The Simpsons Pinball Party
Stern, 2003 — shot-by-shot rules and strategy guide.
Open The Simpsons Pinball Party in the Pinball Genie app →There's a lot happening on this table, but almost everything answers to one clock. Every timed system in the game — TV Modes, D'Oh Frenzy, the Treehouse of Horror rounds — shares a single 30-second countdown, and starting or resetting any one of them resets all of them. Learn to keep that timer alive and the rest of the machine stops feeling overwhelming and starts feeling like one long, connected run.
Feed The Timer
Lite Otto and the Krusty Orbit are the two shots worth memorizing — they're the fastest, most reliable ways to reset the clock back to 30 seconds, and there are at least twenty different triggers across the whole game that do the same thing. The timer pauses the moment the ball lands in the pop bumpers, and the Pop Target buys it back: 2 seconds off a bumper bounce, 5 from a clean flipper shot, 10 if you combo it right off the Cletus Orbit. It caps at 60 seconds, and reaching that cap the first time in a game is worth 2.5 million on its own. Keep this shot in your back pocket at all times — you're rarely more than two shots from a full reset.
Double Scoring And Seven TV Modes
Shoot the Krusty Orbit while Otto's window is open and one of ten zones around the table lights for double scoring — the bumpers, both orbits, both ramps, both loops, the Garage, and the entire upper playfield. It stacks with everything else running, including TV Modes and multiball, and stays doubled until the timer finally runs dry. Clear all ten zones over the course of a game and Otto turns into the door to something bigger.
TV Modes light from the Krusty Orbit and start at the upper playfield's TV Loop — tap the right flipper first to choose which of seven you want. Duffman, Homer's Day, Willie's Woes, Wiggum vs. Snake, Bart's Day, Krusty's Last Stand, and Stop the Monorail each ask for a completely different shot pattern, and each is worth roughly 2.5 million cleared. Finish all seven you've started in one timer run and every major shot on the table turns into a Victory points machine — 100K a shot for one completed mode, climbing all the way to 2.5 million a shot if you cleared the full set.
Hurry Ups, Daredevils, And The Rest Of The Main Game
Comic Book Guy lights a Hurry Up at one of six major shots, and hitting him again stacks a second one running at the same time — worth real money if you can chain three or more collections together. The Bully standups light a Daredevil Mode, started at the Captive Ball; each of the four types tracks a different family of shots toward 750K, paid out only at the end of the ball, so don't tilt while one's live. Off to the side, the Cletus Orbit hands out one of 26 named kids per shot, the Nuclear Value builds in the pop bumpers and collects at the Pop Target, and both the Garage and Springfield Elementary hide genuine grab-bag awards behind repeated shots.
Two real multiballs anchor the base game. Itchy & Scratchy Multiball needs the drop target bank cleared, the hole shot, the bank cleared again, then the hole a second time — pick one of four jackpot flavors with the right flipper first. Couch Multiball needs three balls locked on the upper playfield, after which eight shots pay Jackpots and the Couch ramp itself pays a Super worth five times the going rate. Collecting five Supers across the game — one for each family member — quietly counts toward something much bigger.
Six Hidden Doors
Nearly every major system in this game hides a secret finale behind full completion, and each is worth hunting down on its own:
- Springfield Mystery Spot — clear all ten double scoring zones, then shoot Otto again. Your flippers swap sides for a five-ball round where everything's worth 500K and doubled.
- Alien Invasion — finish all seven TV Modes to unlock four escalating phases of locking balls anywhere you can find room.
- Secret Stash — clear all six Hurry Ups, then hit Comic Book Guy once more for a bonus round built entirely around them.
- Daredevil Mania — clear all four Daredevil Modes, then hit the Captive Ball for an untimed 5 million point target.
- Scratchy's Revenge — play through all four Itchy & Scratchy flavors, and the hole starts firing single balls worth chasing on their own.
- Pretzel Multiball — collect all 26 Cletus Kids for a switch-hitting multiball that's enormous when stacked onto Couch Multiball.
Clear the first five of those — Mystery Spot, Alien Invasion, Secret Stash, Daredevil Mania, and Scratchy's Revenge — along with five Super Jackpots in Couch Multiball, and any hole shot in single-ball play unlocks the Super Duper Mega Extreme Wizard Mode, exactly as dramatically named in-game as it sounds. It's a five-ball round where every shot pays a growing Jackpot, either target bank strobes a 5x Super Jackpot, and locking a ball in the Couch multiplies whatever Super you're chasing for a short window. Getting there takes most of a great game, which is exactly the point — this table rewards depth over speed, and the six doors above are the map for finding all of it.
How The Simpsons Pinball Party plays
The Simpsons Pinball Party turns Springfield into one long timed party, where a single master clock keeps every mode you have started running at once. Feed that clock, clear the seven TV Modes and six big achievements, then drop any hole in single-ball play for the Super Duper Mega Extreme Wizard Mode.
The loop
- Shoot Lite Otto or the Krusty Orbit to reset the shared master timer, keeping everything you have started alive together.
- Light TV Modes at the Krusty Orbit and launch them up top at the TV Loop; finish a run of them and every major shot pays Victory points.
- Clear the Itchy & Scratchy drops for its multiball and lock three up the Couch ramp for Couch Multiball, while chasing Hurry Ups off Comic Book Guy.
- Tick the six achievements -- Springfield Mystery Spot, Alien Invasion, Secret Stash, Daredevil Mania, a Scratchy's Revenge super, and five Couch supers -- then drop any hole in single-ball play for the finale.
Reading the lights
- The Master Timer (status) — lit: One clock runs every timed mode at once, and starting or resetting anything timed sets it back to thirty seconds, so as long as you refresh it before zero everything you have going stays alive. · flashing: The display counts down with a few seconds of grace once it reads zero -- do not panic at the flip to zero, but do not wait around either. · then: The quickest, most dependable resets are Lite Otto and the Krusty Orbit, with Springfield Elementary and the TV Loop as slower but easier backups; the bumpers pause the clock while the ball is in them and the Pop Target restores it, and pushing the timer to its sixty-second cap for the first time pays a bonus on its own.
- TV Modes (mode) — lit: A lit TV Mode waits at the Krusty Orbit, and each one you light stays ready until you launch it from the TV Loop up top. · then: Light one at the Krusty Orbit, pick it with the right flipper, and send it up at the TV Loop for an instant award and a timer reset; finish every TV Mode you started in a single timer run and every major shot starts paying Victory points over and above its usual value. · control: Right flipper button: a tap of the right flipper scrolls which of the seven TV Modes you will get before you start it, so you can line up the one whose shots you are already hitting (a TV Mode is lit but not yet started)
- Comic Book Guy Hurry Ups (shot arrows) — lit: Each Comic Book Guy shot lights a Hurry Up counting down at one of six major shots, and hitting Comic Book Guy again runs a second one alongside the first, raising the shared value but draining it faster. · flashing: Every lit Hurry Up ticks from its start value toward a floor, so collect the closest before it bottoms out. · then: Collect the lit shots before they expire -- each collect feeds value back to the ones still running -- and chain enough for stacking bonuses up to a Special at six; clearing all six opens the Secret Stash round on your next Comic Book Guy shot.
- Itchy & Scratchy Multiball (mode) — lit: The three Itchy & Scratchy drops guard a hidden hole, and clearing the bank lights the hole -- after the first multiball, a hole shot only counts once the drops are down. · then: Shoot the lit hole to start the multiball and chase its rotating jackpots into a Super; play through all four flavors across the game and the next hole shot opens Scratchy's Revenge instead. · control: Right flipper button: before it locks in, a right-flipper tap picks which of four jackpot flavors you start, and Esophagus Now, which scores off every shot, tends to pay the most (the hole is lit to start the multiball)
- Couch Multiball (status) — lit: The upper-playfield Lite and Lock standups arm a Couch lock, and the requirements tighten with every Couch Multiball you have played -- the first one lights all three locks automatically. · then: Lock three balls up the Couch ramp to start the multiball, work the eight jackpot shots, then cash a Super on the Couch ramp for five times the jackpot; five Couch supers across the game is one of the six achievements the final wizard needs.
- Double Scoring Zones (multiplier) — lit: Shooting Springfield Elementary while Lite Otto's window is open lights double scoring on one of ten zones around the table, and every shot into a doubled zone pays twice for as long as the clock lives. · flashing: A finished zone's marker switches from solid to pulsing, and when all ten pulse the Mystery Spot is one Springfield Elementary shot away. · then: Chase down all ten zones, then take Springfield Elementary one last time to open the flippers-crossed Springfield Mystery Spot; double scoring stacks with Victory points, so a loaded timer run turns ordinary shots into multi-million swings.
- Nuclear Value & Cletus Kids (shot arrows) — lit: The Cletus Orbit lights the Nuclear Value and introduces a new Cletus Kid, the bumpers build the value toward its ceiling, and how cleanly you take the Pop Target decides the payoff. · then: Collect the Pop Target straight from a flipper to triple it, or right after a Cletus Orbit shot to make it five times; enough collections light an Extra Ball, and finding all twenty-six Cletus Kids opens Pretzel Multiball on the next orbit shot.
- Daredevil Modes (mode) — lit: Clearing the three Bully standups lights a Daredevil Mode, and you can bank all four lit before starting one, since the Captive Ball always starts whichever is lit from the top down. · then: Start a mode at the Captive Ball -- each extra Captive hit raises every remaining shot -- and chase 750K in that mode's shot type, paid at end of ball, so never tilt with one running; clear all four to open Daredevil Mania.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Take a plunge skill shot -- Comic Book Guy starts two Hurry Ups at once, the Kwik-E-Mart loop stacks bonus-multiplier steps, the Bully standup lights a Daredevil Mode -- then start feeding the master timer at Lite Otto and the Krusty Orbit so nothing you begin ever runs dry. — Skill Shot — Comic Book Guy, Skill Shot — Kwik-E-Mart Loop, Skill Shot — Bully Standup, The Master Timer
- Building — Light TV Modes at the Krusty Orbit and finish a run of them for Victory points, start Itchy & Scratchy and Couch Multiball, and grind the ten double-scoring zones. Keep every feature overlapping on the one shared clock. — The Seven TV Modes, Victory Points, Itchy & Scratchy Multiball, Couch Multiball, Double Scoring
- The big one — Six achievements gate the finale -- win Springfield Mystery Spot, sweep all four phases of Alien Invasion, clear Secret Stash and Daredevil Mania, score a Scratchy's Revenge super, and bank five Couch supers. Land any hole in single-ball play afterward to start the Super Duper Mega Extreme Wizard Mode, a five-ball round whose Supers are multiplied by locking balls in the Couch. — Super Duper Mega Extreme Wizard Mode, Alien Invasion, Springfield Mystery Spot, Daredevil Mania
Does The Simpsons Pinball Party have an action button?
No dedicated button on this one — a manual shooter rod and two flipper buttons cover everything. The nearest thing to a gimmick control is the Springfield Mystery Spot, which swaps what your two flipper buttons do while it runs.
Goals in The Simpsons Pinball Party
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The first of three plunge skill shots: Comic Book Guy can't be reached from either lower flipper, only the upper right flipper or a plunge, and landing it here starts two Hurry Ups at once instead of the usual one.
Reward: 500K climbing to 1M (six hits maxes it out), plus two Hurry Ups started at once
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The second plunge skill shot: thread the Kwik-E-Mart loop and stack multiple bonus-multiplier steps on one plunge instead of the usual single step.
Reward: 5x climbing to 10x bonus multiplier in one shot (six hits maxes it out)
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The third and hardest plunge skill shot: the strobing Bully standup is almost never a direct plunge, usually reached off the Kwik-E-Mart loop instead, and it lights the next Daredevil Mode outright.
Reward: 250K climbing to 500K (six hits maxes it out), plus the next Daredevil Mode lit immediately
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One shared timer runs every timed mode in the game — Lite Otto and the Krusty Orbit are the fastest resets, and there are at least twenty things total that can restart the clock.
Reward: Keeps every active mode alive
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Springfield Elementary, shot while Lite Otto's window is open, arms double scoring at one of ten zones around the table — worth chasing since it stacks with everything else running.
Reward: 2x on whichever of ten zones lights
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Seven very different TV Modes are lit at the Krusty Orbit and started at the TV Loop, each worth roughly 2.5M for a clean clear.
Reward: 250K to start, up to 2.5M to complete
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Once every TV Mode you've started in a run is fully completed, every major shot on the table starts paying Victory points on top of its normal score, for as long as the timer keeps running.
Reward: 100K per shot for one mode, up to 2.5M per shot for all seven
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Comic Book Guy lights a countdown at one of six major shots — hit it again to stack a second one running at the same time, and chain enough collections together for a real bonus.
Reward: 200K down to 50K, more per collection when stacked
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Clear the Bully standup bank to light a Daredevil Mode, then start it at the Captive Ball — each of the four types tracks a different category of shot toward a 750K goal, paid at the end of the ball.
Reward: 750K+ per type, paid at end of ball
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Clear the drop targets, shoot the hole, then do it again to actually start this one — pick from four jackpot flavors with the right flipper before it locks in.
Reward: 100K+ jackpots, up to a 2.5M Super
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Lock three balls in the upper playfield's Couch to start it, then work eight major shots for Jackpots before cashing a Super on the Couch ramp itself.
Reward: 200K+ Jackpots, 5x Super Jackpots
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Spell SIMPSONS through the Garage and Treehouse Ramp and every switch on the table starts scoring at once.
Reward: 10K+ per switch while it runs
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Enough Moe's Ramp shots light a Treehouse award, collected at the Treehouse Ramp — the list cycles through eight-plus different prizes before repeating any of them.
Reward: A new prize every time, until the list repeats
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Every Cletus Orbit shot introduces a new kid and pays a little more than the last — there are 26 of them to find.
Reward: 25K climbing 5K per kid
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The Cletus Orbit lights it, the bumpers build it, and the Pop Target collects it — how you hit that last shot changes the payout by up to five times.
Reward: 100K-500K, up to 5x on a clean hit
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The Garage hides a genuinely wide grab-bag of awards behind its door, from small points to instantly lighting Extra Ball or a TV Mode.
Reward: One of a very long list of awards
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Repeated Springfield Elementary shots eventually trigger a Chalkboard Award — mostly ways to hold something valuable into your next ball.
Reward: A Hold award for the next ball
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Chaining shots together pays real money on top of their normal value — three shots for 250K, four for 750K total, five for a full 1.5M.
Reward: 250K to 1.5M depending on chain length
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The standup in front of the Kwik-E-Mart loop pads the loop's own value before you even take the shot, and the loop itself keeps stacking bonus multiplier.
Reward: Up to 200K per shot, plus multiplier steps
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Clear all ten double scoring zones and Springfield Elementary turns into the door to a genuinely strange round where your flippers swap sides.
Reward: 500K per shot, all zones doubled, 5M Super
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Finish all seven TV Modes and this unlocks — four escalating phases of locking balls anywhere you can find room for them.
Reward: 500K+ per lock, 1M x balls in play per phase
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Clear all six Hurry Ups and one more Comic Book Guy shot opens a bonus round built entirely around them.
Reward: 500K down to 100K per Hurry Up, plus a completion bonus
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Clear all four Daredevil Modes and the Captive Ball opens an untimed round with a single, simple target: 5M in Daredevil-type points.
Reward: 5M target across all Daredevil shot types
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Play through all four Itchy & Scratchy Multiball flavors and the hole starts firing out single balls worth chasing on their own.
Reward: Double-value Jackpots, up to a huge Super
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Collect all 26 Cletus Kids and one more orbit shot kicks off a switch-hitting multiball that's especially huge when stacked onto Couch Multiball.
Reward: Switch points plus escalating Super Jackpots
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Super Duper Mega Extreme Wizard Mode
The machine's true final boss — finish all six major achievements over the course of the game, then land any hole with only one ball in play to trigger it.
Reward: 500K+ Jackpots, 5x Super Jackpots, multiplied further by Couch locks
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