Rick and Morty pinball rules and strategy
The Strategy
Rick and Morty adds Gromflomite Battle Multiball's ball-save time to a running Adventure, while Meeseeks multiplies individual shots. Shoot either ramp to light the first Adventure at the center scoop (later Adventures require both ramps), then shoot the scoop to start the lit Adventure. Hit the Flooble Crank, lock a ball at either side of Danesi Lock 2.0, and repeat with the remaining side; after two locks, the center scoop starts Multiball.
The goal
Use the ramps and center scoop for the lit Adventure, the Flooble Crank and both sides of Danesi Lock 2.0 for Gromflomite Battle Multiball, or play the Adventure by itself.
How to start a mode
Shoot either ramp to light the first Adventure at the center scoop; later Adventures require both ramps. Shoot the center scoop to start the lit Adventure.
Recommended mode: The lit Adventure
Normal Adventure starts do not offer a choice; the Adventure selector appears only after nine Adventures.
How to play it
Follow the lit Adventure's required shots. Every Adventure except Pickle Rick starts at the center scoop; Pickle Rick starts at either garage entrance.
Start Gromflomite Battle Multiball
Hit the Flooble Crank to light a lock, then shoot either side of Danesi Lock 2.0 to collect it. Repeat for the second lock. Shoot the center scoop to start the Adventure, then return to the scoop to start Gromflomite Battle Multiball.
Alternative route: Adventure only
Use this to learn the Adventure system before adding Gromflomite Battle Multiball.
- Shoot the ramps to qualify an Adventure, then shoot the center scoop to start it. Use its opening ball save to learn and complete the required shots.
Need to know
- Adventures
- The first Adventure needs either ramp, later Adventures need both, and the center scoop starts every Adventure except Pickle Rick.
- Gromflomite Battle Multiball
- A Flooble Crank hit lights a lock; lock two balls, then shoot the center scoop to start multiball.
- Stacked ball save
- Starting an Adventure with Gromflomite combines their ball-save time and lets multiball shots advance the Adventure.
Rick and Morty adds Gromflomite Battle Multiball's ball-save time to the time remaining from a running Adventure. Shoot either ramp to light the first Adventure at the center scoop (later Adventures require both ramps), then hit the Flooble Crank and lock a ball at either side of Danesi Lock 2.0. Repeat the Crank and lock sequence, shoot the center scoop to start the lit Adventure, then return to the scoop for Multiball and use fresh blue Meeseeks on valuable Adventure or Jackpot shots.
The goal
Shoot either ramp to light an Adventure, hit the Flooble Crank, and lock a ball at Danesi Lock 2.0.Repeat the Crank and lock sequence, start the Adventure at the center scoop, then return for Gromflomite Battle Multiball while its ball save remains active.
- From the auto-plunge, shoot the upper-flipper garage entrance for the larger skill shot or hit Noob Noob for the standard skill shot. A side loop before either shot multiplies its value.
- Shoot either ramp to qualify the first Adventure at the center scoop. On later Adventures, complete both ramps.
- Leave the currently lit Adventure at the center scoop while building Gromflomite.
Leave the currently lit Adventure at the center scoop whi…
- Total Rickall uses drop targets, Beth, and Summer to remove parasites.
- Whirly Dirly uses two orbit shots to light a brief right-ramp kill shot, twice, then the scoop.
- Get Schwifty cycles Targets, Loops, and Ramps and completes when the vote meter finishes positive.
- Hit the Flooble Crank to light a lock, collect it at either side of Danesi Lock 2.0, then repeat for the second lock.
Hit the Flooble Crank to light a lock, collect it at eith…
- After the first multiball, lit locks fade and time out. The timeout becomes faster on later qualifications.
- Shoot the center scoop to start the Adventure, then return to the scoop to start Gromflomite Battle Multiball with the Adventure active.
- During Gromflomite, collect any Jackpot, then shoot the garage for the first Super Jackpot.
During Gromflomite, collect any Jackpot, then shoot the g…
- The first Super can use either garage entrance. Later Supers require the upper-flipper left garage entrance.
- Each later cycle needs one more Jackpot before the next Super lights.
- Ramps can qualify the next Adventure during multiball, although it cannot start until multiball ends.
- Hit the Meeseeks Box, then collect a fresh blue Meeseeks on the most valuable active Adventure or multiball shot.
Hit the Meeseeks Box, then collect a fresh blue Meeseeks…
- One, two, or three active blue Meeseeks multiply a collected Meeseeks shot by 2x, 3x, or 4x.
- Each Meeseeks has its own timer. Purple Meeseeks divide scoring and should be cleared before a large collect.
- Charge the portal gun with spinner and regular-shot progress, enter either garage, and collect the orange Megaseeds in a positive dimension.
- When one ball remains, qualify the next Adventure with the ramps and rebuild two Gromflomite locks before returning to the scoop.
Builds toward: Morty Adventure Card and Rick Potion No. 9
- Start or complete Adventures to fill the Morty Adventure Card.
- Use completed Adventures for the stronger completion state while continuing to fill all nine card positions.
- After a full card, use the Adventure selector to choose Rick Potion No. 9.
- Complete its Morty, purple-shot, escape, scoop, and final character sequence.
Pro / Premium differences
- Rick and Morty editionPro: The 750-game production run uses one shared playfield and rules package.Premium / LE: There is no separate gameplay edition.