← Workshop home · A proposed adventure for Tim’s Rick & Morty table · Design for discussion · Not implemented
PINBALL WORKSHOPConcept 01 · October 2026
Adventure · Season 8, episode 8 · Proposed rules

Nomortland

Mooch shows you the road. Boss Jerry wants to own it. Learn the way out, then use it to get home.

Jerry and Mooch overlooking a neighborhood beneath a disco-ball moon
Two Jerrys, one way home. Still from the supplied episode, 08:21.
The idea

The road remembers.

This episode gives Jerry an adventure of his own: the thrill of getting away, the danger of trusting the wrong people, and the realization that he wants to come home. I would make that journey the rule the player feels.

Build a three-shot trail. Then retrace it under pressure. Going out, you choose which dimensions to visit. Coming back, the game lights those same shots in reverse order while Boss Jerry closes in. The shots you made earlier become your escape route.

It is guided, not a memory test. The next shot always flashes, and your trail stays visible on the display. Learning the route should make the chase feel satisfying, even on a first play.

My recommendation: a focused single-ball adventure with eight scoring shots. Let the chase and the music provide the escalation; save a dedicated multiball for a later variation.

Type
Single-ball adventure
Start
Adventure selection at scoop*
Journey
3 out · scoop · 3 back · garage
Feel
Discovery → pursuit → relief
Length
Aim: 90–150 seconds
Status
Design proposal

*Proposed integration with the existing adventure flow. Registration and selection hooks still need to be verified in the local beta.

How it plays

Find a trail. Lose the boss. Get home.

Start at the adventure scoop with a short introduction to Mooch. The mode begins when the ball returns to play. No extra qualification grind in the first version: let us test the adventure itself.

Jerry and Mooch entering a room on their journey
01

Follow Mooch

60 seconds · three different shots

Both ramps and both orbits glow green. Make any three different routes, in any order. Each one stamps a destination onto your trail.

  • Collected shots glow softly; unvisited shots remain bright.
  • A repeat does not advance the trail or take points away.
  • Three stamps light the scoop for Grand Central.
Boss Jerry sitting behind his desk at Grand Central
02

The road is closed

20 seconds · one scoop shot

Reach Grand Central. Boss Jerry cuts off the route. A short transition moves through Mooch’s homecoming and the decision to face the road again.

  • The scoop banks a checkpoint award.
  • The boss threatens your escape, not your earned score.
  • The chase starts after the normal scoop release.
Jerry and Mooch riding a giant mouse during their escape
03

Find your way home

35 seconds · reverse your trail

Your third destination flashes first, then your second, then your first. Retrace all three and the garage lights for the final escape.

  • The first two correct return shots add five seconds each.
  • Completing the trail gives you 15 seconds for the garage.
  • Make it: the passage collapses behind Boss Jerry and you return home.

Keep the ball moving. Travel clips and chase reactions play underneath live action. Only the scoop transition uses a normal ball capture. Missed shots are not penalties; time is the pressure. A true ball end or timeout ends the attempt, and all banked points stay.

Interactive rules example

Choose your route

Explore
1 · Unvisited2 · Unvisited3 · Unvisited

Pick three different green shots. The order you choose becomes your way home.

Rules walkthrough only · no timer, ball physics, or game connection
On this playfield

Familiar shots. Different destinations.

Four travel shots give the player some choice without spreading attention across the entire table. These destinations are a pinball adaptation of the episode; the player chooses their order.

Physical shotEpisode roleDuring the mode
Left ramp
leftRampMake
Blah dimensionFirst visit earns a stamp; its return visit escapes a familiar world.
Right ramp
rightRampMake
Infinite mirror tunnelA flowing ramp shot becomes a slip between realities.
Left orbit
leftOrbit
Frozen worldA brief, quieter discovery beat. The trail records that you were here.
Right orbit
rightOrbit
Disco moonA bright travel reward, later revisited during the chase.
Scoop
scoop
Grand CentralThe middle checkpoint and a short captured-ball story transition.
Garage
garage → subway
The passage homeThe final shot closes the route behind the boss and completes the adventure.

The physical house shot is tempting thematically. I prefer the garage for the first version because its route into the portal trough gives the ending a natural sense of going somewhere. Its capture and release must remain under the base game’s control.

The rewards

Pay for progress.

These are starting values for discussion, not balanced production scores. The completed journey should be worth more than farming one easy shot.

AchievementDraft award
New destination × 310,000 each
Grand Central checkpoint20,000
Correct return shot × 320,000 each
Garage completion75,000
Time left on final 15-second clock1,000 / full second

185,000 for completion, plus up to 15,000 for the final clock. Ordinary base-game scoring is separate. Compare with existing adventures before setting final values.

Lights, screen & sound

The mood changes.

Explore

Green trails, warm discoveries

Travel inserts guide the player. Three persistent destination stamps make progress obvious. Mooch’s encouragement follows successful shots.

Pursuit

One green exit, red behind you

The correct return shot flashes green; subdued red marks the pursuit elsewhere. Keep general illumination readable. Show the next physical shot name alongside the timer.

Home

The tension finally drops

A short passage-collapse payoff, followed by Jerry’s homecoming. Move from pursuit audio to a warm resolution. Let the ending feel earned.

Rusted Root’s “Send Me on My Way” becomes the proposed musical thread: discovery, the floating-water singalong, and a return during the escape. See the music and singalong plan below.

Watch the proposed journey

Six beats. One adventure.

Short excerpts from your episode, arranged as a visual treatment. Each poster is a storyboard frame; press play to see the motion and hear the dialogue. These are review excerpts with original audio and optional captions, not final cabinet edits.

01 / THE INVITATION · 04:08–04:17 · 9 SECONDS

A way out of the ordinary

Mooch finds the crack in the closet and invites Jerry into the multiverse.

Mode use: the opening at the scoop. End the edit on the invitation, then reveal the four green travel shots.

02 / LEARNING THE ROAD · 04:41–04:50 · 9 SECONDS

Somebody left a trail

The upside-down coaster tells travelers a route is safe. It gives the adventure a useful visual language.

Mode use: turn a coaster or trail marker into the destination stamp. Each new shot leaves one on the screen.

03 / THE TURN · 12:12–12:22 · 10 SECONDS

The road has a boss

The friendly travel mood breaks when Boss Jerry asserts control and orders the pair blacklisted.

Mode use: the Grand Central scoop checkpoint. Trim to the threat, change the lighting, and show the first return shot.

04 / THE ESCAPE · 18:25–18:36 · 11 SECONDS

Double back. Ride the mouse.

The giant mouse is the adventure’s big, ridiculous burst of momentum.

Mode use: a short visual reward on the second successful return shot. The next shot stays live while it plays.

05 / THE FINISH · 19:24–19:41 · 17 SECONDS

Close the road behind you

Jerry releases the stretched passage and Boss Jerry is carried away in its collapse.

Mode use: the garage completion. Cut a 3–5 second visual payoff from this longer review window, then bank the completion award.

06 / THE REASON · 20:20–20:34 · 14 SECONDS

They were looking for you

Jerry discovers his absence mattered. The relief is what makes the ending more than another defeated villain.

Mode use: a brief victory tag after the collapse. The final display shows your route, your points, and that you made it home.

Clips play only when selected. Starting a clip pauses any other clip on the page. Review lengths are deliberately longer than the proposed in-game reactions so we can choose the edits together.

Episode to playfield

The moments I would build around.

Review windows below refer to your 22:21.952 MKV. They locate material for editing; they are not final clip lengths. Gameplay clips should generally be short enough to read at a glance.

The invitation

Mooch reveals the route and promises to get Jerry home. Use a short fragment for the adventure opening.

Safe trails and strange worlds

The trail marker, Blah dimension, and mirror tunnel establish the discovery shots and stamp imagery.

The road remembers

The frozen family and travelers’ memorial give the route a human meaning. A restrained stamp animation suits this beat.

The joy of traveling

The montage and disco-moon view supply quick destination payoffs, colors, and the initial musical mood.

A missed connection

The route home closes; Grand Central becomes the way forward. This motivates the scoop checkpoint.

Boss Jerry takes control

The confrontation and blacklist turn a carefree trip into an escape. Use one threat, not the whole conversation.

Mooch faces his family

A brief emotional bridge before the chase preserves the episode’s point: getting home matters.

The pursuit

The couch nexus, repeated escapes, and decision to double back provide escalating return-shot reactions.

Mouse ride and collapsing passage

The giant mouse is a return-shot payoff. Jerry releasing the stretched passage is the visual climax for the garage finish.

Home, and missed after all

The goodbye and the family’s relief resolve the adventure. The victory is making it home, not becoming Boss Jerry.

Review basis: the supplied video’s complete English SDH subtitle track, 67 sampled frames across the episode, and a closer frame sequence of the finale. This is not a frame-by-frame viewing or an audio mix review. Embedded English subtitles supplied the dialogue and timestamps.
Music direction · Tim’s idea

Send Me on My Way.

Let the song carry the journey.

Rusted Root’s “Send Me on My Way” should be the musical thread of Nomortland, with the floating-water singalong as a featured character moment. The episode’s subtitle track identifies the song in both the travel montage and the later pursuit. The same joyful theme can feel very different when you are trying to get home.

BONUS MUSIC CUE · 07:29.866–07:37.466 · 7.6 SECONDS

The floating-water singalong

A short episode excerpt of the water-dimension singing moment Tim suggested. This is a review cue with original audio, not a final cabinet mix.

Proposed trigger: the second new destination stamp during exploration. Let the character sing while the next travel shot stays live.

Give the moment room

Briefly lower or crossfade out the main song bed so the episode performance is clear. Then return to the travel music. The supplied episode mix may include background music; the final edit must avoid two competing versions playing together.

Play the singalong once per attempt, rather than on repeated shots. Keep the next shot name, route stamps and timer visible during the clip. Do not hold the ball or wait for a beat before awarding a shot.

The moment belongs to the shared exploration phase, so it works in either the single-ball or two-ball version.

01

Discovery

Bring in the song as exploration starts. Let it run underneath travel shots instead of restarting on every hit. Use the water singalong as a short reward for the second new destination.

02

Interruption

At Grand Central, fade the music beneath Boss Jerry’s threat. This gives the checkpoint a clear change of mood and makes the return of the song feel earned.

03

The return

Bring back an energetic section when the reverse-route chase or two-ball escape begins. At the garage completion, resolve the music into the collapse and homecoming clips. Any continuing Jackpot laps use a quieter travel bed beneath scoring callouts.

Audio still to prepare: the MP3 Tim offered can supply the song bed; the episode supplies the character performance. Choose loop points and transition cuts after listening to that exact file, then test speech clarity and levels on the machine. No standalone song track is embedded on this page; the player above is the short episode cue.

Alternate treatment · Proposed rules

Mooch & Eagle Man multiball.

Two travelers. Two balls. One way home.

Keep the three-destination exploration and Grand Central scoop checkpoint. Then let the escape become a two-ball multiball: Jerry and Mooch running the road together. This is an alternative to the single-ball chase above, not an extra phase added after it.

Jerry and Mooch riding the giant mouse during their escape
The mouse escape supplies the energy for the two-ball chase. Watch the episode excerpts.

What changes?

Single-ball: retrace your three destinations in reverse order against a timer.

Two-ball alternative: all three visited destinations light for jackpots. Collect each once, in any order, to light the garage Super Jackpot. Keeping two balls alive becomes the pressure.

The first garage Super Jackpot completes the adventure. This version would replace the return timer and reverse-order rule.

01

Get both travelers moving

At the Grand Central checkpoint, request a second ball through the game’s normal multiball system. Release the scoop ball and launch the second ball. The display introduces Mooch and Eagle Man.

  • No physical lock requirement in this draft.
  • Proposed 15-second ball save begins once two balls are confirmed in play.
  • Pause gameplay clocks during confirmed ball holds and game pauses.
02

Run the road together

The three destinations you visited become green Jackpot shots. Make each once, in any order. Collected shots dim; the remaining exits stay bright.

  • Each Jackpot: a proposed 25,000 points.
  • Repeat shots do not advance the set or award another Jackpot.
  • The second Jackpot triggers the giant-mouse reaction while play continues.
03

Close the passage

Three unique Jackpots light the garage for a proposed 100,000-point Super Jackpot. Make it to collapse the passage behind Boss Jerry and complete the adventure.

  • Reset the three Jackpots for another scoring lap while multiball continues.
  • Keep awards flat initially; tune difficulty and scoring in playtests.
  • Let multiball end naturally when one ball remains. Do not force a drain.

Drain and restart proposal: after ball save expires, dropping to one ball before the first Super Jackpot lights the scoop for one 10-second restart chance. A successful scoop restores two-ball play and preserves collected Jackpots. Jackpot scoring pauses while the restart is pending and resumes once two balls are confirmed. Only one restart per attempt; no fresh opening ball save on the restart. If that window expires, the attempt ends with earned points retained. A true ball end ends the attempt immediately. Once the first Super Jackpot is collected, the adventure is complete and no restart is needed.

What stays from Nomortland

Your chosen trail still determines the return shots. The garage is still the way home. The collapsing passage and family homecoming remain the emotional payoff. The existing clips and storyboard apply to either treatment.

The original exploration and checkpoint awards total 50,000; the first three Jackpots and Super Jackpot add 175,000, for a proposed 225,000 before ordinary scoring. Later laps add 175,000 each. These values need comparison with other modes.

Before it becomes playable

Verify second-ball delivery, ball-save accounting, restart timing, and scheduling with other multiballs. Only player-made shots score; served-ball switch activity cannot award a Jackpot. If another multiball is active, defer this feature through a supported queue rather than stack untested rules.

Status: design alternative only. The route demo above still illustrates the original single-ball version.

My take, before hearing yours

Give this mode its own identity.

The best part is the reversal: the shots that made you feel adventurous become the shots that bring you home. I would protect that idea as we develop the rest.

What I would keep

Player-chosen destinations. A clear trail on screen. A faster return trip. The giant mouse as a payoff. A garage finish with the collapsing passage. A brief homecoming that gives the journey a reason.

The tempting alternative

Mooch & Eagle Man multiball. The two-ball treatment turns the visited routes into Jackpots and the garage into a Super Jackpot. Read the full alternative above, including the proposed ball save, restart and completion rules.

What happens on a drain, timeout, or another multiball?

The draft attempt ends on a true ball end or timeout; earned score remains. A ball saved by the base game is not an attempt-ending drain. New games and player changes must isolate all route state. For the first playable build, begin only in single-ball play and defer conflicting multiballs through the game’s existing scheduler if supported. Do not discard an earned feature. Exact scheduling support must be checked; stacking is not claimed.

What needs checking before this becomes a real mod?

Adventure registration, player state, lamp ownership, shot normalization, media priority, clock pause/resume, and the normal scoop/portal release flow. An orbit can fire both entrance and exit switches; one physical shot must never earn two destinations. An autoplunge must not count as a chosen orbit. Use ramp-made events, not ramp entrances. The garage/subway sequence must score its completion once. None of this requires replacing vendor bytecode or adding direct coil control.

Which settings should be adjustable?

Exploration time (draft 60 seconds), scoop approach time (20), chase time (35), chase extensions (5 seconds after each of the first two return shots), final garage time (15), score values, and intro/cutscene length. Clock time pauses during game pause and confirmed base-game ball holds. Abort cancels all mode callbacks and restores lamp/audio ownership. These are proposed settings, not implemented service options.

What is deliberately still a discussion?

Whether it should be an earned adventure, whether the home shot should be the house instead of the garage, whether the chase should become multiball, and how difficult the return sequence should feel. The design is open for revision; this page records the first concrete proposal.