Family Guy

Stern, 2007 — shot-by-shot rules and strategy guide.

Open Family Guy in the Pinball Genie app →

Family Guy packs a surprising amount of interlocking rules into a fairly compact layout — a ramp, a captive mini-playfield, six character shots scattered across the table, and a scoop whose job changes completely depending on what's lit. Almost nothing here stands alone: the same pop bumpers drive two mode rotations, and the same Evil Monkey target feeds two more. Learning the table is mostly learning which shots pull double duty.

The opening moves

Every ball opens with the bottom F-A-R-T target lit for the skill shot: 500K the first time it's collected in a game, climbing 250K with each repeat no matter how many balls that takes. Few players ever find the alternate route — the lane running beneath the mini-playfield is a hidden second skill shot, and taking it instead of the F target doubles whatever the current value is and bumps the next skill shot's starting point up by 250K on top of that.

Outside of any mode, Meg, Chris and Stewie each pay their own climbing value on every hit — 100K to start, with a fixed bump per shot that differs by character. Lois builds a smaller rising total on the spinner. All six main characters also feed the end-of-ball bonus at their own flat rate rather than a shared ladder: Meg's hits are worth the most there, Lois's the least. Clearing the X-X-X bank under Peter pays a rising value of its own, up to 250K, and nudges the bonus multiplier toward a 5x ceiling.

Beer Can and TV modes

Two mode tracks share one control — any pop bumper hit rotates both the flashing Beer Can mode and the flashing TV mode forward. Hit the Beer Can standup enough times, five to start and one more each time after, to cash in whichever mode is lit: Collect Beers pays your running hit total, Giggity Giggity maxes the bumpers outright, Happy Hour doubles every score for 20 seconds, and Remember When opens a countdown Jackpot at a random character, starting at 3M and growing a million with every repeat. The fifth slot is Lard Multiball, a two-ball mode built around six Jackpot shots on a ten-second relight timer, paying a 3M Super Jackpot if all six go out at once.

TV modes work off the Lois spinner: ten spins lights TV at the scoop the first time, five more each time after, up to a cap of thirty. The lit scoop banks 500K and starts whichever 30-second mode is flashing — Good Old Boys climbs 500K to a 1M ceiling per shot, Super Griffins tops out at 6.75M for working all six characters, Chicken Fight turns every switch into a punch until a life bar empties, Sexy Party climbs 300K toward a 750K cap per Stewie hit, and Ipecac Contest pays more per shot per extra character worked in, up to 1M with all four. Finish all five and the scoop stays lit for TV Wizard instead of resetting.

Fart Multiball and Crazy Chris

Clear the F-A-R-T bank three times and Fart Multiball begins with two balls and a short save; every restart after needs one more clear, up to six, and starts with three balls instead. Jackpots are priced by demand rather than a flat number — twenty thousand points for every switch hit a given Jackpot requires — so the tougher ones pay more.

Crazy Chris runs on a different pairing. Chris hits knock the Evil Monkey target down in front of the ramp and raise its value; hitting the dropped Evil Monkey while its light flashes banks that total and, if the light says so, opens a 20-second run where every lit shot pays 200K per Evil Monkey hit landed since that run began, up to a 1M ceiling per shot. Drawing Crazy Chris from the Drunken Clam instead skips that math and pays a flat 400K a shot.

Stewie and the mystery saucer

The Drunken Clam rewards shooting it whenever it's lit — nothing it offers is wasted on something you hold. One trick lights P-I-N-B-A-L-L at the scoop, handing control to Stewie's own mini-playfield. Clear its five characters — Lois needs four hits and pays best per hit, the rest need three to five — and your first completion raises a playfield multiplier that holds for the rest of the ball, capping at 3x (it resets when a new session begins). Finish all five and you drop into Stewie Multiball: each character needs a second completion on the real table, both captive balls spell letters toward add-a-balls, and a maxed-out set lights an Evil Monkey Super Jackpot worth 2M. Hit it twice and the second pays 3M, briefly opening the Clam for a Triple Super Secret Jackpot worth three times that.

Sperm Attack

The finale asks for six achievements spread across the whole game — 5 Evil Monkey Jackpots, 10 lit shots inside one Crazy Chris run, 15 Fart Multiball Jackpots, every Beer Can award, a Stewie Super Jackpot, and 25M or more during TV Wizard — before MULTIBALL lights at the scoop. Once it starts, the mini-playfield spends eighteen seconds building a shared Jackpot, then the Clam and the scoop trade a locked ball for two million a shot, sending you back to build the total higher each time you keep the chain alive. None of the six requirements ask you to play differently than you already would — they reward spreading your game around, not camping one shot all night.

Goals in Family Guy

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.