The Simpsons Pinball Party
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| The Simpsons Pinball Party | |
| Manufacturer | Stern |
| System | Sega/Stern Whitestar |
| Designer | Designers: Keith Johnson, Joe Balcer Artwork: Kevin O'Connor, Margaret Hudson Dots/Animation: Mark Galvez Mechanics: Wesley Chang, Ray Tanzer Music: Dan Forden Sound: Chris Granner Software: Keith Johnson, Dwight Sullivan |
| Release Date | February 14, 2003 |
| Production Run | ? |
The Simpsons Pinball Party is a pinball machine produced by Stern. It is the second pinball machine to be based on the TV series The Simpsons, the first being Data East's The Simpsons.
[edit] Gameplay
The Simpsons Pinball Party is famous for its extremely hard-to-reach wizard mode, the Super Duper Mega Extreme Wizard Mode. There are very few players in the world who have reached it. Even some of the world's best have failed to accomplish it. Bowen Kerins is the only player known to get SDMEWM very often.
Reaching SDMEWM consists of six tasks:
- Collecting 5 Super Jackpots: The super jackpot is achieved by hitting the couch shot on the upper playfield during regular multiball.
- Completing Alien Invasion: To light Alien Invasion, the player must start all the modes, and have them time out. The modes are lit by the right loop, and started by hitting the TV shot on the upper playfield. During Alien Invasion, the player is given a time amount to complete it. Two balls are given, and they must be locked in any shot that can catch balls. Once this is achieved, another ball is added, and time is added. The player must lock all three balls. This happens again, and the player must lock 4 balls. The last time, the player must lock all 5 balls to vanquish all the Aliens. If the player drains a ball, the number of balls to lock goes back down to the previous level. If at any time during Alien Invasion, the clock runs out or the player has only one ball left, the mode ends, and the player must play all the modes again to relight it.
- Daredevil Mania: This is considered the easiest of the 6 tasks. The player must hit the Daredevil Bart shot to start Daredevil modes. The four modes are Daredevil Ramps, Daredevil Bumpers, Daredevil Targets, and Daredevil Loops. The player must hit those shots, and get the value of all four modes to 1 million. Once this happens, the Daredevil shot is lit for Daredevil Mania. It is advised that the player starts a multiball before this, because they must earn 5 million points from the loops, bumpers, targets, and ramps to complete it.
- Scratchy's Revenge: On the lower right, there is a bank of three drop targets with a hole behind them. To start Itchy & Scratchy multiball, the player has to clear the targets, hit the hole behind them, clear the targets again, and hit the hole. Itchy & Scratchy Multiball must be played four times, then the hole is lit for Scratchy's Revenge. This is a multiball where the player must hit all of the shots on the playfield, then hit the Itchy & Scratchy hole to complete the mode.
- Springfield Mystery Spot: The shot to the right of the garage is the Otto shot. It is lit by hitting the Otto target in front of the bumpers. Those two shot must be alternated to light each 2x shot on the playfield. Once that is completed, the Otto shot lights for 'Springfield Mystery Spot.' In this multiball, the right flipper button controls the left flipper and vice versa. It is recommended that the player crosses their arms. All the major shots on the playfield must be hit to complete this mode.
- Secret Stash: The Comic Book Guy target below the left ramp lights hurry-up shots all over the playfield for a limited amount of time. Once all the shots have been completed, the target lights for Secret Stash. During this mode, all the hurry up shots are lit, and the player has to collect a number of shots. The shots are relit by the Comic Book Guy target. It is recommended that the player starts a multiball before this mode starts.
Once all those tasks are completed, all the shots on the playfield that catch the ball are lit for Super Duper Mega Extreme Wizard Mode. Players who have gotten to it take a sort of unspoken oath not to tell players who have not reached it what happens, so readers will not find out what goes on. Sorry!
[edit] Tournament high scores
| Player | Score | Tournament + Division | Tournament Date(s) | Notes |
|---|---|---|---|---|
| Jim Seward | 72,763,870 | PAPA 10 - B Division | October 11-14, 2007 | - |
| Lonnie Langford | 118,853,420 | PAPA 9 - B Division | August 17-20, 2006 | - |
| Neil Shatz | 178,117,820 | PAPA 8 - A Division | August 11-14, 2005 | - |
| Stephen Michael Fry | 136,889,570 | PAPA 7 - C Division | September 9-12, 2004 | - |
