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** An aversion: the ball saver - a ubiquitous feature in almost all games since the 90s - is ''off'' by default (though it can still be enabled in the settings menu).

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** An aversion: the ball saver at the beginning of a ball - a ubiquitous feature in almost all games since the 90s - is ''off'' by default (though it can still be enabled in the settings menu).

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** An aversion: the ball saver - a ubiquitous feature in almost all games since the 90s - is ''off'' by default (though it can still be enabled in the settings menu).


* GoldenSnitch: Early versions made [[WizardMode Munster Madness]] exceptionally lucrative, with strategic playing potentially resulting in final scores exceeding a billion points. This was the result of a bug - if the playfield multipliers were active during the four shot hurryup phase, the *multiplied* values of the hurryups would be added to the next hurryup, along with awarding the multiplied points. This was particularly noteworthy with 6x.

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* GoldenSnitch: Early versions made [[WizardMode Munster Madness]] exceptionally lucrative, with strategic playing potentially resulting in final scores exceeding a billion points. This was the result of a bug - if the playfield multipliers were active during the four shot hurryup hurry-up phase, the *multiplied* multiplied values of the hurryups those hurry-ups would be added to the next hurryup, along with one, in addition to awarding the multiplied points. This was particularly noteworthy Combine this with 6x.a 6x ScoreMultiplier and scores could escalate quickly.


* TakeThatAudience: Miss enough shots and the game plays a LaughTrack at your expense.

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* TakeThatAudience: Miss enough shots shots, or drain down an outlane, and the game plays a LaughTrack at your expense.


* GoldenSnitch: Early versions made [[WizardMode Munster Madness]] exceptionally lucrative, with strategic playing potentially resulting in final scores exceeding a billion points.

to:

* GoldenSnitch: Early versions made [[WizardMode Munster Madness]] exceptionally lucrative, with strategic playing potentially resulting in final scores exceeding a billion points. This was the result of a bug - if the playfield multipliers were active during the four shot hurryup phase, the *multiplied* values of the hurryups would be added to the next hurryup, along with awarding the multiplied points. This was particularly noteworthy with 6x.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/munsters_pinball_le.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/munsters_pinball_le.org/pmwiki/pub/images/munsters_pinball_le_cropped.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/munsters_pinball_le.png]]
[[caption-width-right:350:"You lost your balls, Charlie!"[[note]]Limited Edition pictured[[/note]]]]

''The Munsters'' is a [[PhysicalPinballTables pinball machine]] designed by Creator/JohnBorg, sporting code work by Dwight Sullivan, and released by Creator/{{Stern}} Pinball in early 2019. It is unsurprisingly based on [[Series/TheMunsters the 1960s sitcom of the same name]].

The game revolves around collecting each member of the Munster family in order to reach [[WizardMode "Munster Madness"]]. This entails playing through several modes themed after each of them (excluding Eddie but including their pet dragon Spot, who resides under the left ramp). The rules are designed to be simple and easy to grasp, yet deep enough for more advanced players to devise strategies for maximum scoring. This is primarily owing to features like the Zap Button, which can be charged to collect "Zap Jackpots", and the ability to stack different categories of Super Jackpots to collect all at once. The Premium and Limited Edition versions also add "Grandpa's Laboratory", a mini-playfield underneath the regular one (similar to ''Pinball/BlackHole'') that uses specialized, equally small pinballs.
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!!This game contains examples of:
* AntiFrustrationFeatures:
** Collecting a SPOT letter causes the family pet to briefly emerge under the left ramp, where it can be hit again to get another letter. Given how small the window of opportunity is, shooting the ramp for a very short period after Spot retreats will still count.
** Failing to light a Super Jackpot during Raven Multiball leads to a short period where the player can restart it by shooting the left ramp again.
* ColorCodedForYourConvenience: The insert color changes to indicate increasing levels of scoring, going from white to blue to red.
* DeliberatelyMonochrome:
** Downplayed with the display animations, which are usually in black and white (primarily to better fit with the use of clips from the original series, which was filmed before the widespread adoption of color television). It even affects the stock tutorial footage in the AttractMode.
** The game's Premium version changes the playfield art to be monochrome, though Stern later put out a version that was as colorful as the Pro and Limited editions.
* DriveInTheater: The end of ball animation shows the Dragula pulling into one of these and inadvertently causing chaos when every other car attempts to flee in response.
* EasterEgg:
** "Secret Mania" can only be activated by entering a CheatCode[[note]]hitting both flippers, followed by four on the left, one on the right, one left, one right, four left, and finally two right "414", as in "DAD"[[/note]] ''during'' gameplay and then shooting the scoop twice. It involves collecting every member of the family by shooting designated areas, awarding a bonus upon completion.
** "Midnight Madness", a recurring secret mode on games programmed by Dwight Sullivan, returns here. It can only be activated when the machine's clock reaches 12 AM while a game is ongoing.
* GoldenSnitch: Early versions made [[WizardMode Munster Madness]] exceptionally lucrative, with strategic playing potentially resulting in final scores exceeding a billion points.
* LogoJoke: The Stern Pinball logo in the AttractMode is green and slimy, mimicking the series' logo.
* MatchSequence: An old television playing a clip from the original series shifts its knob between channels (the match numbers), eventually settling on one.
* NotQuiteStarring: Soundalikes of the original series' cast provide a good chunk of the game's voice work, alongside archive audio from the source material.
* PaintingTheMedium: Spot is placed under the left ramp, which is themed after the Munster home's stairs (where he lived in the original show).
* {{Retraux}}: Old electromagnetic pinball sound effects play when the ball's in the bumpers.
* ScoreMultiplier: The Kitty target activates a multiplier that can increase up to 6x.
* SkillShot: Either two or three of them, depending on the edition.
** The normal Skill Shot requires plunging into the right lane (which cannot be changed beforehand).
** The Super Skill Shot requires holding the left flipper button before plunging, then shooting the right ramp right after.
** The Premium and Limited Editions also have a Double Super Skill Shot accessed by holding ''both'' left flipper buttons. It requires shooting the scoop, then the saucer on the lower playfield.
* SpellingBonus:
** L-I-L-Y starts Lily's frenzy mode.
** S-P-O-T starts Spot's mode.
** D-R-A-G-U-L-A increases the Dragula lane's value.
* TakeThatAudience: Miss enough shots and the game plays a LaughTrack at your expense.
* VariableMix: Each ball uses different instruments for the main theme.
* WizardMode: Starting every major family mode lights "Munster Madness", which comprises two levels. The first involves shooting every major area thrice in 10 seconds, then shooting the scoop for a hurry-up. The second involves shooting said major areas to complete at least one family member (each of which bestow a specific bonus for the remainder of the mode), followed by getting jackpots at each of the four primary shots and then collecting several hurry-ups. Finishing the second level causes it to restart, allowing the player to acquire more bonuses by shooting for a different Munster.
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