"FAMILY GUY" RULESHEET v1.0
This rulesheet is copyright (c) 2007-2011 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 <pobox.com/~jwjr/FGYRules.txt>, 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. SLINGSHOT - scores 10 points, as does its partner. "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. Also, once TV Wizard mode has been completed at least once, spinner counts toward lighting "TV" on the scoop are no longer retained from ball to ball. 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]
FAMILY GUY
Welcome to this second part of our in-depth look at Family Guy. In the first part we examined the game's hardware and artwork, so we will look at the game rules, the dots, the audio and the overall package in this article. The split is deliberate because the game being reviewed is not the finished product and the areas examined here are those most likely to change as more features and rules are added to the code.
With that out of the way, we've pressed start, the score has magically increased to 10 points, the ball is waiting in the shooter lane, what do we go for?
The skill shot is to shoot the lower of the four F-A-R-T drop targets. Doing so scores 500K for the first ball, 600K the second time, 700K the third and so on. Making the shot also earns you one of a series of quotes from Peter or Brian. The variety means you don't keep getting the same quote over and over every time you make the skill shot which is a promising start.
At the start of the ball, the centre post is raised and a ball saver begins.
When the centre post is raised by the Death target there is no ball saver but there is one at the start of each ball and at the start of the various multiballs.
When the ball returns to the flippers you have four major features to choose from - TV modes, Beer Can modes, Fart Multiball and Stewie Pinball. We'll look at each of them in order.
TV Modes
There are five TV modes displayed in the familiar position just above the flippers.
The TV modes are started at the TV scoop but have to be qualified first by shooting the Lois spinner on the right side of the playfield. The best way to do this is directly up the Lois lane but you can also get a couple of helper spins from the super jackpot lane as it exits through the spinner.
The first mode requires 25 spins to qualify, increasing by 10 spins for each subsequent TV mode. That's quite a lot of spins so you're going to have to make a few Lois shots each time before playing another mode or use the 2X Lois in the left inlane. That makes a refreshing change from a game with a single shot qualifier where it's qualify>start mode>qualify>start mode... ad nauseam.
If you shoot the TV scoop before qualifying the TV mode - or having anything else lit there - you get this Addams-esque message.
When you've made the requisite number of shots, putting the ball in the TV scoop starts the TV mode with an announcement from Action 5 News. Anchorman Tom Tucker gives a witty summary of the scene before the mode actually begins.
In a nice touch, you don't always get the same quote for a specific mode - there appeared to be two or more different introductions to each mode.
All the modes are timed, although Seamus will sometimes award you more time if you hit the pirate target when lit.
You cannot stack TV modes and can only start counting down spins towards the next mode once the previous one has finished. So here are the five TV modes available.
Good Old Boys
This mode relates to the episode where the Griffins relocate to the deep south as part of the witness relocation program. Peter and Brian become the Sheriff and Deputy but manage to insult the locals who then try to chase the family out of town.
The aim is to shoot the loops and ramp to keep fleeing from the angry townsfolk. Each shot scores 500K and you have nice, lengthy 30 seconds to play this mode.
Super Griffins
A truck of toxic waste spills all over the Griffins empowering them with a raft of super hero abilities. Stewie can move objects by thought, Brian has incredible speed, Chris can produce fire with his hands, Peter can morph into different shapes, Lois has super strength while Meg has the ability to grow her finger nails rapidly.
Each character is worth 800K, increasing by 100K for each shot.
Chicken Fight
A video mode in a Pat Lawlor game? Yes it's true, or at least it was for a while, since it's since been removed from the code. What started as a man dressed as a chicken giving Peter an expired discount coupon, quickly degraded into several minutes of punching, gouging, clawing and pecking across trucks, ships, helicopters and skyscrapers in the great chicken fight scene.
In the previous version of this mode, the dot matrix display showed the chicken on the left and Peter on the right. Both had "life bars" running along the bottom of the screen. Your flipper buttons controlled the punches of both the chicken and Peter with the loser being the one with no life left. The left flipper button, when pressed at the correct time, softened the chicken's blows while pressing the right button at just the right moment boosted the power of Peter's blow. A normal hit by the chicken dropped Peter's strength by 3, but a softer one only reduced it by 1. Conversely, Peter's hits sapped the chicken by 1 life point unless powered-up to take 3 points away.
It's understandable how this mode has now changed to become a frenzy-type feature since the video mode rapidly became repetitious and was easily mastered, leading to tedium and unbalanced scoring.
So now it's a timed frenzy mode with all switches scoring although we have yet to see this in action.
Sexy Party
At last, Stewie gets to don his sailor's cap and be chased around the house by a gaggle of semi-naked women in a Benny Hill-style caper. In other words, it's a sexy party.
All the major shots - Meg, Chris, Evil Monkey ramp, Super jackpot lane and Lois score 300K. Hit Stewie to increase the value by 50K.
Ipecac Contest
This relates to one of the more disgusting scenes from Family Guy where Peter acquires eight crates of Ipecac and he, Chris, Brian and Stewie drink it in a contest to see who can go the longest without vomiting to win the last slice of pie in the refrigerator. After partaking of the Ipecac, they sit in the lounge awaiting the inevitable.
Shoot Peter, Brian, Chris or Stewie to make them vomit and collect 250K. It's degrading, it's disgusting, but it's also very funny, especially with the accompanying sound effects.
In this revision, it was a little confusing which mode was about to start once you've shot the TV. The inserts normally show the completed modes - lit solidly, the unplayed modes - unlit, and the next mode - flashing. When the TV is shot and the mode intro animation is started, the appropriate insert is immediately lit solidly and the flashing moved on to show the next mode. If you've already played several modes and the display is busy showing other stuff, there's no indication which mode you're currently in. Hopefully that will be changed.
When you've completed all five TV modes there's something good awaiting you, right? Well, there probably is in the final version of the software but in this one, the final mode brought a 10M point TV bonus and that was all.
So those are the TV modes. The next features to play are the Beer Can modes.
Beer Can Modes
Shooting the ball at Brian on the beer can scores a hit which both counts down towards the next beer can mode, and counts up for your beer can total, collected in one of the modes.
The first Beer Can mode requires 5 beer can hits, the next one 6 and so on. The currently lit mode is changed by the pop bumpers. When you reach the required number of hits, the mode just starts with Brian shuffling across the screen on his backside as the introduction. You don't need to shoot the scoop or trap the ball anywhere, so it's easy not to notice the beer can mode is running.
So what are the modes?
Collect Beers
This works like the Hitchhiker mode in Twilight Zone. You collect points for each beer can hit so far in the game and the running total is kept across balls (but not across games). You get 12K points per hit and the total is then reset.
Giggity Giggity
This is Quagmire's chance to shine and he does so at the pop bumpers by setting them all to maximum scoring, after all, if there's one thing Quagmire likes it's scoring. Thereafter, pop bumper hits earn you a "Giggity" sound effect.
Happy Hour
This is a potential bonanza for strategy fans as it's a timed 2X scoring feature. You get 20 seconds of double points while, if you drain during it Peter tells you "Only a jackass would leave happy hour early ".
Remember When...?
One of the key features of the Family Guy show is the flashback to the time something especially stupid happened. Well, this is the equivalent in the game.
Peter says a comment starting "Remember when..." recalling an story about one member of the family. This starts a hurry up at that person's shot. The hurry up begins at 3M points and quickly counts down to 750K where it holds for a while before timing out. Collect the hurry up and the mode ends.
Lard Multiball
The final beer can mode is the delightfully named Lard Multiball. I'm not sure exactly what this mode references, perhaps the episode where Peter crashes into a vat of Lard which he swallows, but in that one he's already been made thin by liposuction so the lard only restores him to normal. So it's probably a bit of that and the episode where he becomes severely obese after being out of work for so long.
Whatever the reference, this is a 2 ball multiball with the possibility of further balls being added from the Pirate target award.
The captive balls are lit for jackpots along with Chris and Meg and it continues until you are down to one ball.
Completing all the beer can modes does nothing special in this version other than turn off all the lit inserts so you can play them again.
So those are the beer can modes. The next feature is Fart Multiball.
Fart Multiball
Although it hasn't been stated anywhere, this multiball probably has a different name in the more family-friendly settings and the decals on the drop targets spelling out F-A-R-T can probably be changed.
There is also no reference to Fart Multiball printed on the playfield, only a generic "Multiball".
Starting Fart Multiball is really quite easy and only involved knocking down the four F-A-R-T drop targets three times. Each hit on the targets also generates a fart sound to give added cues when you've made the shot.
The playfield inserts shown above keep track of how many more times you need to complete the drops and once you've done it three times the multiball just starts. This can be during other TV or beer can modes which makes for some strategic planning.
During the 3-ball Fart Multiball, you need to hit a preset number of targets to score the jackpot. Initially it's 25 shots and you get a ball saver (but not the centre post) for several seconds.
Making the required number of hits and so scoring the jackpot shot gets you this scene (actually taken from the Super Griffins episode where Peter makes Chris use his fire making skills for his amusement).
After collecting a jackpot you then need to make an increased number of switches for the next jackpot.
When all but one ball drains, Fart Multiball ends but it's not too hard to start it off again by hammering those drops.
Fart multiball can run alongside any TV or beer can modes, so that means it can co-exist with Lard multiball since they use different shots for jackpots.
The final big feature is the game's main toy and so it has to be accessible to all but the very poorest player, but not made so easy to achieve that it becomes repetitive or dominates the main gameplay.
Stewie Pinball
This is the game played on the mini playfield but you have to qualify it before you're allowed to play. It's not exactly difficult and if you manage to keep the ball in play for more than a minute you'll probably have lit it by then, but it's not handed to you on a plate by being lit at the start of the game.
Stewie Pinball is a timed feature but the amount of time you have is built up during regular play by hitting the two white Stewie targets.
You time begins at around 15 seconds but each target hit adds 1 second and hitting both adds 2 seconds. That time sits in the bank until you start playing the feature.
Qualifying Stewie Pinball is simply a matter of hitting either captive ball to add letters to the word P-I-N-B-A-L-L.
You are most likely to complete P-I-N-B-A-L-L by hitting the right captive ball, since that sits neatly between the scoop shot - used to start TV modes - and the Lois lane - used to light TV modes.
If either shot is slightly off you're probably going to hit the captive ball and add a P-I-N-B-A-L-L letter. Apart from adding a letter it also kills the ball's momentum nicely preventing a missed shot becoming out-of-control.
The way the captive balls extend out into the playfield actually makes them easily scored from many different angles, especially the left facing one, and a wild ball will often accidentally rack up another letter before you get the chance to regain control.
P-I-N-B-A-L-L letters can also be awarded by Seamus from the pirate target.
Adding a letter produces a nice animation of Stewie shooting the appropriate letter with his ray gun.
Completing the letters gets you a quote from Peter saying "It's time to play Stewie Pinball. Shoot the TV" and the display keeps returning to the menacing face of Stewie to remind you to play the feature.
Once lit, Stewie Pinball overrides any TV mode lit at the scoop but you can start other features such as Beer Can modes, Crazy Chris or Fart Multiball. If you begin a multiball mode, Stewie Pinball is disabled until the multiball ends.
Shooting the TV scoop when Stewie Pinball is lit traps the ball and starts the feature.
It begins with the model of Stewie turning round to face the player, saying a humorous quote and then turning to face his mini-playfield.
This is fine the first few times you play Stewie Pinball, but after that you just want to get on with the game, but sadly all play is suspended until Stewie has said his piece and turned around.
When that has happened, flipper control transfers to the mini-playfield and your target is to make shots to complete all the letters spelling out the names of the other five family members.
Brian letters come from shooting the left loop, Meg is a small standup target to the left of centre, Peter is another standup at the top centre, Lois is the ramp shot while Chris is the reverse loop.
The display shows your score in the centre, the time remaining above it, and the letters for each family member around the edge. Unlit letters are shown dimmed, lit letters are full brightness.
Shooting any of the shots on the mini-playfield adds a letter to the character's name and scores points. You get 100K x letter number, so it's 100K for the first letter, 200K for the second and so on. If they are already lit it scores the number of points for the final letter + 100K instead.
It's tempting to just flail away on the mini playfield and that's a reasonable strategy initially but you have to remember the timed element of the game.
The time you have built up doesn't limit your playing time, it is actually the time for the ball saver. For as long as you have time left on the clock, the insert between the mini-flippers flashes and a drained ball will be relaunched, but once it runs out you're into sudden death and losing the ball ends the feature.
The most dangerous shots are Meg and Peter, so it makes sense to try for those first while the ball saver is still operating. Once you've go those, backhand the remaining three shots - Brian, Lois and Chris, as they're fairly safe if you miss.
Completing a family member not only scores a hefty award depending on the number of letters in their name, but multiplies all scoring on the mini-playfield until the feature ends. Completing one member doubles scoring, while completing a second triples scoring.
Completed family members are also shown down on the main playfield although the usefulness of having them displayed here is doubtful unless it later ties in with some kind of wizard mode.
As you can see, those points awards become quite impressive after a while. The display doesn't show the family members in their respective order across the mini-playfield which is a little odd.
Triple scoring seemed to be the maximum multiplier available which is probably just as well as completing all family members in one go gives around 10 million points which is a significant score.
If you fail to collect all family members before the time runs out and the ball drains, you are given your points total, Stewie turns to you to say something sarcastic and then eventually the main ball is kicked out so regular play can continue. Again, the pause in play is irritating when you're keen to resume play.
Lit letters on the mini-playfield are carried over to the next time you play and you can also get family members completed as an award from the Pirate target, so after a few plays of Stewie Pinball you're going to complete it.
When you do, the flippers die and you get straight into Stewie Multiball.
Stewie turns round and says a quote about how both playfields are his now. A ball saver begins on both playfields and a 4-ball multiball begins on the main playfield with all jackpot shots lit while the mini-playfield is also active for the duration of multiball.
A good strategy here seems to be to allow the balls to drain on the main playfield for the duration of the ball saver and concentrate on making the more difficult shots - Meg and Peter - on the mini-playfield. Trapping the ball on the main flippers during multiball will often do likewise on the mini-flippers making the loop and ramp shots easier to set up.
It's a fun mode and the novelty of playing both playfields at once makes for some interesting shot choices. Ultimately, there's always a ball saver on the mini-playfield so your attention should be mainly directed to keeping the balls in play on the main playfield.
Presumably there is some kind of super jackpot for completing Stewie Pinball during Stewie Multiball but sadly the skill needed to achieve it was lacking during this play session.
When the penultimate ball drains on the main playfield Stewie Multiball ends and the mini-playfield shuts down until the next Stewie Pinball feature.
Other Features
If those are the four main areas of the game - TV Modes, Beer Can Modes, Fart Multiball and Stewie Pinball - there are several other cool modes and features to play and collect.
Death Up-Post
The Death drop target is right next to the Chris lane and is enabled at the start of each ball.
Knocking it down is easily accomplished from any of the three main flippers and doing so gives you a "Great! Now the whole world is laughing at me" quote, scores 250K + 25K per extra hit and - most importantly - raises the centre up-post between the flippers for a few seconds.
The quote - taken from the time Death breaks his ankle chasing Peter, making everyone in the world immortal while he is incapacitated - is repeated every time the target is made, which is a lot. This make it the most annoying quote and it either needs a few alternatives, muting some of the time or a less irritating sound effect replacement.
When the timer for the up-post starts to run out, you get the sound of four tolls of the bell. On the fourth toll the post drops and there's final quote from Death saying "so long".
The Death drop target is reset by a ball rolling through the inner left inlane, something that happens a lot, especially during multiball modes, so the up-post appears quite frequently through the game, prolonging ball time. It's a mixed blessing though, and always dangerous to rely on it being there when you need it. But the post does set up shots to Meg and Lois nicely, so use it when you can safely do so.
Pirate Standup
And talking of Meg, despite not featuring much in the game's modes, she is useful as the shot that relights the Pirate standup target.
Seamus - the pirate with wooden arms and legs - is represented with a standup target to the left of the TV scoop and gives helper awards during regular play, modes and multiballs along with a quote or two.
As mentioned before, it's a good idea to keep him lit and use his awards for more time or added balls when needed to your best advantage.
Evil Monkey
The Evil Monkey hiding in his closet taunts Chris relentlessly in the TV show and features in the game too. He lives over the ramp on a drop-down flap, scoring increasing points and building towards Crazy Chris mode.
Shooting Chris drops the Evil Monkey target over the ramp and advances the points value for collecting it.
Because there is no mechanism to raise the target apart from shooting it with the ball, it is possible the target will already be down from a previous game or player, but you need to shoot Chris to enable it.
Hitting the Evil Monkey target scores the lit value on the column of inserts in front of the ramp.
The value begins at 200K and increases 100K each time until the fifth award which is to start Crazy Chris mode.
Once Crazy Chris has finished the value of the Evil Monkey target resets to 200K and the sequence repeats.
Because the Evil Monkey value is collected when the target is raised, it isn't necessary for the ball to make the complete ramp, so a less than perfect shot can still score the points while rattling around the ramp entrance.
Collecting the Evil Monkey award gives you the classic accusatorial pointing display.
When not lit for the Evil Monkey award, there is a running total of ramp shots with an extra ball being awarded at 6 ramps and then at 50 ramps although these numbers can change depending on difficulty settings and award percentages set in the menus.
Extra balls can also be awarded from the Drunken Clam and are collected at the left captive ball. It's easy to miss this since the insert is a regular white colour and not the normal orange used for extra ball targets. An orange lamp in here would cure that problem.
Be careful shooting this captive ball though - it can be a dangerous shot as the dead ball can roll straight down the middle after hitting the captive ball from the upper left flipper.
Crazy Chris
This mode, collected as either the 5th Evil Monkey award or from the Drunken Clam, is a timed feature where all the major shots score 400K points for 10 seconds.
There was also a way to score 800K but it wasn't clear how that was achieved. Perhaps getting the 2X Lois and then shooting the Lois lane doubled the score?
Crazy Chris finishes when the 10 second timer expires but it can be combined with other modes and multiballs, but not Stewie Pinball.
Drunken Clam
The Drunken Clam is the bar where Peter, Joe, Cleveland and Quagmire meet. In the game it's the mystery award.
The display shows three awards in succession at the top of the screen and awards the third. Among those seen were: points award, start Crazy Chris, spot family member, add P-I-N-B-A-L-L letter, light extra ball and light special.
The Drunken Clam is lit at the start of the game and at the start of each ball. It can be relit during the game, possibly by completing the X-X-X targets but this wasn't clear.
Super Jackpot lane
The lane just above the Stewie targets is variously labeled Super Jackpot and Evil Monkey Jackpot although in this version of the software, neither were implemented.
When the ball is shot up the lane - either from the loop shot to the upper left flipper or even directly from the lower left flipper (it is possible - just) - the lane scores 250K increasing by 25K each time.
The display shows Peter driving his, ahem, curiously shaped car into a tunnel from the episode where Peter realises Chris is better endowed than him and, naturally for Peter, he over-compensates in other ways thanks to Jim's Exotic Cars.
End Of Ball Bonus
When the inevitable happens and the ball drains, you get an end of ball bonus consisting of a fixed score and the number of hits to each character multiplied by the bonus multiplier.
The bonus multiplier you may recall is increased by completing the three X-X-X standup targets up by the pop bumpers. You score 120K points for getting 2X and 10K for each additional multiplier which then maxes out at 5X, after which only points are scored for completing the standups.
The first ball scores a fixed bonus value of 75,000, the second scores 100,000 and the third 125,000 although how that changes with 4 or 5 ball play is unknown.
With that score as your starting point, you also get bonus points for each shot to the various family members during that ball. The points depend on the difficulty of the shot.
So Stewie hits are worth 20K points each,
Meg, being more difficult in both senses, is worth 30K a hit,
Chris is medium difficulty like Stewie and scores 20K per shot,
Lois is considered the easiest shot so only yields 5K per shot,
Brian scores 10K for what is a fairly easy shot,
as does Peter.
Add those together to get your sub-bonus and then apply your bonus multiplier...
for your final total bonus.
If that was your final ball you then get the match animation which is Brian denying he was rummaging through the garbage, while the bubblegum he swallowed tells a different story, as you can see below.
So that concludes our description of the game rules in this early version of the software. When this article was begun, the 0.70 version reviewed here was still the current version on the Stern website, but although it is still listed as the latest, by following the links you can actually download version 4.00 which includes a few changes noted here, the biggest of which has to be the new Chicken Fight mode.
Now it's time to look at the various differing aspects of the game to see how they perform and how they tie in to the game and theme as a whole. In case you haven't already spotted it, this reviewer had better declare his interest as a Family Guy fan. Every episode includes several laugh-out-loud moments for me and the pop culture references nearly always hit the spot but I also appreciate how others who have seen the show get nothing out of it, so this review has been at pains to explain who everyone is and how the various modes relate to the show.
Layout
This is a curious playfield. It looks quite sparse and lacking in interest but in reality, there a myriad of shots from the three main flippers even discounting the mini-playfield. The lower flippers have a dozen direct shots and the third flipper can hit six directly with more tight angled shots available from all three. Including that mini-playfield adds another five.
Click here to watch the game end display animations
28sec, 3MB, Windows Media Video
Pat has often been criticised for producing a lot of "stop-and-go" games. That is, games where you shoot a feature that traps the ball while display and sound effect are played before you get it back to do the same somewhere else on the playfield.
This design is rather different with just one two places to trap the ball - the TV scoop and the Drunken Clam. Everywhere else, the ball is in play. Not one of the family member shots traps the ball so if you're going to play this game, you're really going to have to play it. You don't need to take a book along.
A mini-playfield is nothing new but by associating it so closely with Stewie it takes on a new, slightly demonic twist. Pat's no stranger when it comes to changing the rules of second playfields with innovations such as Banzai Run's vertical game and Battling the Power with Magna-Flip, so while Stewie Pinball is much more conventional, the unusual dynamics mean it's still different enough to make it interesting. It may not necessarily look it, but once you play it you'll see what I mean.
Stewie turning around looks a bit cheesy but some improved lighting - switch off the whole lower playfield lighting except a spotlight on Stewie for instance - could give the feature a more impressive effect.
The biggest disappointment has to be the beer can not moving up and down. Put something that prominent on the playfield and everyone expects it to move or spin like the magic lamp on Tales Of The Arabian Nights. That would make a good aftermarket mod - put a couple of fins on the side, link it to the spinner switch to advance towards TV modes by spinning Brian round, chasing his own tail.
Theme
The Family Guy theme is probably one of the better ideas for a game. It appeals to much the same crowd as the highly popular Simpsons and the show has proved itself a reasonably popular one, despite initially being cancelled by Fox. The audience is probably a subset of the Simpsons' fanbase which restricts numbers somewhat, but those who enjoy the show tend to be more fanatical about their appreciation.
So the fans will love the quotes, the references, the characters and seeing familiar scenes recreated for them to interact with. What is more problematic is, what will non-fans think? Will they get it, or will the degree of integration put them off even before they try it?
The number of family members and their idiosyncrasies provide great material to use in the game - too much material really as they all have fully rounded personalities and histories to tap into, only some of which can ever make it into a game. But it's definitely not a theme such as Playboy or Monopoly where you need to create an alien environment and populate it with likeable characters almost from scratch.
So the theme works for the game in several ways, but like most themes it also works against it by potentially alienating non-fans. But like it or loathe it, the theme is certainly well tied into the game from the beginning.
Rules
The six family members are present as models. The shots for Meg, Chris and Lois are clear enough but things become more muddled in the centre of the playfield. Should it be Brian on the beer can or Peter? Peter's the beer drinker and where he is now - on a pop bumper - seems a little contrived, depriving the show's main character of his own dedicated shot.
In the game, though, Peter takes something of a back seat to Stewie who feels much more at home under the glass. It would have been good if he was armed in some way and could zap things in the game, perhaps depriving you of an award instead of just turning around and looking at you, but at least he has his own game to taunt you on.
The rules were obviously still in development so comments about those are subject to change as the newer versions appear, but at the moment the modes and features are OK rather than great or excellent. I really hope they develop much much further, because - as a fan of deep rules - there isn't any long term goal to aim for yet. You can play Stewie Multiball, Fart Multiball and complete all the TV and Beer Can modes, but then what? The shot to Meg is also somewhat underused featuring only in a couple of modes and to re-light the Pirate target - which doesn't make a whole lot of sense.
While I know it's got to be in the plans to have some next level, will it be just a wizard mode or something more like The Simpsons Pinball Party's multiple wizard modes leading to a Super (Duper Mega Extreme) wizard mode?
The idea of splitting the modes across two playfield features - TV and Beer Can - works well and helps avoid the situation where they are all collected in the same way with some much less attractive than others. By acknowledging their differing values, they can be made easier or harder to collect.
Each mode's required targets largely make sense. In Super Griffins, the whole family gain super powers so are all lit. In Ipecac Contest, it's the boys who participate, so they are the target shots. You get the feeling someone who knows the show well either designed the features or influenced the shot decisions and the game benefits from that.
But it's the depth of the features that's lacking at the moment. Take the aforementioned Ipecac Contest for example. The Contest is all about which of them can go the longest without vomiting so some kind of build up of the tension is sorely needed before the first victim reveal himself - perhaps a count-up value to set the vomit value which then counts down once collected the first time. Do you waste the mode's time waiting for the score to climb or go for an early cash-in so you can collect it many times?
That's just one example to come to mind, so hopefully these kinds of detail can be added. If not, it will be a wasted opportunity, but make some kick-ass rules and I may have to buy one.
Display Effects
Moving on from the rules, let's look at the dot matrix display effects. A few more have been added since these images were taken but any cartoon series lends itself to portrayal on a flat colour system like a DMD so the character appear nicely defined and well animated.
It always makes sense to me to use the display area to its maximum advantage and by-and-large the display effects use appropriately large font sizes where possible to convey the important stuff and enabling you to quickly take in what shot scored the big points.
There are a few exceptions, though, where useful information is not displayed with due prominence.
There is also an attempt to crawl instructions across the screen in TV modes such as Good Old Boys but in practical terms nobody has the time to read crawling text like that unless they trap the ball when the game goes into Instant Info mode anyway.
So the display effects are competently done if not exactly ground breaking or in danger of turning into a showcase for the new multi-shade display system.
Sounds
This is a real mixed bag but the good far outweighs the rather more dubious. The not-so-good has to be the main theme and shooter lane music. The shooter music is just plain weird, meandering all over the place with snatches of "The Road To" songs and hints to hurry up and plunge the darned ball.
I was going to say something similar about the main theme but in all fairness, after listening to it a few times - as you do when editing and processing it for download - I've found myself humming it at work, so I have to conclude it's actually a rather catchy rendition of the Family Guy theme. It's not a classic thumping soundtrack and Stewie's toy piano version for Stewie Pinball is somewhat lost in the background but it does seem to cut through ambient noise quite successfully, so that makes it effective if uninspiring.
But the big plus - and what a stark contrast to Pirates Of The Caribbean - is in the use of character voice clips. The recording list for this game must have been huge because it's a genuinely pleasant surprise to start the same mode or hit the same target twice or three times and not get the same quote each time. Seth's custom work on this game is a major contribution to the enjoyment derived from playing it, so I hope you can hear it on location. There don't appear to be that many sound effects - that is, non speech sounds - as most targets seem to elicit a quote of some description, emitted from one end of the body or the other!
Lighting
Producing creative lighting effects is one area often left until later in the development cycle and so it proved here. Because multiballs and beer can modes often start almost without any announcement or trapping of the ball, there was no opportunity to give the player a big light show coupled with a display effect to reward their efforts. That won't change but intelligent use of flashers and controlled lamps can help convey the information about something good happening.
During multiball I often hear people asking where the jackpot shot was and the extra ball was just as elusive. These are key elements to any game so I would expect there to be better signposting of required shots and recognition of jackpots using lighting effects in the newer software.
Conclusion
This is a good game with the potential to be a great game but that potential lies in the hands of the software writers and rule makers. Create some genuinely interesting modes with progression and depth built in and it turns the game from simply putting the player in the house to getting them involved in the story and talking to the characters.
Implement some dramatic lighting effects and better signpost the important shots and play become less confusing and more enjoyable.
So while a few opportunities have been missed so far, many of them can be included given the time, effort and imagination. Will Stern commit the resources necessary, or will the game remain more or less as you see here? Stay tuned for the answer.
Finally, here are the Editor's personal rating for the game in its current state as reviewed, running V0.7 software.
Areas such as Layout, Art and probably Music are unlikely to be revised from their ratings but as various changes are made to the software, some of the other ratings may rise if the changes are positive (or fall if they impact negatively on the game). The potential for improvements has already been stated, but if no more changes are made, these will be the final ratings.
Remember, these are proper marks out of 10 for each element of the game, so a rating of 8 means Family Guy is 80% as good as the best ever game in that category. They are totally subjective and are included only as a guide.
If you jumped straight here, go back and read the full review to see whether you agree with them and if you put the same significance on certain features as the Editor.
Our thanks go to Gary Stern and everyone at Electrocoin for their assistance with this review. Thanks also to Pat Lawlor and Lonnie Ropp for their help and to Pinball News readers for their patience while the review was written, facts checked and the 80+ display images processed.
Editor's Ratings
Click here to watch the display animations from Family Guy
1min 20sec, 9MB, Windows Media Video