
2. Shoot the hole.
3. Knock down the entire bank of targets again.
4. Shoot the hole to start the multiball.

The rules are relaxed a bit for the first multiball only. For the first
multiball you may shoot the hole without completing the bank of targets.
For later multiballs, if you shoot the hole without completing the bank of
targets, you do not get progress toward the multiball, and the targets all
reset. This is somewhat like the "Danger Bar" in the Last Action Hero game
of yore.

Completing the target bank is worth 75,000 points.

Beginning with the third time through this process, the bank of targets will
reset on its own after a time. There should be plenty of time to make all
three targets, but they will reset.

The lit Itchy & Scratchy Multiball will change [how? right flipper?], but
all multiballs are similar. Starting the multiball will turn on a brief
ball saver and fire a ball onto the playfield. Since Itchy & Scratchy
Multiball can be started while other multiballs are active, there may be
more than two balls in play.

Jackpot starts at 100,000, and all major shots collect it. Collecting a
Jackpot adds its value to the Super Jackpot, which starts at 500,000 and is
collected by making the Itchy & Scratchy hole.

In each multiball, the Jackpot is raised by something different [need the
info!]:

- Spay Anything: ?
- Kitty Kitty Bang Bang: ?
- Field of Screams: ?
- Esophagus Now: ?

Double scoring applies to these points (of course!), producing Double
Jackpots and Double Super Jackpots (hee-hee!).

When all four Itchy & Scratchy Multiballs have been played, put the ball in
the Itchy & Scratchy hole one more time to start... see "Spoilers" section
for more.


--- Couch Multiball ---

Couch Multiball begins when three balls have been locked in the Couch.
Locks are lit by hitting the "Lite"/"Lock" standup targets, then collected
by shooting the upper playfield's ramp when the Lock light is on. If the
Lock light is flashing, the next Lock shot starts Couch Multiball.

In single-player games, you get free credit for any balls already in the
Couch when the game begins, making it easier to achieve a multiball. In
multi-player games, each player's locks are retained independently, so there
is no "stealing" of locks.

Couch Multiball is a three-ball multiball when nothing else is going on, and
triggers a short ball saver. All major shots are lit.

Most shots score an increasing Jackpot, beginning from 200,000 and
increasing by [10,000? 25,000?] per Jackpot. The maximum value of the
Jackpot seems to be 500,000. The Left (Treehouse) Ramp scores a Double
Jackpot. The TV Loop scores a Triple Jackpot. The Couch Ramp scores a
Super Jackpot, worth 5 times the Jackpot, and relights all Jackpots.
Further Super Jackpots may require some shots to relight, but this is
unconfirmed.

Double scoring applies to these points (of course!), producing Double
Jackpots, Quadruple Jackpots, Sextuple Jackpots, and Double Super Jackpots.
The maximum value of the Double Super Jackpot seems to be 3,750,000, a big
sum of points.

When the Super Jackpot is lit, a family member's playfield light (look in
the center) will flash, and when it is collected, the light becomes solidly
lit for the rest of the game. When all five family members have been
collected (i.e., 5 Super Jackpots have been collected), progress is earned
toward... see "Spoilers" section for more.

Couch Multiball ends when one ball is left on the playfield, but there is a
long grace period where one or more additional Jackpot shots may be made.


--- D'Oh Frenzy ---

One letter in "Simpsons" is awarded for opening the Garage, shooting the
Garage mini-ramp (to feed the upper playfield), or shooting the Left
(Treehouse) Ramp. Two letters can be earned by shooting the Left Ramp after
the Left (Cletus) Orbit. Listen for Homer's quality spelling job.
"Simpso?!"

When "Simpsons" is complete, D'Oh Frenzy begins. The timer is reset to 30
seconds if not already above 30, and all switches score. The first D'Oh
Frenzy is worth 10,000 per switch, and further Frenzies score 2,500 more per
switch.

D'Oh Frenzy can run for a very long time, since the timer is reset by many
different events. See "The Timer" section for more. D'Oh Frenzy ends only
when the timer expires or the ball in play ends.


--- Treehouse of Horror ---

Treehouse of Horror is lit by making enough Right (Moe's) Ramp shots, then
collected by shooting the Left (Treehouse) Ramp. There are many possible
choices, some which give a quick point award, and others that start a timed
round. You won't know what you're about to get until it's awarded, but the
awards seem to cycle (seems like you would get them all before getting one
for a second time).

On default settings, Treehouse is lit at 5 ramp shots, then 15, 25, and
every 10 thereafter.

Here is a description of each of the Treehouse of Horror awards. [This may
or may not be a complete list.]

-- Treehouse: Apu's Giveaway --

In this timed mode, the Kwik-E-Mart shot is worth more points than normal,
and
awards 2 or 3 bonus multipliers instead of just 1 per shot. [More
specifics
needed.] "Sanjay, give this man more points!"

-- Treehouse: Captain's Bounty --

In this timed mode, each of the Left (Treehouse) Ramp, Garage, and Right
(Moe's)
Ramp score points. Awards start at just over 100,000 and grow with each
shot.
[More specifics needed.] "Arr."

-- Treehouse: Krusty's Nightmare --

In this timed mode, each shot to the Right (Krusty) Orbit scores a random
number
of points. Similar to Odd Change from TZ, the number of digits in the
score
seem to be random, then a random value is chosen. [More specifics needed.]

-- Treehouse: Nuclear Disaster --

"Mr. Smithers, it's happening again..." In this timed mode, each bumper
hit
scores 20,000. Earn 1 million points by making 50 bumper hits before the
timer
runs out. [Is there anything else to do in this mode?]

-- Treehouse: Max Everything --

Max all incrementing awards, such as the Bumper value, Ramp value, and
Chalkboard value.

-- Treehouse: Really Big Points --

Awards some number of millions [always 2 million, or random?].

-- Treehouse: Really Small Points -- [Horrifyingly Small Points?]

"Awards" something like 20 points.

-- Treehouse: 10x Nuclear Value --

Score 10x the current Nuclear Value. Also advances Nuclear Value
collections
toward Extra Ball.

-- Treehouse: Crazy Extra Ball --

Oh boy. Extra Ball is lit at one of the three lanes (left outlane plus
either
inlane), but you do not get to control the lit lane. The GAME controls the
lane, and you won't like its choices. Ball heading out of the bumpers?
Oh,
the right inlane will become lit. Ball heading down the Monorail? Oh,
look,
it switched to the left inlane just in time. Hilarious, unless you expect
to
get the extra ball!

Since it takes an awful lot of ramp shots to collect all of these, it is
unknown whether something special happens when all the Treehouse awards have
been collected.


--- Cletus Kids ---

Each time you shoot the Left Orbit (directly, or as fallback from a failed
Garage mini-ramp shot), you get a Cletus Kid. The display will show the
name of the new kid and the point award. Awards start at 25,000 [?] and
increase by 5,000 [?] per shot.

Great displays here, since all the previously awarded kids are still shown
in the animation. [Need: list of the kids' names!]

There are 26 kids, so shoot Cletus 26 times to collect all the kids. Then,
shoot Cletus one more time to start... see "Spoilers" section for more.


--- Random Awards ---

There are two shots that give random awards: the Garage and Springfield
Elementary. The Garage gives "Clean the Garage" awards when lit, and
Springfield Elementary gives "Chalkboard Completed" awards every few shots.

-- "Clean the Garage" --

Clean the Garage is lit to start, and is relit by shooting the standup
target on
the upper playfield. Shoot the Garage mini-ramp to collect the award.

The possible awards include [not a complete list]:

- Light Special
- Light Extra Ball
- Light Lock
- Award Lock
- Light Otto
- Award Otto
- Light TV Mode
- Award TV Mode
- Small Points (multiples of 10,000)
- Big Points (multiples of 100,000)
- Light Daredevil
- Max Bumpers
- Max Right Ramp
- Add to Bonus: 50,000
- Add 1 Simpson Letter
- Add 2 Cletus Kids [3?]

-- Chalkboard Awards --

Chalkboard Awards are given for shooting Springfield Elementary several
times.
Each shot gives a small number of points, but some shots [every third
shot?]
also give a random award.

The possible awards include [a very incomplete list]:

- Hold Bonus Multiplier
- Hold End-of-Ball Bonus (value, not multiplier)


--- Skill Shots ---

There are three available Skill Shots in the game. The first is the Comic
Book Guy target, which normally starts a Hurry Up. Hitting it from a plunge
scores an increasing number of points [value?] and starts two Hurry Ups
immediately.

The second Skill Shot is the Kwik-E-Mart loop, which normally adds a bonus
multiplier. Hitting it from a plunge adds an increasing number of bonus
multipliers: 5x, 6x, ..., up to 10x. [?]

The third Skill Shot is the strobing Bully standup. Hitting the Bully
standup (almost always via the Kwik-E-Mart) scores an increasing number of
points [value?] and lights the next Daredevil Mode immediately.

Try maxing out one or more of the Skill Shots! You'll like it.

--- Miscellaneous Scoring ---

-- Combos --

Combos exist in the game, from 3-Way to 7-Way [?]. A 3-Way Combo is worth
250,000 points. A 4-Way Combo is worth 500,000 points, for a total of
750,000. A 5-Way Combo is worth 750,000 points, for a total of 1.5
million. [6-Way, 7-Way scoring?]

Some examples of Combos are Cletus > Treehouse > TV > Couch (4-Way), and
Moe's > Elementary > Treehouse > TV > Couch (5-Way).

-- Kwik-E-Mart --

The Left (Kwik-E-Mart) Loop scores points and adds a bonus multiplier. The
number of points awarded by the Kwik-E-Mart Loop is increased by a random
score
between 1,000 and 10,000 by hitting the target in front of the loop.

-- Nuclear Value --

The Nuclear Value starts at 100,000, and can be increased as high as
500,000.
Add to the Nuclear Value by hitting any pop bumper. The Nuclear Value is
collected by hitting the Pop Target directly above the bumpers. The value
is
multiplied according to how the target was hit:

- If hit as a bounce from a bumper, score the base value.
- If hit directly (no bumpers involved), score triple the base value. This
is
usually done from the upper right flipper, but can be done from the lower
flippers by luck.
- If hit from the upper right flipper immediately after a Left (Cletus)
Loop,
score five times the base value.

[How is the Nuclear Value -lit-? It's not always lit.]

The Nuclear Value can also be scored at a 10x multiplier from a Treehouse
of
Terror award.

Collecting the Nuclear Value advances toward lighting an Extra Ball. On
default
settings, an Extra Ball is lit at 10 Nuclear Values and at 60.

-- Spinner Points --

Spinning the spinner adds an increasing number of points per spin,
beginning at
1,000 and raising by 10 [?] per spin. Going through the left inlane
triggers a
brief period where the spinner is worth triple, then quadruple. "Nail that
clown!"

Additionally, a bonus is awarded after a number of spins [60?]. This bonus
is
not a lot of points [250,000?], but a nice little addition.

-- Ramp Points --

The Right (Moe's) Ramp scores 25,000 for the first shot, then 5,000 for
each
additional shot, to a maximum of 75,000.

Double scoring applies to all these points (of course!), so get them while
the getting is good.


--- Extra Balls ---

Extra Balls can be lit in many ways. Here is a list of some of the ways to
light an Extra Ball [not a complete list]:

- Hit the Right (Moe's) Ramp 10 times. Hit it 60 times for another.
- Collect the Nuclear Value 10 times. Collect it 60 times for another.
- Score the first Super Jackpot during Couch Multiball.
- Get "Crazy Extra Ball" from Treehouse of Horror and hope for the best.
- Score few enough points to light the "bozo" Extra Ball on your final
ball.

Extra Balls are lit on the inlanes and left outlane. All except the Crazy
Extra Ball may be controlled by flipping either flipper.


--- Spoiler Section ---

WARNING: This section includes spoilers for many of the special features
available in the game. Don't read this section unless you absolutely want
to ruin the surprise of seeing these special features yourself.

--- SPOILERS FOLLOW ---


--- SPOILERS ---

Okay, that ought to be enough space to keep everyone away. Oh, you're still
reading? Fine, be spoiled, see if I care.


-- Double Scoring --

When all ten double scoring modes have been completed (and are not running),
the red lights will pulse instead of being solidly lit. Then, shoot the
Otto shot one more time to start...

--- SPRINGFIELD MYSTERY SPOT ---

"Where logic takes a holiday and all laws of nature are meaningless." Boy,
you'd better believe it, because the left flipper button and the right
flipper button have switched their abilities. "Everything's all backwards!"

Fortunately, all major shots are lit for 500,000 apiece, double scoring is
active for ALL ten shots, and five balls are put onto the playfield with a
lengthier ball saver. Mystery Spot, by itself, isn't worth so many points;
but WITH something else, it can make your score jump in a hurry.

Springfield Mystery Spot ends when only one ball is left on the playfield,
and things return to normal (you'll still be freaked out for many seconds).
Fortunately, a ball saver kicks in at the end of this event to keep you from
losing your ball due to switching back.

Make all shots at least once to "win" Springfield Mystery Spot. This is
pretty important if you plan on... see "Big Spoiler" section for more.


-- TV Modes --

When all seven TV Modes have ended, either by the timer running out or by
completing them, the TV will be lit for...

--- ALIEN INVASION ---

It's an Attack from Mars! No, wait... It's just Kang and Kodos, or one of
them at least. The timer is set to 60 seconds. There are four phases to
Alien Invasion. In each phase the goal is to lock all balls. One ball may
be locked in the Itchy & Scratchy hole and in Springfield Elementary at any
time. Up to three balls may be locked in the Couch at any time.
Additionally, if there is only one ball remaining, that ball may be locked
in Springfield Elementary, the Garage, the Treehouse, or the Couch.

In each phase, an increasing number of balls are kicked out. In phase one,
2 balls must be locked. In phase four, 5 balls must be locked. If you lose
a ball after the ball saver has shut off, you drop down to the next lower
phase and must complete it again.

Finishing phase four requires at least two balls to be locked in the Couch
without losing a single ball. Supremely challenging.

Each lock scores 500,000 points. Finishing a phase for the first time
scores 2 million points instead, and adds 10 seconds to the timer [?].
"Run!! He's got a board with a nail in it!!"

Finishing phase four scores 20 million points [?] and you "win" Alien
Invasion. This is pretty important if you plan on... see "Big Spoiler"
section for more.


-- Hurry Ups --

When a Hurry Up has been collected, its light will stay solidly on until all
six Hurry Ups have been collected. When all have been collected, the lights
will be pulsing rather than solidly lit. Then, hit the Comic Book Guy one
more time to start...

--- SECRET STASH ---

When Secret Stash begins, all six Hurry Up lights flash, and a countdown
begins at 500,000. The countdown goes to 100,000. Shooting a Hurry Up
clears it and resets the countdown to 500,000.

You must hit ten Hurry Ups to complete Secret Stash. This means completing
all six -- they will then all light again -- and hitting four more.
Completing Secret Stash awards a 1 million point bonus.

Double scoring applies to all Hurry Ups (of course!), so each can be worth
up to 1 million, and the round can be worth up to a total of 11 million
points.

Finishing Secret Stash is pretty important if you plan on... see "Big
Spoiler" section for more.


-- Daredevil Modes --

When all four Daredevil Modes have been completed by earning at least 1
million points on each, all four lights in front of the Captive Ball will
pulse. Then, hit the Captive Ball one more time to start...

--- DAREDEVIL MANIA ---

Daredevil Mania is a timed round where you must earn 5 million points from
Daredevil shots. All four types of shots (ramps, loops, bumpers, and
targets) score points. If a multiball is going on, or if you reset the
timer once or more, you are very likely to finish Daredevil Mania by earning
5 million.

As with the Daredevil Modes, Daredevil Mania points are not awarded until
the end of the ball, so don't tilt if you want the points.

Finishing Daredevil Mania is pretty important if you plan on... see "Big
Spoiler" section for more.


-- Itchy & Scratchy Multiball --

When all four Itchy & Scratchy Multiballs have been played, put the ball in
the Itchy & Scratchy hole one more time to start...

--- SCRATCHY'S REVENGE ---

Scratchy's Revenge plays a lot like the other Itchy & Scratchy Multiballs,
except that 10 Jackpots must be hit before Super Jackpot becomes lit at the
Itchy & Scratchy hole. Yes, 10. Since starting the multiball still only
kicks one ball onto the playfield, it is strongly encouraged that you play
Scratchy's Revenge in tandem with another multiball in order to get a Super
Jackpot.

Jackpot is worth at least double what is normally is during Itchy & Scratchy
Multiball. Overall, it is quite possible to get more than 30 million points
from this multiball.

Getting a Super Jackpot during this multiball is pretty important if you
plan on... see "Big Spoiler" section for more.


-- Couch Multiball --

As mentioned earlier, you must get 5 Super Jackpots during Couch Multiball
to earn progress toward... see "Big Spoiler" Section for more.


-- Cletus Kids --

There are 26 kids, so shoot Cletus 26 times to collect all the kids. Then,
shoot Cletus one more time to start...

--- PRETZEL MULTIBALL ---

You remember that one with all the pretzels? Well, too bad. It's good
Cletus action. During Pretzel Multiball, all shots score points and add
pretzels, and the Left (Cletus) Loop seems to collect some big jackpot.
[Needs more info.]


-- Secret Awards --

There are several buried secret point awards.

- Max out 1 skill shot: 1 million bonus.
- In Couch Multiball, score a 1x Jackpot, 2x Jackpot, and 3x Jackpot, in
that
order: 2 million bonus. [?]

[Other awards are still out there. Find 'em!]


--- Big Spoiler ---

This is a really BIG spoiler! Don't read this unless you really, really,
want to know what happens.


--- SPOILERS FOLLOW ---


--- SPOILERS ---

What? You're still here? Okay, here's the spoiler:

Maggie did it.

Or, to put it another way, "HA ha."

Seriously, do all six tasks listed above, and drive 88 miles per hour, and
get ready for some serious stuff.

"Worst spoiler, ever."

--- END SPOILERS ---


--- END SPOILER SPACE ---

Okay, that's all for now. Enjoy the game, everyone, and let me know if you
have corrections or additions to this rulesheet. Strategies will be added
next time; the most important strategy is to keep that timer rolling!

Bowen
"So many buttons, so few brain cells..."


Manic

unread,
Mar 8, 2003, 3:17:39 AM3/8/03
to
Thanks Bowen this should help prevent me from
making an ass of myself the first time
I get to play one (no guarantees though ;-)
And a big KUDOS' to Keith as software can make or
break a game and the stackability of the modes in
this game and the single timer seems like a winner!


"Bowen Kerins" <bowen...@attbi.com> wrote in message
news:zDgaa.8023$3D1.1622@sccrnsc01...

Iain Odlin

unread,
Mar 8, 2003, 5:00:54 AM3/8/03
to
On Sat, 08 Mar 2003 07:06:07 GMT, "Bowen Kerins" <bowen...@attbi.com> wrote
a rulesheet for The Simpsons Pinball Party!

Excellent job, and I thank you! Got to get over to Federal Jacks and play it
again now...

This reminded me: Not only does the game have fantastic quotes, it has some
great "fractured quotes" too.

My favourite so far: "Beer! The cause of and solution to EXTRA BALL!"

-Iain

Alex Chapman

unread,
Mar 8, 2003, 1:15:28 PM3/8/03
to
<macho rulesheet snipped>

omfg.

I mean.. i thought that Pro Pinball rulesheets were big. This is big
and.. very.. interesting. So how many wizard modes is that? Ten?
Twenty? And it looks like everything was put together with stacking
in mind, too. Wow.

Give us a lean and mean Ritchie after this, and maybe the WMS bitching
will start tapering off.

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