A TV mode is a short timed task named after an episode of the show. To get one, shoot Krusty, the right orbit; that lights the TV. Then get the ball up to the upper playfield and around the TV loop, and the mode starts. Before you shoot the loop, pressing the right flipper button changes which mode you will get. Each one puts 30 seconds on the shared clock, and because the clock is shared you can have several TV modes running at once.
All seven TV modes and how to finish each one
| TV mode |
How to finish it |
| Duffman |
Shoot Moe's, the right ramp, five times. The shots pay 250K, then more each time, up to 650K. |
| Homer's Day |
Hit the bumpers, then shoot Moe's, then the Garage, then the Couch, in that order. |
| Willie's Woes |
Knock down the three Bully targets, then shoot Springfield Elementary. Do that three times over. |
| Wiggum vs. Snake |
Shoot any shot on the right side of the table, then Kwik-E-Mart or the Treehouse, then the Cletus orbit. |
| Bart's Day |
Shoot Springfield Elementary, then Kwik-E-Mart, then the Treehouse, then the TV loop. |
| Krusty's Last Stand |
Earn 100 ratings points. Krusty's right orbit is worth 20, and every turn of the spinner is worth 1. |
| Stop the Monorail |
Bring the ball down the Monorail exit, then shoot a lit shot on the lower playfield (one whose light is on). Do that three times, using a different lower shot each time. |
Some write-ups of this game say Duffman takes seven ramp shots and that Bart's Day starts with a different shot. The most detailed rules sheet says five, and Springfield Elementary, and that is what this guide follows.
Finish every TV mode you have running before the clock runs out and the machine goes into Victory: now every major shot on the table pays a prize. How much depends on how many modes you finished in that run of the clock: 100K for one, 250K for two, 500K for three, 800K for four, 1.25M for five, 1.75M for six, and 2.5M for all seven. Otto can double those. If you start another TV mode while Victory is running, Victory pauses until that new mode is finished. This is why players guard the clock so carefully: with all seven done, every shot is worth 2.5M. Keep the clock alive with Otto, D'Oh, the Treehouse, or the nuclear target, and get a multiball going so you have more balls to make those shots with.
Once all seven TV modes have been played and have ended, the next time you start the TV you get Alien Invasion. How long you get depends on how many of the seven you finished during that cycle: 45 seconds for one, then 50, 55, 60, 65, 70, and 99 seconds for all seven. It comes in four phases, and each phase throws more balls at you, from two in the first up to five in the last. In every phase your job is to lock all of them, using the Itchy hole, Springfield Elementary, and the Couch; when you are down to one ball, extra holes open up to take it. Lose a ball down the drain, the gap between the flippers, after the ball saver has ended, and you drop back a phase. Win the fourth phase and you have beaten the Invasion; that last phase needs two Couch locks without losing a ball. Starting the Invasion ends your ordinary play at the same time of timed features, though the machine gives something back for some of what was running. Tournament players push hard to reach the Invasion, and not mainly for the 5M you get for winning it: the TV modes and Daredevils running around it often score more.