Field guide

The Simpsons Pinball Party

Start several timed features together, use the shared timer to keep them alive, and work toward the six requirements for the final challenge.

Start with one useful run
The Simpsons Pinball Party — original cabinet backglass

The whole game

Objective

Most timed features share one clock. Starting another feature refills that clock while the earlier features continue. For a first game, start a TV challenge, hit the Otto target to double one table area, and begin locking balls for Couch Multiball.

The long game is to reach the final mode, Super Duper Mega Extreme Wizard Mode . A wizard mode is the big finale a pinball machine saves for players who finish everything else. To get there you have to do six things over the course of a game:

  1. In Couch Multiball, earn five Super Jackpots. A jackpot is the big prize shot during a multiball, and the Super is the bigger prize you earn after the regular ones.
  2. Win Springfield Mystery Spot, the five-ball multiball you earn through Otto.
  3. Win Alien Invasion, the mode the TV gives you once all seven TV modes have been played.
  4. Finish Secret Stash, which Comic Book Guy gives you after six different Hurry-Ups.
  5. Finish Daredevil Mania, which Bart gives you after all four Daredevil challenges.
  6. Score the Super Jackpot in Scratchy's Revenge, the fifth Itchy & Scratchy multiball.

Do all six, and then, with one ball in play, shoot any hole (a hole is a spot where the ball drops in and the machine kicks it back out). The wizard mode starts. Each of these six is explained further down the page.

Find your shots

Shots

Thematic illustration for The Simpsons Pinball Party

Comic Book Guy standup

Comic Book Guy toy marks this area; the standup is obscured below it.
Comic Book Guy toy marks this area; the standup is obscured below it.

A standing target with Comic Book Guy on it, just right of the bumpers. It is one of the three targets you can aim for when you launch the ball.

How to try it: Hold the ball still on the right lower flipper. Aim at the flat face of Comic Book Guy standup, not beside it. A direct hit usually rebounds toward the center, so have both flippers ready.

nuclear pop target and Advance Pops

Cooling towers and nuclear pop bumpers; this crop does not isolate the Advance Pops target.
Cooling towers and nuclear pop bumpers; this crop does not isolate the Advance Pops target.

Up in the bumpers, the round posts that kick the ball around, sit the nuclear target and an Advance Pops target.

How to try it: Hold the ball still on the right lower flipper. Aim at the flat face of nuclear pop target and Advance Pops, not beside it. A direct hit usually rebounds toward the center, so have both flippers ready.

Lite Otto standup

Lite Otto standup on the table

A small standing target just above the left lanes, marked Lite Otto. Hit it to light Otto, the rescue that keeps your modes running.

How to try it: Hold the ball still on the right lower flipper. Aim at the flat face of Lite Otto standup, not beside it. A direct hit usually rebounds toward the center, so have both flippers ready.

left inlane/outlane

left inlane/outlane on the table

Beside the left flipper are two lanes. The inlane rolls the ball gently onto the flipper. The outlane, outside it, carries the ball past the flipper and out of play.

How to try it: These lanes are reached when the ball returns toward the lower flippers; they are not direct shots. Use the flipper buttons to move any flashing lane light before the ball crosses a switch.

Full physical Simpsons Pinball Party playfield showing the lower field, ramps, garage, Homer head and upper playfield
The real machine, seen from above.
Open full-size playfield reference →

Moe's right ramp

Moe's right ramp on the table

Moe's is the right ramp, a raised track the ball climbs, just right of the Bully targets.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Moe's right ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Bart captive ball

Bart captive ball on the table

A ball that lives in its own short lane, right of Moe's ramp. You hit it with your ball.

How to try it: Hold the ball still on the left lower flipper and hit the exposed ball at Bart captive ball as squarely as possible. The trapped ball moves into its switch; your ball rebounds, so be ready to catch it.

Krusty right orbit/spinner

Right-side lane beside the wireforms; the orbit entrance and spinner are partly obscured.
Right-side lane beside the wireforms; the orbit entrance and spinner are partly obscured.

Krusty is the right orbit, the long lane round the right edge of the table, with a spinner in it: a thin blade that spins as the ball goes through.

How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Krusty right orbit/spinner; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Monorail exit

Right-side return wireforms in the Monorail area; overlapping rails hide the exact exit.
Right-side return wireforms in the Monorail area; overlapping rails hide the exact exit.

On the upper playfield, the small second table at the top: the Monorail exit is the way back down to the main playfield.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Monorail exit and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

right inlane/outlane/plunger

right inlane/outlane/plunger on the table

The right inlane, the right outlane, and the plunger, the spring-loaded rod you pull back to launch each ball.

How to try it: These lanes are reached when the ball returns toward the lower flippers; they are not direct shots. Use the flipper buttons to move any flashing lane light before the ball crosses a switch.

On the upper playfield you will find two standing targets marked Lite and Lock (locking a ball means the machine keeps it aside to use in a multiball), the Couch ramp where locked balls go, a Light Mystery target, the TV loop, and the Monorail exit, which is the way back down.

Launching the ball

Three skill shots

Choose the launch before firing: top lanes for a safe start, Skill Ramp for a direct award, or Couch for early lock progress. If the ball misses the chosen route, regain control and continue the main plan.

All three launchesSetup, success signs, values and adjustments

Every ball starts with a plunge: you pull back the spring-loaded rod and let it go. Pull it back just the right amount and the ball lands in one of three places, each with its own prize. An aimed launch like this is called a skill shot, and this table has three of them:

  • Comic Book Guy: the one worth the most straight away. It pays 500K, rising to 1M, and it also starts two Hurry-Ups at once (a Hurry-Up is a prize that counts down until you shoot it). This is the launch most players go for. If you miss but the yellow light stays on, you can try again the next time you launch a ball.
  • Kwik-E-Mart loop: gives you a bonus multiplier. The bonus is the pile of points the machine adds up when your ball ends, and the multiplier is what that pile gets multiplied by. This launch gives you 5X the first time, and more on later tries, up to 10X.
  • Strobing Bully target: whichever of the three Bully targets has its light flashing. It pays 250K, rising to 500K, and lights the next Daredevil challenge.

Every time the machine locks one of your balls it serves you a fresh one to launch, so you get more skill shots during a long ball. There is also a hidden prize for pushing them to their top values: 1M for maxing one of the three, 2.5M for two, and 5M for all three.

The clock

Mode timer

TV modes, Otto, D’Oh Frenzy and five Treehouse prizes share one clock. Starting any one restores at least 30 seconds without stopping the others. Finished TV modes become Victory scoring.

The clock pauses in the bumpers. Nuclear-target hits add 2 seconds from a bumper, 5 from a direct shot or 10 after Cletus. It tops out at 60 seconds.

Otto: hit Lite Otto, then Springfield Elementary. It restores the shared clock and doubles one table area. Double all ten, then start Otto again for Springfield Mystery Spot.

The TV

TV modes

Prepare a TV mode, shoot the television to start it, then follow that mode’s lit shots before the shared timer expires. Complete all seven to make Alien Invasion ready. Start only one demanding timer at a time unless a multiball is ready.

Every TV modeStarts, shots, timers, rewards and Victory

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.

Couch Multiball

Couch Multiball

Light and earn three Couch locks on the upper playfield. During multiball, eight major shots score jackpots and the Couch scores the Super Jackpot. Clear all eight before taking the Super when control allows; the raised value then carries forward.

Full Couch Multiball lifecycleLater lock difficulty, jackpot values, Supers and carryover
Three chrome balls burst from a cartoon suburban couch as colorful jackpot paths spread across a lively television set.
Couch MultiballLock three balls, use the opening ball save, then follow the lit jackpot shots.

This is the main multiball on the table. To earn it you lock three balls on the Couch, up on the upper playfield. Locking a ball means the machine keeps it and serves you a fresh one at the plunger. The first time, the locks light on their own and you just shoot the Couch. Later it gets harder: you have to hit the Lite target and then the Lock target, in that order, before each Couch shot counts. From the sixth multiball on, you must hit Lite twice and Lock twice, and after that you get only one lock at a time.

It starts with three balls and a short ball saver, which means that for a few seconds a lost ball comes back. Eight of the big shots on the table pay a jackpot, the prize shot of a multiball. The jackpots start at 200K and go up 25K each. Shots on the lower playfield pay the plain amount; the left ramp and the left loop pay double; the TV loop pays triple. The Couch pays a Super Jackpot worth five times the jackpot and turns all eight jackpots back on. Each Super costs a little more than the last: the first is ready at once, the second needs one jackpot first, the third needs two, and so on. That climb seems to stop somewhere, though exactly where is not certain. Every Super also lights one member of the Simpson family for the rest of the game, and lighting all five is one of the six wizard-mode tasks.

Normally a Super puts the jackpot value back to where it started. But if you earn all eight jackpots before you shoot the Couch, the higher value carries into the next set and into every later Couch Multiball, up to 1M. It pays well, but it means passing up a Super that is sitting there ready. The multiball ends when you are down to one ball, though for a good while after that the machine still pays jackpots, and if you can start an Itchy & Scratchy multiball in that time, Couch carries on.

Itchy & Scratchy

Itchy & Scratchy

Clear the three targets and shoot the hole twice. Choose one of four two-ball modes with the right flipper, then earn jackpots at every major shot and the Super at the hole. Start it during Couch Multiball when possible; the target bank is much safer with another ball in play.

All four multiballs and Scratchy’s RevengeRequirements, jackpots, Supers and the strongest play at the same time

The Itchy & Scratchy bank is the row of three targets on the lower right, with a hole behind it. They are drop targets: hit one and it falls flat. The usual way in is to knock down all three, shoot the hole, knock down all three again, and shoot the hole again. On your first try the machine goes easy on you and does not make you finish the whole row. After that, a miss puts the targets back up and you start the row over, and from your third try onward they also pop back up on a timer. Before the multiball starts, pressing the right flipper button picks which of four two-ball multiballs you get:

  • Spay Anything: every turn of the spinner raises the jackpot value by 2K.
  • Kitty Kitty Bang Bang: every bumper hit raises it by 1K.
  • Field of Screams: every hit on the Bart captive ball raises it by 25K.
  • Esophagus Now: every shot raises it by 10K. This is usually the best of the four for points.

In all four, every major shot pays a jackpot that starts at 100K, except for whichever shot you earned last. Each jackpot you earn also advances a Super Jackpot, which starts at 500K, can grow to 2.5M, and is earned at the Itchy & Scratchy hole. The first Super is ready as soon as the multiball starts; for the ones after it you have to knock the drop targets down again first. There is a short ball saver at the start. You can start these on top of Couch or any other multiball, and that is the safest way to play them, because with a single ball the bank and hole are a dangerous shot, and a bad send the ball (the way the ball comes back at your flippers) costs you much less when there is a spare ball on the table.

Once you have played all four, the next time the ball goes into the Itchy & Scratchy hole you get Scratchy's Revenge, and you do not need to knock the targets down first. It starts with only two balls in play (one added ball, which is not the same as an extra ball; in pinball that means another turn after your ball ends), so start it on top of another multiball to have more balls around. To light its Super you need a set number of jackpots: 15, less one for every Super you took in the ordinary Itchy & Scratchy multiballs, but never fewer than five. Then shoot the hole. Springfield Mystery Spot doubles the jackpots in Scratchy's Revenge, so running the two together is the strongest pairing on the table. One Super here finishes another of the six wizard-mode tasks.

Comic Book Guy and Bart

Side features

Comic Book Guy starts hurry-ups; earn all six kinds for Secret Stash. Bart starts four Daredevil challenges; finish the full set for Daredevil Mania. Advance them during safer ramp and multiball play instead of forcing their dangerous targets from a rolling ball.

Hurry-ups and DaredevilsThresholds, values, finishes and carryover

Hit the Comic Book Guy target and one of six major shots starts counting down from a big number. Shoot it before it runs out and you get whatever is left. That is a Hurry-Up, and hitting Comic Book Guy again can have several counting down at once. Earning them in one run pays extra: three moves Itchy & Scratchy forward, four gives you a Couch lock, five lights an extra ball, and six lights Special, which in pinball means a free credit. Each Hurry-Up you earn lights a lamp at its shot. Once you have lit all six different lamps, hit Comic Book Guy to start Secret Stash: all six shots light up, each worth 500K counting down to 100K, and you need to make ten shots in all. Comic Book Guy relights any shots you have used up; clear all six without needing him and you get 2M. Finishing pays 1M and ticks off one of the six wizard-mode tasks.

The Daredevils are four challenges you start at Bart. Knock down all three Bully targets and one Daredevil lights up; then hit the Bart captive ball to start it. Each challenge asks you to score from one kind of shot: the ramps (50K each), the loops (50K each), the bumpers and slingshots (12.5K each; the slingshots are the two triangles just above the flippers), or the targets (25K each). Hitting the captive ball again while the challenge is running raises the value by half of what it started at. Score 750K in the challenge to finish it, and a 250K finishing prize takes you past 1M. These points are paid as part of your bonus when the ball ends, so you lose them if you tilt, which is what happens when you shove the machine so hard it shuts the flippers off. Finish all four, then hit Bart again for Daredevil Mania: earn 5M from all four kinds of shot. There is no clock on it, and it is easiest during a multiball.

The smaller prizes

More features

Garage and Treehouse shots spell SIMPSONS, Moe’s ramp lights Treehouse awards, the Garage gives Mystery, and repeated Cletus orbits lead to Pretzel Multiball. Treat these as progress made while following the main TV and Couch routes.

All side laddersD’Oh Frenzy, Treehouse, Mystery, Chalkboard, Cletus and Mystery Spot

These are the smaller features around the table. Pinball players call them side ladders because each one is a series of steps you climb by making the same shot again and again.

  • D'Oh Frenzy: shots to the Garage and the Treehouse spell S-I-M-P-S-O-N-S one letter at a time, and shooting the Cletus orbit and then the Treehouse straight after can earn two letters at once. Spell the whole word and D'Oh Frenzy starts: every switch the ball touches (a switch is anything on the playfield that can feel the ball: a target, a lane, a bumper) pays 10K until the shared clock or the ball ends. Each later Frenzy pays 2.5K more per switch.
  • Treehouse: your 5th, 15th, and 25th shots up Moe's ramp, and every tenth shot after that, light a prize at the Treehouse; shoot the Treehouse to take it. The prizes come around in turn without repeating, and you can save one up rather than take it at once. Five of them run on the shared clock: Apu's Giveaway (raises Kwik-E-Mart's values and multipliers), Captain's Bounty (a prize built digit by digit from ramp and Garage shots), Krusty's Nightmare (a prize built from random digits as the spinner turns), Nuclear Disaster (50 bumper hits pay 1M, then every pop-up after that pays 100K), and Crazy Extra Ball (an extra ball whose lit lane the machine keeps moving). Three pay out on the spot: Max Everything, 2M, and 10X Nuclear Value. Older versions of the software also had a joke award of 2M printed in tiny letters.
  • Clean the Garage: this is the mystery award. Hit the Light Mystery target on the upper playfield, then shoot the Garage, and the machine hands you something from a long list: progress on a feature or a lit award, plain points, a value pushed to its maximum, bonus, letters, kids, Duffs, or time on the clock. In competition settings it will not give the same award twice in a row, and it will not light an extra ball or a Special that is already lit.
  • Chalkboard: shooting Springfield Elementary again and again earns you holds. A hold means the machine keeps something for you that would normally reset when your ball ends, such as your bonus multiplier, your bonus value, or the value of the ramps and loops.
  • Cletus Kids: every shot up the Cletus orbit adds one of Cletus's 26 kids, and the 27th shot starts Pretzel Multiball. Two more balls come out so you have three, and this works even in the middle of another multiball. Every major shot is a jackpot, and every switch the balls hit advances up a Super Jackpot. When the Super lights, shoot Moe's, the right ramp, to earn it. The way to play it: Trap one ball, which means catching it and holding it still on a raised flipper, let the other balls bounce around hitting switches, and when the Super is lit, shoot the right ramp with the ball you have been holding on the left flipper.
Springfield Mystery Spot, from start to finish

Springfield Mystery Spot is a big five-ball multiball. To get there, double all ten Otto areas, then start Otto once more. Five balls come out, the ball saver runs for a long time, and the flipper buttons are swapped: the left button now shoot the right flipper and the right button the left. Every major shot pays a 500K jackpot, and everything you score during the mode is doubled. After ten jackpots the Garage door opens, but only for a moment: shoot the Garage for its Super Jackpot (the rules call it a two-ball Super Jackpot), and then the ten jackpots start over. The mode ends when you are down to one ball, and it gives you a ball saver as you go back to normal play.

How to make the most of it: get Scratchy's Revenge and Pretzel Multiball ready first without starting them, then start Mystery Spot, then bring Couch in on top. Mystery Spot plus Pretzel plus Scratchy's Revenge plus Couch is the best play at the same time in the game. And remember the flippers are swapped: catch and hold the ball before you go for that quick Garage shot.

End of ball, end of game

Bonus and finale

Advance bonus and extra balls while completing the six wizard tasks. Alien Invasion is the finish: enter it with the playfield under control and follow the lit shots rather than chasing side ladders.

Bonus, extra balls and Alien InvasionThresholds, award shots and all six requirements
A colorful cartoon suburb is invaded by glowing flying saucers while chrome pinballs streak toward a bright final objective.
Wizard endgameFinish the required features, then spend the finale on the brightest lit shots rather than repeating old setup shots.

When your ball ends, the machine adds up a bonus. It starts at 10K and grows by 130 for every switch the ball hit during that ball. Then the whole thing is multiplied by your bonus multiplier, which can go as high as 99X, and whatever you earned in the Daredevils is added on top. The Chalkboard can hold your bonus value or your multiplier so it carries into the next ball. With the multiplier at 99X, Kwik-E-Mart is worth 1M.

An extra ball is another turn after your ball ends, and there are many ways to light one: your 10th shot up Moe's ramp and every 50th after that; your 10th Nuclear Value award and every 50th after that; five Hurry-Ups counting down at once; your first Couch Super; earning all eight Couch jackpots and then the Super; the Crazy Extra Ball prize from the Treehouse; the Garage mystery; or a mercy extra ball if your score is very low. When one is lit, earn it by rolling through the lit inlane or the left outlane. The flipper buttons move which lane is lit, except for the Crazy Extra Ball, which moves on its own. The machine's settings can change how many shots these take and whether extra balls are switched on at all.

The end of the road is Super Duper Mega Extreme Wizard Mode, a five-ball multiball. Bumpers pay 25K, the spinner 50K, and every shot starts at 500K and goes up 50K each time a ball rides the Monorail. Knock down either row of three targets, which pinball calls completing a target bank, and one of two flashing Super shots lights, worth five times the shot value. Lock one ball on the Couch and the Supers are doubled for a while; lock a second and they are tripled. It ends when you are down to one ball.

Your first useful run

Routes

A bright suburban television-room pinball route links a garage, school bus, and glowing television shot with one chrome ball.
First routeStart a TV mode, advance Couch locks, and use Otto to add time before the mode ends.

A first game that works. Follow these in order.

  1. Launch the ball at the Comic Book Guy target. It is the best of the three skill shots.
  2. Shoot Krusty, the right orbit, to light the TV. Then get the ball to the upper playfield, up the Treehouse ramp or through the Garage, and around the TV loop. A TV mode starts.
  3. Hit the Lite Otto target beside the left flipper, then shoot Springfield Elementary, the right loop. Otto starts and your points in one area are doubled.
  4. While those are running, go back up and lock balls on the Couch.
  5. When Couch Multiball starts, use the safety of having three balls to light more TV modes, knock down the Itchy & Scratchy targets, and earn the Garage mystery.
  6. Whenever the clock is about to run out, go for Otto before any single mode shot.

A route that scores reliably. This is the route the tutorial video follows from 2:22 to 5:10.

  1. Keep the shared clock alive and keep starting modes. That matters more than any one jackpot.
  2. Before you take a Couch lock, hit the Light Mystery target so the Garage is ready to pay.
  3. Once Couch Multiball is running, shoot Krusty's spinner first, to light another TV mode.
  4. Then go after the Itchy & Scratchy bank and hole, which is much safer with several balls in play.

The long game. This is the road to the wizard mode.

  1. Play through all seven TV modes to reach Alien Invasion.
  2. At the same time, earn Couch Supers, play the four Itchy & Scratchy multiballs, gather the six Hurry-Ups, and finish the four Daredevils.
  3. Get Pretzel Multiball and Scratchy's Revenge ready, but do not start them yet.
  4. Now light all three Couch locks, meaning get all three locks so the next Couch shot starts the multiball.
  5. Start Springfield Mystery Spot, then Pretzel, then Scratchy's Revenge, then Couch. That puts the Mystery Spot's doubling of everything on top of three separate sets of jackpots, with enough balls in play to keep them safe.
  6. Through all of it, modes and the clock come before ordinary jackpots.

Shot coaching. A weak Garage shot falls into Cletus. On the upper playfield, choose quickly among Couch, TV, Mystery and Monorail. Save the dangerous Itchy & Scratchy bank for multiball.

From the video

Video tips

Gameplay timestamps
  1. 0:10 — Comic Book Guy is the launch to go for, and if you miss cleanly it can stay lit for another try.
  2. 2:17 — using the upper playfield to work on the TV, the Couch, and the Mystery at the same time.
  3. 5:47 — earning all eight Couch jackpots before the Super keeps the raised jackpot value.
  4. 18:58 — why tournament players push to reach Alien Invasion.
  5. 20:03 — the seconds on the screen tick more slowly than real seconds.
  6. 20:31 — Otto is the fastest way to rescue the shared clock.
  7. 22:27 — finishing several TV modes at once turns every major shot into a growing Victory prize.
  8. 41:57 — trip after trip through the Garage to advance Couch locks and TV and Mystery progress together.