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.
How Family Guy plays
Family Guy is built for chaos around the Griffin house -- pound every character, spin up its stack of multiballs, and roll TV episodes into their own wizard rounds. The long haul is meeting six scattered milestones to light Sperm Attack, the final showdown waiting at the scoop.
The loop
- Pound the character standups -- Meg, Chris and Stewie -- for values that climb with every hit and quietly load your end-of-ball bonus.
- Knock the FART drops toward Fart Multiball and rap the two captive balls to spell PINBALL for the Stewie mini-table.
- Rip the Lois spinner until TV lights on the scoop, and bump the pops to spin which episode and which Beer Can prize is waiting.
- Cash the flashing episode at the scoop or the flashing prize at the Beer Can; chain all five episodes into TV Wizard and all five prizes through Lard Multiball.
- Tick off six milestones spread across the game and the scoop lights MULTIBALL for Sperm Attack.
Reading the lights
- FART Drop Bank (letters) — lit: Each standing drop in the FART bank is one to flatten, and the lowest target starts every ball lit for the skill shot; sweep the bank and it pops right back up for another pass. · then: Clear the whole bank as many times as it asks -- three to open, one more per start up to a ceiling of six -- to spin up Fart Multiball. Once it runs, jackpots are counted in switch hits rather than fixed points, so the more clears it demanded, the fatter each one pays.
- Character Targets (status) — lit: Meg, Chris and Stewie each hand you a value that climbs on every strike and quietly pad the bonus, while sweeping Peter's XXX bank ratchets the bonus MULTIPLIER itself up toward its five-times cap for the ball. · then: Keep tapping the characters between modes for cheap points and a swollen bonus, and finish Peter early so the higher multiplier rides your whole ball. These hits do double duty -- Meg arms the Pirate target and Chris drops the Evil Monkey -- so they set up other toys as you go.
- Beer Can Awards (mode) — lit: The Beer Can shows one of five rotating prizes at a time -- a points dump, a table-wide double, on up to Lard Multiball -- and whatever is showing is what a cash-in will collect. · flashing: The prize currently strobing is the one you will get; a pop-bumper hit rolls the selection along to the next prize. · then: Rattle the pops until the prize you want is up, then rap the Beer Can enough times -- five the first go, one more each cycle after -- to bank it. Work through all five and they reset for another lap.
- TV Scoop (mode) — lit: Enough rips of the Lois spinner light TV on the scoop, and the scoop changes jobs with whatever is lit on it -- TV starts the flashing episode, PINBALL launches the Stewie table, MULTIBALL opens the final wizard. · flashing: Pop-bumper hits spin which of the five episodes is up, the same way the Beer Can wheel turns. · then: Shoot the lit scoop to run the showing episode for a half-minute scoring round. Play all five and the scoop parks on TV Wizard instead of rolling back to the first.
- PINBALL Captive Balls (letters) — lit: Every rap on either captive ball adds a letter toward PINBALL, a lit letter is one already banked, and finishing the word arms the scoop to throw the Stewie mini-table into play. · then: Complete the word, shoot the lit scoop, and the main flippers stop cold while a small separate table takes the same two buttons. Clear its five characters to jack a playfield multiplier up for the rest of the ball and tip straight into Stewie Multiball.
- Death Target (status) — lit: A lit Raise Death inlane will stand the Death drop back up for another crack, and Death itself pays 200K the first time it falls each ball, a little more after that. · then: Roll the lit inlane, then flatten Death again -- each knockdown lifts a protective post into the gap between your flippers for a short grace window against a bad rebound. Standing it back up is the one route to a repeat, so the inlane and the drop trade back and forth.
- Evil Monkey (shot arrows) — lit: Repeated Chris hits keep dropping the Evil Monkey target and building what it is worth, while the lane beneath the mini-table pays a rising Evil Monkey jackpot whenever its own arrow is lit. · flashing: When the Evil Monkey target's lamp is strobing, striking it opens Crazy Chris rather than just collecting its value. · then: Take the strobing Monkey to start Crazy Chris, a twenty-second sprint where each lit shot pays 200K times your stored Monkey hits, up to a million apiece. Feed the lit lane between times for its jackpot -- and off a fresh plunge that same lane hides a doubled skill shot.
- Drunken Clam (status) — lit: The mystery saucer glows whenever it has an award waiting, and on this game that award is always something worth taking rather than a throwaway gag. · then: Shoot the lit Clam to grab whatever it is offering -- points, a bonus bump, a lit feature, an extra ball, even a multiball or Crazy Chris. It is also the only thing that lights Not Special at the left outlane, so a drain down that side becomes an extra ball instead.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Bank the safe, repeatable points first: take the skill shot off the lit FART target, grind Meg, Chris and Stewie for their climbing values, and sweep Peter's XXX bank early so the five-times bonus multiplier rides the whole ball. Flatten Death off its lit inlane for points and a save post. — F Target Skill Shot, Work The Base Values, Clear The Peter Bank, Raise And Knock Down Death
- Building — Start stacking features. Clear the FART bank for Fart Multiball, rotate the pops to cash the Beer Can prizes and TV episodes you actually want, and finish PINBALL to launch the Stewie mini-table and the multiball behind it. — Fart Multiball, Beer Can Modes, TV Modes, Stewie Pinball, Stewie Multiball
- The big one — The ceiling is Sperm Attack, the last wizard at the scoop. Meet its six milestones -- a run of Evil Monkey jackpots, a big Crazy Chris, a stack of Fart jackpots, every Beer Can prize, a Stewie super and a huge TV Wizard -- then build a jackpot you assemble yourself on the mini-table and cash it in repeating rounds. — Sperm Attack, TV Wizard
Does Family Guy have an action button?
Stern had not started putting a button on the lockdown bar yet in 2007, so there is nothing extra to press. The closest thing to a second control is the Stewie mini-playfield — your same two flipper buttons drive its tiny flippers while the main pair goes dead.
Goals in Family Guy
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
-
The bottom target of the F-A-R-T bank is lit for the skill shot at the start of every ball. Worth 500K the first time you land it, climbing 250K each time after.
Reward: 500K climbing by 250K
-
The left inlane resets the Death drop target so you can hit it again. Worth 200K the first time each ball, rising 25K after, and it raises a ball-save post between the flippers besides.
Reward: 200K climbing by 25K, plus a temporary ball-save post
-
Two inlanes double a shot clear on the other side of the table — the left inlane doubles the Lois spinner, the right inlane doubles the Meg target — and a slingshot hit swaps which one is currently live.
Reward: Double value on the matching shot
-
The left outlane does nothing on its own. Once the Drunken Clam lights Not Special there, a drain that way is an extra ball instead of a lost one.
Reward: Extra ball
-
Three standups spelling X-X-X for Peter. Completing the bank pays a rising value and permanently raises your end-of-ball bonus multiplier, up to 5x for the ball.
Reward: 100K climbing to 250K, plus a rising bonus multiplier
-
Meg, Chris and Stewie each pay their own rising value on every hit outside of a mode, and every one of those hits also pads the end-of-ball bonus at its own fixed rate.
Reward: 100K+ per-hit values on Meg, Chris and Stewie, climbing with each hit
-
Clear the F-A-R-T bank three times to start it the first time — the requirement climbs by one after every start, to a maximum of six. Jackpots are priced in switch hits, not dollars: more hits required, more it pays.
Reward: 20K per required switch hit, per jackpot
-
Any bumper hit rotates which of five Beer Can modes is flashing. Hit the Beer Can enough times — 5 to start, one more each time after — to cash in whatever's currently lit.
Reward: One of five rotating awards
-
The fifth and last of the Beer Can modes. A generous two-ball multiball with six Jackpot shots and a countdown that keeps you moving.
Reward: 250K climbing to 750K per Jackpot, 3M Super Jackpot
-
The mystery saucer. Whatever it's lit for when you shoot it is genuinely useful — nothing here is ever a joke award for something you already have.
Reward: Context-sensitive: points, bonus, Fart Multiball, or a lit feature
-
Spin the Lois spinner to light TV at the scoop — ten spins the first time, five more each time after, up to a cap of thirty — then shoot it to start whichever of five TV modes is currently flashing; bumpers rotate the selection just like the Beer Can modes.
Reward: 500K to start, then a 30-second scoring mode
-
Unlocked once you've played all five TV modes. A grouped jackpot mode where the starting value is built from everything you've done across the whole game.
Reward: 1M to start, plus a jackpot value built from your entire game's TV progress
-
Chris hits drop the Evil Monkey target in front of the ramp and build its value. Hit the Evil Monkey while its light is flashing and you start a 20-second run where every lit shot is worth 200K times how many Evil Monkey hits you've landed since Crazy Chris last started, capped at 1M a shot.
Reward: 200K per banked Evil Monkey hit, per lit shot, capped at 1M
-
A lane under the mini-playfield that pays an escalating Jackpot when lit, or a smaller rising value even when it isn't. The lit window is timed, so a fast double-back can occasionally bank two in a row.
Reward: 500K climbing by 50K lit, 250K climbing by 25K to 500K unlit
-
This lane doubles as a hidden second skill shot. Route the ball here instead of the F target while SKILL SHOT is still lit and you score double the current value.
Reward: 2x the current skill shot value, +250K to the next one
-
Light P-I-N-B-A-L-L at the scoop and the main flippers go dead while a separate mini table takes over. Completing characters there raises a playfield multiplier that holds for the rest of the ball; clear all five to bring the real flippers back.
Reward: 500K-1.5M per completed character, up to a 3x playfield multiplier
-
Finishing Stewie Pinball's five characters starts this outright. Complete each character a second time on the main playfield, complete P-I-N-B-A-L-L to add balls, and chase the Super Jackpot.
Reward: 500K per Jackpot, 2M-3M Super Jackpot, a hidden 3x Clam bonus
-
A context-sensitive standup. What it pays depends entirely on what else is running when you hit it — useless most of the time, generous when it matters.
Reward: Add-a-ball, timer resets, or bonus hits, depending on context
-
Start from either orbit and finish at the Upper Captive Ball for a combo worth 500K, climbing 50K every time you complete it. Starting from the Lois side pays the full value; starting from Chris only pays half.
Reward: 500K climbing by 50K (half value from the Chris side)
-
The final wizard mode. Meet six separate milestones across the whole game and MULTIBALL lights at the scoop for a two-phase finale built entirely around your own Jackpot.
Reward: A Jackpot you build yourself, collected in repeating rounds
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.