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Design discussion · Not implemented

Four characters.
A family of adventures.

Use the Morty, Jerry, Beth, and Summer stand-ups to connect our episode modes into a larger journey, with mini wizard modes as the payoff.

Tim’s idea: give each character a set of adventures, then unlock a finale after either three completed modes for one character or four completed modes spanning the family. The thresholds and start behavior below are proposals for playtesting.

A practical first milestone

One of each. Then the Family finale.

Start with one adventure per character. Complete all four during the same game to light a shared Family mini wizard mode. This gives the first four adventures a meaningful destination while the library grows.

Morty · 1 completion

Escape the danger

Proposed identity: escalating danger and finding a way out. Episode and adventure still to be chosen.

Jerry · 1 completion

Find your way home

Nomortland is our proposed first Jerry adventure. Complete the garage finish to earn Jerry’s stamp.

Beth · 1 completion

Make the hard shot

Proposed identity: precise shots and consequential choices. Episode and adventure still to be chosen.

Summer · 1 completion

Take control

Proposed identity: aggressive combos and fast scoring. Episode and adventure still to be chosen.

Four different character stamps → Family finale qualified → deliberate scoop start.

These cards describe a future progression system; they are not live game progress.

The stand-ups have a purpose

Qualify. Start. Complete.

  1. Hit a character stand-up to qualify their next adventure. Its insert pulses and the display identifies the ready mode.
  2. Collect the ready adventure at the scoop. This gives the introduction a controlled start and ball release. Starting directly at the character target remains an alternative to test.
  3. Complete the objective to earn a stamp. Starting a mode alone does not count. Progress is stored separately for each player and survives between balls within that game.
  4. Light all four stamps to qualify the Family finale. Keep it ready until the player deliberately starts it in an eligible single-ball state.

Proposed queue rule: only one character adventure is ready at a time. Other character hits do not replace it. During an adventure, targets do not start another adventure. Failed modes remain retryable; repeating a completed mode cannot earn a duplicate stamp.

Shared mini wizard · Working concept

Bring everybody home.

The Family finale revisits one recognizable objective from each completed adventure, then lights a shared escape shot. Each character gets a moment; completing the sequence earns the family’s final award.

The exact shots, timer, scoring, and ball count should follow the four finished adventures. This page proposes the progression and story payoff, not a finished finale ruleset.

Longer-term option

Three adventures. One character finale.

Once there are enough episodes, complete three different adventures for the same character to qualify that character’s own mini wizard. Morty, Jerry, Beth, and Summer would each have their own finale built around their style of play.

Two milestones can coexist

Breadth: one completion for each of four characters qualifies the Family finale.

Depth: three different completions for one character qualify their personal finale.

A completed adventure can contribute to both tracks. The Family finale does not consume the character’s progress. Twelve adventures would support all four personal finales; they are not required for the first Family payoff.

Recommended development order: four character adventures → Family finale → expand one character to three adventures → that character’s finale. Whether both systems remain in the final game is still open.

How Nomortland fits

One Jerry adventure, two possible treatments.

The original single-ball route and the Mooch & Eagle Man two-ball alternative are different treatments of the same adventure. Either successful version would earn one Jerry completion; playing both would not count as two different Jerry modes.

Decisions for playtesting

Keep the road ahead visible.

Starting proposal: qualification survives a drain, and each finale can be completed once per player per game. Queue conflicting features rather than discard them. Exact scheduling and insert behavior must be verified before implementation.

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