Hi friends, welcome back to DanniTeaches. I'm super excited to be bringing you this fabulous game that is Rick and Morty. Now I think Rick and Morty is super underrated as one of the most fun challenging games because it does bring a bit of challenge to it and that is why I adore coming back to this game time after time. Sorry I might trigger the copyright system. So I'll stop singing very poorly now and we'll move on to some rules. So I'm not going to talk too much about the rule set beforehand because it's better shown than described if that makes sense because there's a lot of funny names for things and it's just easier if you see it all sort of come together. But first let's talk about some modes because that is the main part of the game. If you want to reach the end of the game you've got to finish your modes and we do that by filling up the Morty Adventure Card. And what the Morty Adventure Card is, it's basically your progress to the Wizard Mode. You want to fill up your Adventure Card and the way we start modes is getting the ramps and then shooting the scoop up the center just by that UFO there. Now on the Adventure Card, you can get different colored stamps. Now you may get a white stamp. That means that you've started a mode but haven't finished the mode. for example you might have drained or timed out that is when you get a green stamp if you get a green stamp it means you've completely finished the mode and every mode plays differently they finish differently so you just have to have an awareness about what you're doing but my big tip is follow the purple lights if you follow the purple lights and just keep playing and give the game what it wants then you can get that illustrious green stamp the only other color you can get on the adventure card would be yellow. So if you get a yellow stamp that means that you have picked up a free stamp. Free stamp? Sorry I got interrupted. So rude Rick and Morty. If you get a yellow stamp it means you've collected it from mystery and you light the mystery by shooting the Beth, Summer and Jerry target just along the side there and then shooting up at the start adventure scoop up by the UFO again. We have this game set to default settings and on default settings it means that you get three spotted modes so you've only got an extra I mean I say only it's still quite a long way you have to complete only six modes instead of the full nine to get to that tenth spot which would then be your wizard mode. Hopefully we will see that in this game and I can show you what I mean. I know it's a lot of info to take in from me speaking rather than showing you so we'll get there. But before we do that, let's just quickly talk also about some multiballs. What I call the main multiball in this game is Gromflomite Multiball. We got the team! Woo! So how do we get the main multiball, which I will be referring to it as from here on out? We get it by hitting the, again another word that I struggle with, Flooball Crank, which is the little stick right there at the entrance of the right ramp. If you hit the stick, the lovely stick, then you will light your locks and the locks you get around the horseshoe shot, so around the UFO. Two locks and then multi-ball will be lit at the scoop, same one as the start adventure and the mystery scoop. The multi-ball plays quite generally where all the shots are lit for jackpots, with it one super jackpot available every so many shots on the left orbit there, which is the house shot. um worth plenty of points but worth more if you stack it with a mode there are some modes that it is better to stack it with than others but if you play it you'll figure it out as you go along and just play around experiment with your strategy and what you want to do what mode you want to bring that multiple multi-ball in for now let's move on to the me six mania that's our second multi-ball And we get that by hitting this little target here, which will in turn light a Meseek somewhere out on the playfield. Three Meseeks is all you need to get to the Meseek Mania. But that's not all, folks. It's not just these random things you're collecting. Your Meseeks also act as shot multipliers. So you can tell how much they are worth, what the multiplying value is, just under the adventure card here. So if it's blue, it's a multiplier. But after a certain amount of time, the Meseeks will turn purple, and then they become a shop divisor. And that's the fun little thing about this game, where that challenge aspect comes in. You have to collect the Meseeks on time. No matter the color of your Meseeks, they are going to count as a Meseek towards the thing. So if you've got a Meseek, even if it's a divisor, just go for it, collect it, get into that Meseeks mania. Once again, super juicy to bring in alongside a mode, or even stacked with the main multiple. Beautiful. We love to see it. Now let's talk about mega seeds. Mega seeds are your bonus in the game. And what a mega seed is, is it's 5% of your ball value that will be added on during the bonus thing. So if you tilt, you won't get your mega seed and you won't potentially double your ball value. Because if you get 20 mega seeds, then you double your ball value and it is juicy and that is how I have the scores that I do on this game, the high score that I do, it all comes from mega seeds. So how do we get mega seeds? We do that by jumping dimensions. How do we jump dimensions? Here's where the layers come in, right? The layers are forming and it is very om nom nom, lots to do. Sorry, I'm laughing at myself, we're having fun. So to jump dimensions, you want to use your upper flipper to shoot that in a loop. That will charge your portal gun, represented above here where it says charge level. Once you've filled your portal gun and you're ready to jump dimensions, shoot one of the orbits and you will be there. It is very exciting, but the thing is, when you jump dimensions, even though you get the mega seeds, you always get some mega seeds to collect and, you know, increase your bonus, you also get dimension related debuffs, and it is the most chaotic part of the game, but also some of the most fun parts of the game. Debuffs may be positive. For example, there's one that's 1000 times the drunk Rick Target. They might be neutral. They might just be a change in sounds. You know, you might have some funny sound effects happening, some different music, or they could be negative. Things like your flipper buttons operate the opposite flipper to what they're meant to. Super, super weird stuff, but it is so fun. Hopefully we'll see some of that during the game, but we will see. And final thing to talk about before we just jump into a game here is ball saves. So there are two ways that you can do a classic special ball save kind of move. The first one is the slam save. So if the ball hits this pop bumper down here, because it's looking dangerous, you look at it and you're like, that ball's going to go down the middle. Sometimes it do. If it goes straight down into the trough, you will perform a slam save. It's lit at the start of every ball, and it gives you a few thousand points as an apology for it being so mean as to drain your ball for you You get your ball back keep playing but just remember if you do use your slam save then you need to relight it at the in lanes and out lanes. The other way you can save your ball is through the anti-gravity power. That is a magnet that sort of sits just around the A there, and you control that using a second flipper button on the right hand side of the machine. It is very much a skill and something that needs a bit of practice because it's not like a traditional Magna save where it just holds the ball on it. You need to basically be able to use the flipper button to nudge it back into play and like throw it back. If you've ever played Grand Lizard, which is a bit of an older System 11 game, it's got the same sort of mechanism as that, but instead you've got a charge level here and that charge level can be built up by hitting the Floobull Crank but again hopefully we'll see it in gameplay and I can show off my terrible magnet moves because honestly even I need more practice in it but it is so useful if you get in the hang of it again that's what can extend your game from like pretty good to like we have finished the game juicy but that is all for now I'm going to leave the rest up to gameplay Danny which I will throw to now um so see you in the game