Simpsons Pinball Party
From: "Bowen Kerins" <bowenkerins@attbi.com>
Newsgroups: rec.games.pinball
Subject: Simpsons Pinball Party Rulesheet
Date: Sat, 08 Mar 2003 07:06:07 GMT
Preliminary Rulesheet for Stern's "The Simpsons Pinball Party"
Bowen Kerins (bostonpinball@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 bostonpinball@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.