"FAMILY GUY" RULESHEET v0.5 This rulesheet is copyright (c) 2007-2008 by J. Weaver Jr. All rights are reserved. You are free to copy this rulesheet wherever and whenever you please, as long as it (including this notice) remains complete and unchanged, and no fee is charged for its distribution (other than whatever we're all paying to connect). Although, really, you'd be better off just linking to , which will always redirect to the latest available version. Additions/subtractions/corrections are welcome, and will be credited in future revisions. Please address them to "jwjr (at) pobox (dot) com", and put "FGY" somewhere in the subject to (hopefully) bypass my spam filters. This rulesheet covers FGY software version "12.0", as witnessed on a machine with (mostly) factory settings, on "FREE PLAY"; YMMV with different software versions and setups. Phrases in quotes and caps between parenthesis are actually displayed on the DMD. Thanx to "Paul" for Meg and Crazy Chris corrections, and "phish" and "Twp1" for TV Wizard mode corrections. A WORD ABOUT "FAMILY" AND "MODERATE" MODES ------------------------------------------ One of FGY's software settings is labelled "ADULT CONTENT ENABLED", with three choices: "ADULT" (the factory default), "MODERATE", and "FAMILY". The primary difference between the three seems to be in the language used in the voice calls. In "ADULT", you get 'em all; "MODERATE" eliminates a few of the raunchiest lines, and "FAMILY" gets you nothing harsher than Stewie's "freshly powdered ass" and Peter's "extra ball" jokes. In "FAMILY" mode, Fart Multiball is actually called out as just "MULTIBALL", at its beginning and when the F-A-R-T targets (which may be relabelled) are made; additionally, all fart sounds and DMD graphics during the mode have been eliminated. OTOH, the Clam saucer award still says "FART", as does the "SPERM ATTACK REQUIREMENTS" "INSTANT INFO" page (and, "SPERM ATTACK" is still "SPERM ATTACK"). The Beer Can is shown on the DMD as "ROOT BEER"; the can itself may also be relabelled as such. There appear to be no differences in actual game _play_ between versions. This rulesheet will use the "ADULT" nomenclature, as the most complete version of the game. PLAYFIELD TOUR -------------- Clockwise from the flippers: BALL SAVE POST - raised by hitting the Death drop target, this post times out with the sounding of four "gongs". Yes, you can still drain around the post, if your flipper work is bad enough. "RAISE DEATH" INLANE - scores 10; when lit, raises the Death drop target; feeds the left flipper. "2X LOIS" INLANE - scores 10; when lit (alternating with the "2X MEG" inlane, switched by either sling), doubles the value of the Lois Spinner shot for a brief time; feeds the left flipper. "NOT SPECIAL" OUTLANE - scores 10; when lit, awards an extra ball. "MEG" TARGET - scores the "Meg" value in certain modes, along with 100K for the first hit of each ball, increasing by 15K with each additional shot, to the pleasant accompaniment of Meg's screams and whimpers; lights the Pirate target. "CHRIS" TARGET (LEFT ORBIT) - scores the "Chris" value in certain modes, along with 100K for the first hit of each ball, increasing by 10K with each additional shot. The shot does not "orbit", but returns back down the left side to the flippers, and (in most cases) drops the Evil Monkey target and advances its value, and lights the Evil Monkey Jackpot for a short time. "DEATH" DROP TARGET - scores 200K for the first hit of each ball, increasing by 25K for each additional hit; raises the ball saver post for a short period of time. Up at the start of each game. "F-A-R-T" DROP TARGET BANK - scores 750 for each target dropped. When completed, reduces the number of "DROP TARGET HITS TO START MULTIBALL" shown above the right flipper by one; completing the count starts Fart Multiball (see below). The lowest ("F") target is also lit for "SKILL SHOT" at the start of each ball; hitting it when lit scores 500K the first time in each game, increasing by 250K each additional time the Skill Shot is made. RAMP - scores 5,510 for the first shot of each game, increasing by 500 for each additional shot. Increases the ramp count; reaching indicated numbers lights the upper captive ball for Extra Ball. The Evil Monkey target drops in front of this ramp; hitting it (whether or not the ramp shot is completed) scores the sum of the point lights flashing in front of the ramp, and/or starts Crazy Chris mode, if that light is flashing. The ramp also lights the Drunken Clam saucer and advances the pop bumper values; it feeds the lower left flipper via the "2X LOIS" inlane. "PETER" ("X-X-X") TARGET BANK - scores 10 for each target dropped. When completed, scores a "Peter" value in certain modes, and advances the end of ball bonus multiplier, to a maximum of 5X. The first completion of each ball scores 100K, increasing by 20K with each additional completion to a maximum of 250K. "BRIAN" BEER CAN - scores 10; advances toward the Beer Can awards (see below). BUMPERS - one under Peter (red, scores 220 per hit), one tucked under the mini playfield (white, scores 220 per hit), and a third one directly behind Brian (blue, scores 520 per hit). Increased in value by successive ramp shots: the first increases the white bumper to 520 per hit, the second increases the red bumper to 520 per hit, and the third triggers Quagmire quotes with each bumper hit. Hitting any bumper rotates both the currently selected Beer Can mode and TV mode through the remaining unplayed modes. "DRUNKEN CLAM" ("MYSTERY") SAUCER - scores 10; when lit, scores a "randomly" selected value (see below). Lit at the start of each ball; ejects into the bumpers. "STEWIE'S MINI-PINBALL" - a separate mini playfield, complete with its own mini flippers and pinball. There are five scoring shots on the playfield (from left to right): BRIAN (left orbit) MEG (standup target) PETER (standup target) LOIS (ramp, feeding left mini flipper) CHRIS (right orbit) There are also inlanes on both sides of the playfield, feeding their respective mini flippers; the mini ball is placed into play by being shot up the right inlane. Completing all the character shots on the mini playfield starts Stewie Multiball. The mini playfield shots also add points to the Jackpot value for Sperm Attack. "EVIL MONKEY JACKPOT" LANE - when lit, the first Evil Monkey Jackpot of each ball scores 500K, increasing by 50K with each additional Jackpot; the Jackpot light is timed, so a lucky bounce and a skillful shot can score two EM Jackpots from one lighting. When not lit, the first shot of each ball through the lane scores 250K, increasing by 25K with each additional shot to a maximum of 500K. The lane can also be lit for Super Jackpot, and is also the secret Skill Shot; hitting this lane when "SKILL SHOT" is lit scores double the current Skill Shot value, and increases the next Skill Shot award by 250K. The lane passes under the Stewie playfield, feeding the right orbit. "STEWIE" TARGETS - when lit, score the "Stewie" value in certain modes. Between modes, score 100K for the first hit of each ball, increasing by 10K with each additional hit, and add 1 second to the starting time for the next round of Stewie Pinball (which starts at 15 seconds). UPPER CAPTIVE BALL - scores 11,040; adds a letter to "P-I-N-B-A-L-L". This shot is also lit for a Jackpot in certain modes, and for Extra Ball, and is the second half of the "PINBALL COMBO", beginning with either orbit shot. The Combo value starts at 500K, and increases by 50K for each additional combo hit; a combo starting with the right orbit (Lois) scores the full Combo value, while a combo starting with the left orbit (Chris) scores half the current Combo value. "PIRATE" TARGET - scores 10; when lit, scores a "random" Pirate value (see below). SCOOP - when not lit, scores a random number of points, between 20K and 120K. When lit (in order of priority): "MULTIBALL" starts Sperm Attack, "P-I-N-B-A-L-L" starts Stewie Pinball (on the mini playfield), and "TV" starts the flashing TV mode (or TV Wizard mode). The scoop ejects to the right flipper. LOWER CAPTIVE BALL - scores 11040; adds a letter to "P-I-N-B-A-L-L". This shot is also lit for a Jackpot in certain modes. "LOIS" SPINNER (RIGHT ORBIT) - when lit, scores the "Lois" value in certain modes; hitting the Spinner also advances toward lighting "TV" on the scoop. The first spinner rotation of each ball scores 1K, increasing by 50 with each additional rotation to a maximum of 5K. Completing the right orbit shot exits the left orbit (like the return from a Chris shot). "SPECIAL" OUTLANE - scores 10; when lit, awards a Special. "2X MEG" INLANE - scores 10; when lit (alternating with the "2X LOIS" inlane, switched by either sling), doubles the value of the Meg shot for a brief time; feeds the right flipper. BEER CAN MODES -------------- The currently selected (flashing) Beer Can mode is rotated through the remaining unplayed modes by hitting any of the three bumpers. Hitting the Beer Can the indicated number of times (starting at 5, and increasing by 1 after each award) awards the currently flashing value: "COLLECT BEERS" - scores 24,570 (12K prior to "v11.0") per Beer Can hit so far in the game. This mode does not appear to score any points whatsoever if it's the last of the five Beer Can modes collected, but it still does. "GIGGITY GIGGITY" - advances the pop bumpers to their maximum point values. "HAPPY HOUR" - for 20 seconds, doubles the value of all scores. "REMEMBER WHEN" - starts a Jackpot shot at a randomly selected character, which counts down from a starting value of 3M (increasing by 1M with each additional "REMEMBER WHEN" mode) to a minimum of 750K, and then times out. Hitting the selected character scores the current value. "LARD MULTIBALL" - 2-ball multiball with a generous ball saver, with six Jackpot shots (Meg, Chris, Brian, Lois, and both captive balls). The first Lard Multiball Jackpot of each game scores 250K, increasing by 100K with each additional Jackpot, to a maximum of 750K. Each Jackpot hit also resets the countdown timer to 10 seconds; if the countdown timer expires, one of the already hit Jackpots is relit. Collecting all six of the lit Jackpots at the same time turns off the countdown timer, and lights the Evil Monkey Jackpot lane for Super Jackpot, which scores 3M, and restarts the mode. Lard Multiball ends when only one ball remains on the playfield. When all five Beer Can modes are completed, they reset, and can all be awarded again. TV MODES -------- The currently selected (flashing) TV mode is rotated through the remaining unplayed modes by hitting any of the three bumpers. Hitting the Lois Spinner the indicated number of times (starting at 10, and increasing by 5 after each award, to a maximum of 30) lights the scoop to start a TV mode. When "TV" is lit, hitting the scoop scores 500K and starts the currently flashing mode: "GOOD OLD BOYS" ("SHOOT SIDE SHOTS AND RAMP FOR BIG POINTS") - for 30 seconds, each of these lit shots scores 500K, increasing by 100K with each additional shot, to a maximum of 1M per shot. "SUPER GRIFFINS" - within 30 seconds, hit each of the 6 characters once to activate their super powers. The first character hit scores 750K, increasing by 50K for each additional character hit, up to 1M for the final character. Hitting all 6 character shots also scores a 1M bonus, for a total mode maximum of 6.75M. "CHICKEN FIGHT" - every playfield switch made scores a "hit" on the chicken, who randomly hits Peter back. When one of the "life" bars under the Peter or the chicken on the DMD reaches "KO", the mode ends; either "PETER WINS" or "CHICKEN WINS" is displayed, along with the total number of points scored during the mode. There appears to be a point bonus (value unknown) for winning the fight. "SEXY PARTY" - for 30 seconds, "any shot" (Meg, Chris, Stewie, Lois, or the ramp) scores 300K points, increasing by 50K each time the Stewie targets are hit, to a maximum of 750K. "IPECAC CONTEST" ("SHOOT PETER, BRIAN, CHRIS AND STEWIE. MORE PEOPLE SCORES MORE POINTS!") - for 30 seconds, each of these 4 character shots score points depending on the total number of different characters hit during the course of the mode, as follows: 1 character - 250K per hit 2 characters - 500K per hit 3 characters - 750k per hit 4 characters - 1M per hit Press both flipper buttons together at the start of any mode to eject the ball immediately. When all five TV modes have been completed, they all stay lit, and shooting the scoop with "TV" lit starts... TV WIZARD MODE -------------- Starting this mode scores 1M ("TV BONUS"). The starting Jackpot for the mode is then set based on what you've previously done during the entire game to that point, as follows: 250K for each TV Wizard start 30K for each Good Old Boys shot 50K for each SuperGriffins shot 30K for each Chicken Fight shot 15K for each Sexy Party shot 30K for each Ipecac shot NOTE: beginning with "v11.0", the five Beer Can mode shot counts are now reset to zero after each TV Wizard mode. ("EVERY JACKPOT INCREASES MULTIPLIER") ("SHOOT TV SCOOP TO RELIGHT JACKPOTS") When the mode starts, all Jackpots are lit, and the Jackpot value starts counting down from the starting value computed above to 250K; when it reaches 250K, a 3-second countdown starts to the end of the mode. Hitting the first Jackpot shot scores 1X the current Jackpot value, increasing by 1X with each additional Jackpot shot. During the first grouping, hitting 1 Jackpot will light the scoop, increasing by 1 with each additional grouping, to a maximum of 7 Jackpot shots required to light the scoop. Each Jackpot can only be scored once in each grouping. Hitting the Chris/Evil Monkey Jackpot combo (starting with both Jackpots lit) scores double the normal value for the Evil Monkey Jackpot shot. Hitting the lit scoop scores the current Jackpot value, times the current multiplier. The Jackpot value is then reset to its starting value, the multiplier is reset to 1X, all Jackpots are relit, and the ball ejected to start the next grouping. ("JACKPOT RESET / MULTIPLIERS RESET / JACKPOTS RELIT") When TV Wizard mode is completed, all the TV modes reset, and can all be awarded again. STEWIE PINBALL -------------- When "P-I-N-B-A-L-L" is lit, hitting the scoop deadens the flippers on the main playfield, and activates the mini flippers on the Stewie playfield; the mini ball is launched up the right inlane to start the mode. While the "STEWIE TIME" on the DMD counts down, the orange light between the mini flippers remains lit, and any drain is relaunched; the mode ends when the mini ball drains with no time remaining. The first shot at each character of each Stewie Pinball session scores the character's base value (100K for Lois, 50K for all others), increasing by the base value with each additional shot. The first character completed (3 shots for Meg, 4 for Lois, 5 for all others) of each session scores 500K and increases the playfield multiplier for the rest of the ball in play, increasing by 500K for each additional completion to a maximum of 1.5M and 3X. All character shots score half their base value (times any playfield multiplier) after the character has been completed. The playfield multiplier resets at the start of each Stewie Pinball session. Completing all five characters reactivates the main playfield flippers, and starts... STEWIE MULTIBALL ---------------- Press both flipper buttons together at the start of this mode to bypass the lengthy DMD instructions: ("SHOOT CHARACTER SHOTS FOR JACKPOTS") ("CHARACTER JACKPOTS ALTERNATE PLAYFIELDS") ("COLLECT EACH CHARACTER 2 TIMES TO LIGHT SUPER JACKPOT") ("LIT CAPTIVE BALL SPELLS P-I-N-B-A-L-L") ("SPELL P-I-N-B-A-L-L TO ADD A BALL") ("STEWIE TARGETS RECATIVATE MINI PLAYFIELD") ("LIGHT ALL CHARACTERS FOR SUPER JACKPOT") Each character needs to be completed both on the mini playfield and on the main playfield (where all balls are launched, with a generous ball saver). The lights in front of each character on the main playfield and on the mini playfield are lit when that shot is qualified; the character lights above the left flipper are flashing when one of the shots for that character has been made, and on steady when both shots have been made. Each Jackpot scores 500K, plus a 100K bonus for each character already completed(?). Completing all characters lights the Evil Monkey Jackpot lane for Super Jackpot. ("SHOOT SUPER JACKPOT FOR 2,000,000") When the Super Jackpot is hit, all Jackpots reset; completing them all and hitting the Super Jackpot a second time in the same Stewie Multiball scores 3M. Scoring the Super Jackpot also lights the Drunken Clam saucer for a few seconds; when lit, the saucer scores a "TRIPLE SUPER SECRET JACKPOT", worth triple the value of the Super Jackpot just awarded. The mini ball is relaunched whenever the orange light between the mini flippers is lit. When time expires, hitting either of the Stewie targets on the main playfield restarts the clock ("STEWIE TARGETS RELAUNCH MINI-BALL"). Stewie Multiball ends when only one ball remains on the main playfield; there is a good "grace period" when only one ball remains in which to score additional Jackpots, or add additional balls to continue the mode. END OF BALL BONUS ----------------- The end of ball bonus starts at 75K on the first ball, increasing by 25K on each additional ball. Added to the bonus are the following values per character shot made during the ball: Stewie - 20K Meg - 30K Chris - 20K Lois - 5K Brian - 10K Peter - 10K This total is then multiplied by the bonus multiplier accumulated during the ball to get the final bonus total. PIRATE AWARDS ------------- Hitting the lit Pirate target awards one of the following: 3 BEER HITS ADD-A-BALL (only awarded while a multiball mode is in progress) CRAZY CHRIS TIME (only awarded while Crazy Chris is in progress) HAPPY HOUR TIME (only awarded while Happy Hour is in progress) HURRY UP RESET (only awarded while Remember When is in progress) PINBALL LETTER (only awarded when P-I-N-B-A-L-L is not already lit) MORE TV TIME (only awarded while a TV mode is in progress) DRUNKEN CLAM ------------ Hitting the lit Drunken Clam saucer awards one of the following: 1 MILLION ("BIG POINTS") 2 MILLION ("BIGGER POINTS") BONUS MULTIPLIER (increases by 1X) COLLECT BONUS (just like at the end of a ball) EVIL MONKEY JACKPOT LIT (staying lit until you hit it) FART MULTIBALL (awarded more often when needed for Sperm Attack) HOLD BONUS X (holds the bonus multiplier until next ball) LIGHT EXTRA BALL LIGHT NOT SPECIAL (on the left outlane) LIGHT PINBALL (on the scoop) LIGHT SPECIAL (on the right outlane) LIGHT TV MODE (on the scoop) POPS MAXED RAISE BALL SAVER (between the flippers) RAISE DEATH SPOT FAMILY MEMBER (completes one character for Stewie Pinball) START CRAZY CHRIS In a refreshing improvement over previous Stern/PLD games (:cough:Monopoly:cough:), none of these awards will be given when they would be useless (for example, "LIGHT PINBALL" when it's already lit). One exception: you can collect "LIGHT TV MODE" if the TV mode is already lit but not showing, hidden behind the higher-priority "PINBALL" being lit on the scoop. FART MULTIBALL -------------- To start Fart Multiball, complete the F-A-R-T targets 3 times, increasing by 1 for each additional Fart Multiball start, to a maximum of 6; the first Fart Multiball (with a very short ball saver) starts with 2 balls, with each additional Fart Multiball starting with 3 balls. The value of each Fart Multiball Jackpot is 20K times the number of switch hits required to score the jackpot, as follows: FMB session 1st 2nd 3rd & on 1st Jackpot 10 12 15 2nd Jackpot 12 14 18 3rd Jackpot 14 17 21 4th Jackpot 16 19 24 5th Jackpot 18 22 27 6th & on 20 25 30 CRAZY CHRIS ----------- For 20 seconds, lit shots score 200K times the number of Evil Monkey shots made (at the front of the ramp) since the last time the Crazy Chris mode was started, to a maximum of 1M per shot. If Crazy Chris mode is started as an award from the Clam saucer, lit shots score 400K each. SPERM ATTACK ------------ The final wizard mode, qualified by excelling in six of the other facets of the game. To see where you stand, hold either flipper for "INSTANT INFO"; the third screen shown will be the "SPERM ATTACK REQUIREMENTS", with those you have completed highlighted: "5 MONKEY JPS" - 5 Evil Monkey Jackpots "10 CRAZY SHOTS" - 10 lit shots during Crazy Chris mode "15 FART JPS" - 15 Jackpots during Fart Multiball "BEER CAN" - all five Beer Can awards "STEWIE SJP" - Super Jackpot during Stewie Multiball "TV WIZARD 25M" - 25M or more points scored during TV Wizard mode Completing all of these requirements lights "MULTIBALL" on the scoop; shooting the scoop starts Sperm Attack. In the first phase, played on the Stewie playfield for 18 seconds, each character shot adds 50K (Peter and Meg), 75K (Brian and Chris) or 100K (Lois) to the starting Jackpot value of 1M ("BUILD JACKPOT"). Drained balls are relaunched as long as there is time remaining; when time expires, the mini flippers are deadened immediately to end the phase. In the second phase, played on the main playfield, all balls are launched, with a generous ball saver. Each of the lit Jackpot shots score the value earned during the first phase. When the ball saver has expired and only two balls remain, the Drunken Clam saucer is lit. ("SHOOT THE CLAM!") Shooting the saucer ("CLAM LOCK") scores 2M, and starts a 10-second timer for the scoop shot ("SHOOT THE TV!!"). If the scoop is not hit in time, the ball in the saucer is ejected; making the shot scores 2M ("TV LOCK"), and restarts the first phase of Sperm Attack by launching the mini ball on the Stewie playfield for another 18 seconds to build onto the existing Jackpot value. When that timer expires, the two locked balls are released to restart the second phase, and a third ball is launched, with ball saver restarted. As before, the saucer lights when only two balls remain. Sperm Attack ends when only one ball remains on the main playfield. At that point, all of the Sperm Attack requirements are reset, and can all be earned again. [end of file]