Snoopy

> "It was a dark and stormy night..."
>
> - Snoopy, at work on his typewriter

***Snoopy*** was the first new *Animated Heroes* table released following the launch of *Zen Pinball Party*, originally released on October 29th, 2021, and is exclusively available on the platform. The table features Snoopy's many imaginary personas and highlights his interactions with the rest of the gang from the *Peanuts* comic strip.

*Snoopy* was also the first Pinball FX table designed by Daniel "Dolby" Vigh.

## Objective

Play through four **missions** featuring iconic moments from Snoopy - and Charlie Brown's - life to access the **wizard mode**.

### Missions

Three shots must be made to the doghouse above the jump ramp to start a mission; the first two shots will cause it to rotate, and the third shot has to enter the hole in the center of the doghouse. The player can select a mission using the flippers and launch button. All missions are timed or have timed phases, and are listed from left to right. Missions can't be replayed until the wizard mode has been played.

* **Dogfight**: Take down the Red Baron by first shooting the doghouse hole within 20 seconds, then shoot the moving Red Baron ball with a white ball representing Snoopy three times. After three shots, the Red Baron ball will be released towards the flippers, and a random flashing shot must be made with the Red Baron ball to win the mission. Winning the mission will also start a Dogfight Multiball that lights all major shots for 500,000 point jackpots - or 1 million points if shot with the Snoopy ball.
* **Astronaut Snoopy**: Take off to space and find moon samples. Shoot the doghouse hole within 20 seconds to suit up, and three moon samples that can be collected with the ball will spawn at the exit of the center ramp, the entrance to the right orbit, and the exit of the left ramp. Each collected sample scores 500,000 points, with an additional 1 million points for finishing the mission, for a total of 2.5 million for winning the mission. An oxygen meter seen on the display will start counting down from 100% during this mode; shooting the help booth will add 30% oxygen to the timer. The mission ends if the player lasts 10 seconds without refilling on oxygen.
* **Woodstock**: Woodstock has fled his nest. Get him back home by shooting the spinner and bumpers to increase the gauge shown on the display - the spinner will temporarily pause the gauge, while the bumpers will properly increase it by about 3 bars per bumper hit. The gauge will constantly decrease if the player isn't making any bumper or spinner shots, and the mission will end if the gauge completely empties. After filling the gauge, the player must shoot the doghouse hole to win the mission for 2.5 million points.
* **Can You Kick It?**: Lucy plays that old "can't kick the football" trick on Charlie Brown again. Prepare for the kick by making a sequence of three shots: the center ramp, then the left ramp, and finally the crossramp. Shots will reset if 10 seconds pass without having made any of the ramp shots, and a 60 second timer is active for the first phase of the mode. After the crossramp shot is made, the player is given 15 seconds to shoot the help booth to ultimately end up failing the kick, but winning the mission regardless. Each shot scores 250,000 + 250,000 per shot, to a maximum of 1 million for the final help booth shot; therefore, 2.5 million for winning.

### Wizard mode

The wizard mode can be started in the same way as the missions after all four have been completed - by shooting the doghouse two times to rotate it, then shooting the ball into the doghouse hole. 4-ball multiball will start, **Extra Ball** will be lit, and all shots will be lit for jackpots worth 250,000 points increasing by 10,000 points with each captive ball shot; the crossramp will score a super jackpot worth double the jackpot value. Each jackpot shot (outside of the crossramp) can only be collected once, unless the captive ball is shot to relight the jackpots. After playing the wizard mode, the mission progress will reset.

## Side modes

* **Baseball Field**: Shooting the captive ball three times, followed by the saucer, will lower the doghouse for a jump ramp shot onto the baseball mini-playfield. The goal of the mini-playfield is to hit all seven targets without draining or hitting the moving glove target five times; hitting all seven will light an **extra ball**. The value of each target starts at 25,000 points and can be increased by 2,500 by shooting the saucer when unlit. The lit saucer deactivates if it is shot during a mission or side mode, after each mission ends in success or failure, and at the end of each ball.
* **Suppertime**: Four shots to the center ramp will spawn food across the playfield for 60 seconds. To score points, the player can collect the food with the ball to score 25,000 + 25,000 per food collected, or shoot the doghouse hole to collect 250,000 x the number of food items that were collected before shooting the doghouse. After collecting the first six items that spawn, only two items will spawn for the remainder of the mode.
* **Linus' Blanket**: Shooting the spinner in front of the right orbit such that it spins 20 times (+20 per activation) will begin a 30-second timed mode. A hurry-up value starting at 5 million points and decreasing to 100,000 will be seen on the display, and six random shots will start flashing; only one of the six shots hides the blanket, but each shot that doesn't hide it scores 1/10 of the hurry-up value. Finding the blanket scores the hurry-up value and ends the mode. Shooting the spinner while the mode is active increases the hurry-up value.
* **No Dogs Allowed!**: A single shot to the scoop during normal play will start a stealth mode, where a cardboard cutout target of Lucy will appear in front of shots around the playfield - changing positions every 5 seconds. Within 60 seconds, the player must shoot four random flashing shots without hitting Lucy five times to score 200,000 points per shot - with the last shot scoring 300,000 points, for 900,000 from completing the mode.

## Multiball modes

* **Kite Multiball**: Every three shots to the left ramp will light a lock there that can be collected with the next shot, which locks balls in the Kite-Eating Tree. Once three balls are locked this way, Kite Multiball will begin. The left ramp and center ramp will be lit to score jackpots worth 500,000 points (+100,000 for each left ramp shot during mode or multiball play), and the crossramp will score a double jackpot and light the **extra ball** if this was the first double jackpot collected in a game.
* **Beagle Scouts Multiball**: After collecting 10 bumper hits, the scoop will light to lock a ball towards starting this multiball; 3 locked balls will start the multiball mode. Jackpots worth 500,000 points can be collected at all major shots; shots to the bumpers will increase the jackpots by 5,000 points per bumper hit.

## Perks

* **Skill Shot**: Skill shots can be scored by either plunging into the lit rollover, which cycles with the flippers, for 1 million + 1 million per skillshot; and super skill shots can be collected by holding in the left flipper off the plunge, then shooting the crossramp for 2 million + 200,000 per right standup target hit.
* **Ball Saver**: At the start of every ball and multiball mode, a 15-second ball saver will activate. Balls that drain straight down the middle from the bumpers or the doghouse target will also be saved.
* **Kickbacks**: Spell PITCH at the return lanes to light the glove inserts at the left and right orbit for 30 seconds. Shooting the left orbit will activate the left kickback, and vice versa.
* **Bonus Multiplier**: To increase the bonus multiplier, the top rollover lanes must be completed 2 times + 2 per bonus multiplier increase. Reaching 10x bonus, then completing the top rollover lanes 10 more times, will light an **extra ball**.
* **Lucy's Advice**: Shooting the help booth five times when no missions or modes are active will score a random award from the following: 5,000 points, activating the **ball saver**, lighting a lock for either **Kite Multiball** or **Beagle Scouts Multiball**, increasing the **bonus multiplier** by +2x, or lighting an **extra ball**.
* **Super Score**: Every shot to the crossramp during normal play will collect the super score, which starts at 100,000 points and increases by 50,000 with each completion of the yellow standup targets.
* **Extra Ball**: Extra balls can be lit at the saucer by starting the **wizard mode**, completing the **Baseball Field** side mode, scoring a double jackpot during **Kite Multiball**, increasing the **bonus multiplier** past 10x, or as a random award from **Lucy's Advice**.

## Tips

* Dogfight scores more than practically any other mode in the game thanks to the multiball that occurs if you win it. 1 million points per jackpot is worth more than you'd think on *Snoopy* and is the quickest way to get a high score.
* Most of the side modes are ignorable, and No Dogs Allowed! should be timed out if it is started, but Linus' Blanket is started by shooting a relatively easy shot and consistently scores decent points. The right orbit also feeds the upper flipper to easily increase the super skill shot value.
* Spell PITCH and get the kickbacks lit as soon as possible, ideally before starting a mission, as the outlanes on this table can be very deadly. Note that spelling PITCH when both kickbacks are lit will essentially waste a possible kickback, as the orbits will simply behave like you hadn't lit either kickback.

## Glitches

* The callout heard upon increasing the bonus multiplier is "multiplayer raised!".
* Shots to the doghouse hole from the right flipper have a tendency to reject unnaturally.