Rol A Top Slot Machine Twilight Zone

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Rules by Bowen Kerins

Live Play on the Twilight Zone Slot Machine with Bonuses with Big Wins!!! - Duration: 13:09. Queen of Atlantis BIG WIN BONUS + LIVE TOP HIT!!! - 5c Aristocrat Video Slots - Duration: 8:12.

Submitted for your approval: the rules for a pinball game froma place where nothing is what it seems.. the Twilight Zone. (duh!)If you have any corrections, suggestions, or complaints, e-mail tothe author.

'Twilight Zone' is obviously a licensed theme (though itstrangely lacks the word 'The' at the start); anything having to dowith the game itself is probably owned by Bally/Williams.

This rule sheet is written both for those who have played TZand those who haven't; as a result I probably have overdone certainportions, especially the description of the playfield. However, some(few) portions are purposely vague, and point to 'spoilers' which areprovided in a secondary post. If you want to truly enjoy this game,and the discovery of cool stuff, don't touch the spoilers (don'ttouch the spoilers don't touch.. sorry - if you don't get that jokeyet, you will soon).

Hope you like it, feel free to copy this thing as many timesas you want; publish it in an Australian trade magazine for all Icare. :) Extra thanx to Mike Lewis and Steve Bollinger foroutstanding use of automobiles.

By the way, note the author of this piece: I'm Bowen, notKevin - no mail for Kevin ok? :)

Playfield Description and Very Basic Rules Cool cat casino deposit bonus codes.

We'll do this generally from left to right.

Left Inlanes/Outlane
Twilight Zone has a very wide left inlane/outlane setup,much wider than that of TAF. The left-side lane dividers are wide, andplastic; the divider of the two inlanes is below the slingshot, and thein/out divider is even lower, making it difficult to save a ball headedthere. The lanes have rubber posts at the top, so it's not hard tosave a ball that hasn't chosen a lane yet. The outlane can be lit foran Extra Ball (via Camera or Super Skill Shot), the left inlane lightsthe right Spiral for a Gangway-type shot, and the right inlane lightsthe Slot Machine briefly if it is unlit.
Non-bumper zone
Prototype TZ machines have a plastic bar to the left of theJet Bumpers, separating them from the left inlanes/outlane. If thisbar is there, it creates an area, like Whitewater, where the ball canhit a bumper without being in them. Any ball in this area is a leftdrain candidate.
Jet Bumpers
there are three, located closer to the flippers than those on TAF,but at the same angle. Each bumper adds to the 'Town Square Value',which is scored by a shot through the bumpers to a hole. The value ofone of the three bumpers is advanced from 100K to 200K (or 200K to300K) by an unlit Camera shot, and a Skill Shot can advance several(see that section). The Town Square Value starts each ball at 7.5M,and only carries over on a particular lit Camera shot (rare at best).The Town Square Value maxes out at 25M. The ball enters the bumpersafter a Hitchhiker shot, or an unsuccessful Battle the Power. By theway, the Town Square hole serves many purposes; it takes balls fromthe gumball machine, Camera, and a successful Battle the Power shot.
'Battle the Power'
(aka the Powerfield) is a mini-playfield located justbehind and above the Jet Bumpers (above the Town Square hole). Itsshape is a right-side-up triangle, with two holes: a bottom hole, ifyou 'drain', dumps the ball to the Jet Bumpers; another at the top isyour goal. The best way to picture what it looks like is to imagine aChristmas tree shape, trunk at bottom. Shave off the top two-thirds ofthe tree, and you get a kind of trapezoid shape, not quite a rectanglebut closer to a rectangle than a triangle. Now put a hole in themiddle top, and replace the 'trunk' with another hole. Sounds weird,but try picturing it or writing it down, and the mini-playfield looksquite a bit like it. There are two magnetic flippers, dubbed Magna-Flip (TM), in the positions where you might expect regular flippers tobe. Operating the flipper buttons turns the magnets on and off, andthe idea is to turn the magnet on, propel the ball toward the magnet,then shut it off and let the ball's momentum carry it into the scoringhole. The complete setup and a little strategy is discussed later.
Gumball Machine
a real-looking, real-working machine that spits out pinballsinstead of gumballs. Almost always, one of the gumballs is the'Powerball', a lighter ceramic ball which starts the Powerball round(described later). The machine (with a working knob, check it out!) isfed by lighting 'Gumball' on the ramps, then shooting the Right Spiral.It's easy to know how many Gumball machine hits are needed to get thePowerball - we can see all the balls in the machine except the onewhich comes out next. At the start of a game, the Gumball machineholds three balls; almost always, there should be three in there.
Hitchhiker shot
this side shot is made by the upper right flipper, which isfairly low; the shot's angle and distance is similar to that of theTrapdoor on FunHouse, only reversed. When shot, it awards a HitchhikerPickup (the game begins with 1 Pickup awarded), which adds 500K toBonus, and lights Battle the Power at 3 and every 10. The shot ismade automatically by the Rocket kicker, and if shot after a leftSpiral, awards a 'Triple Pickup' - 3 for the price of 1. The TriplePickup animation is cool and spooky, and is described later. Thesensor for a Hitcher shot is on the upswing of the shot, so it'spossible to get a Hitcher without going into the bumpers. Dependingon table lean, it may be possible to shoot the Hitchhiker after a LeftSpiral shot simply by holding up the flipper.
Camera shot
again, made by the upper right flipper, but slightly higher (anglesimilar to Rudy's mouth, in the other direction - it also resembles theLoad Cannon shot in Black Rose). If unlit, the display reads 'JetBumper Added' - it only adds to the value of a bumper, not the numberof bumpers. :) If the Jets are at maximum (300K each) the displayreads 'Jets at Max', then nothing for any additional shots. If lit (bythe Door or every 10 Robots), the Camera shot gives a semi-randomaward; it is described later. The Camera shot also relights thejackpot in the standard Multiball mode, but any shot to the Camera isnearly impossible without raising the small upper left flipper, whichblocks most of the Camera hole! Never thought flipping both flippersat once would be good for anything.. actually, once raising theflipper is learned, the Camera shot is a cinch.
Upper Left Flipper
a brief comment that it is nearly impossible to SEE thisflipper from a normal, standing position.. it is blocked by the'Battle the Power' mini-playfield. To see the flipper, and to make theshots the flipper requires, you need to move your head to the right..so everybody'll be playing like Rick Stetta at AMOA. :)
Left Spiral
Beyond the upper left flipper is the orbit, called the Spiral.This Spiral feeds the upper right flipper; the right feeds the upperleft flipper. The angle of the left Spiral is near the Thing lockshot on TAF - it's a little to the left of it, at about the samedistance. Either Spiral can be shot for the Spiral Value, which is liton the left Spiral for 5 seconds by shooting it or by rolling over theright inlane. Spiral awards are 2M, 3M + light 'Battle the Power', 4M,5M + 'Power', 10M, then 10M, 'Power', and Lite Extra Ball at once - inthe respect of working-to-an-extra-ball, it's very like FunHouse. Onnormal settings, the Spiral Award is 4M to begin, and carries overball-to-ball. After lighting the EB, any additional Spiral shots thatball are 10M; after the ball, the EB disappears and the Spiral valueresets to 2M - it will reset to 2M every ball thereafter. Both Spiralsare equipped with magnets, which activate after a Spiral award and in afew other instances - more on them later. You can't collect a SpiralAward during any multiball.
Left Ramp
This is almost the exact reverse of the Bear Kick ramp - it's easierto hit from the right flipper but possible to backhand, and returns theball to the left flipper. The ramp lights the Piano if unlit, andreturns the ball to the 'Light Slot Machine' left inlane. It alsoscores a 'Robot' - x Robots for an Extra Ball lit at 'Lock' (ours wentfrom 8 to 12; adjustable for 10% of games; it seems to never go below6 Robots), Camera lit at every 10 Robots. It also spots 'Gum' (theright ramp spots 'Ball') - completing 'Gumball' lights a Lock and theGumball machine. The ramp has a diverter which can feed the autoplunger lane; a diverter at the lane can send the ball to the manuallane.
Barney
shoot this hole to the right of the Left Ramp, and a large, purpledinosaur comes out from under the playfield, stealing the ball. Thisfeature has been eliminated in production machines, due to a lawsuitfrom Data East; it has been replaced by an identical purple groundhog.Watch the display, as each shot increases the size of Barney's stomach.Five shots make the stomach explode for a 50M 'Indigestion Bonus' and around of Intestinal Mania.
Clock Target
a single, stand-up target between the two ramps, it's hittablefrom either lower flipper, and even from the upper edge of the top leftflipper. In regular play, the target lights one of the 7 5-milliontargets (their locations in a bit) - if all 7 are lit, the Clock Targetscores a one-time 10M 'Clock Bonus', along with incredibly startlingsound, flashing light, and cool animation. Additional Clock hits (thatball) with all 5M targets lit gives nothing but a 'cuckoo' noise. Incertain Door and Camera modes, the Clock Target is worth lots of pointsand more animations.
Right Ramp
A metal ramp in the same location and design as Star Wars, just tothe right of the Clock Target. If 'Battle the Power' is lit, thehabitrail feeds the ball to the mini-playfield. If not, it tells youhow many Hitchhikers you need to light the Power as a hard-to-describedevice (someone called it a 'carriage') catches the ball on thehabitrail, then flips upside-down, dumping the ball just above theupper left flipper for a Piano shot. If the carriage fails to deliverthe ball to the flipper, look out; the carriage's movement can send theball flying in any direction. This doesn't happen all that often, tho.
'Lock'
a very very small target (size and location of 'Guile' on SF2) whichscores locks when lit from 'Gumball'. 3 locks are usually needed formultiball; more on that later. 'Lock' also scores a Robot, and scoresthe Extra Ball when lit. Shots to 'Lock' feed back to the upper rightflipper. Balls which are locked stay there between games, but this isnot as much of a problem as it was in TAF - since Locks are scored sorarely, and multiball isn't hard to start once Locks are made, rarelyare all three trough balls in Lock. The Lock shot, on some machines,is also notorious for having balls rattle around in the entrance, thencoming straight back at the 'Shoot Again' sign. If yours does this,complain; the ramp piece is bent/broken.
Player Piano
This is a side shot from the upper left flipper; the angle issimilar to the 5x Graveyard shot of TAF, but the distance is muchshorter. The Piano is lit at the start of each ball, and relit by theleft ramp; shooting it plays a brief tune, then awards the lit item onthe Door (I'm gonna call these 'Door Prizes' :). Shooting the Pianowhen unlit awards 'Odd Change', which is quite funny; it gives a randompoint award, as high as 10M, as low as.. 10. Two lights are above thePiano: a solid yellow light means the Piano will award a Door Prize, aflashing red light means it will award the Jackpot, neither awards OddChange. The Piano is relit at the start of each ball.
Clock
Not a shot; it just seemed appropriate here. The Clock is located justbehind the Piano shot, and it (usually) counts down scoring rounds andthings; the Clock can move at varying speeds, and once it hits 12,that's the end of the round. The Clock is a genuine, analog clock withhour and minute hands; the minute hand crosses sensors every 15 (Clock)minutes, in order to calibrate itself (watch closely when the Clockwinds itself back to 12, always in the easier direction; it overshoots12 by a few minutes, then reverses and stops on the sensor). Thesensors also cause display changes during Clock rounds, so watch thedisplay if you so desire.
'Power Payoff' targets
the only truly UNimportant targets in TZ. Aftershooting 'Battle the Power', either of the two standup Payoff targets(which are just below the Piano) is worth a one-time 10M bonus. Yahoo!Well it IS worth something, and is a shot to make if the Piano isn'tlit. A shot to these targets when unlit causes 'the Power' to laugh atyou - the voice is reminiscent of the Black Knight.
'Combo Hole'
won't score anything, it's just a passage just below the Payofftargets down to the upper right flipper. The combo hole is part ofsome 3- and 4-Way Combos. By the way, I made up the name, it's notnamed. Better than 'Hole' though. The Combo Hole does have an opticalsensor, but it appears to do nothing. Maybe it just looks like anoptical sensor.
Slot Machine
the Slot Machine is located nearly halfway up the playfield, onthe right side. Its location is closest to the '2' and '3' targets onEarthshaker. The Slot Machine hole is small, the size of the ElectricChair (the Piano shot is twice as wide but equally hard-to-hit); amissed shot will often result in a center drain, so it's risky. TheSlot Machine will award a random Door Prize if lit, and will not awardthe flashing Door Prize unless it's the last one. It will also neveraward 'Extra Ball Lit' unless absolutely necessary. Slot is lit at thebeginning of each ball, and is relit by the Right Ramp. The rightmostLeft Inlane relights the machine for a few seconds. The Slot Machinealso serves as kickout for many shots; any ball from a missed SkillShot comes out here, as well as balls from the Gumball machine, asuccessful 'Battle the Power', any shot to the Piano, Town Square orCamera holes, and of course a shot to the Slot Machine. The kickout isalways to the right flipper; it's fairly simple to trap, although theSlot Machine occasionally kicks the ball (especially the Powerball)too close to the center drain - it really depends on your machine. Ayellow light is above the Slot: solidly lit awards a Door Prize, steadyflashing awards Super Slot, flashing faster and faster awards DoorPrize for a few seconds, unlit awards - yay - 100K. The Slot Machinerelights at the start of each ball.
Right Spiral
located near the far right of the playfield (at an angle similarto Banzai Run's ramp, a bit further back), the Spiral scores the SpiralValue if lit from the leftmost inlane or a shot to the unlit RightSpiral. This shot also puts a ball in the Gumball machine when lit bythe ramps. The Right Spiral is a difficult shot (like there are easyshots on this game), and needs to be made on the far edge of the leftflipper.
Upper Right Flipper
A standard-length flipper. Just thought you might liketo know.
Rocket Kickout
an accidental shot; if the ball falls in the Rocket hole(located similarly to the Handcuff hole on Police Force), it is kickedinto the Jet Bumpers via the Hitchhiker shot (so it awards a freeHitcher). There's also a very brief rocket animation, which won'tdisturb the game. The ball also falls directly into the Rocket holefrom a made Skill Shot.
Double Plunger Lanes
TZ has a unique feature which incorporates the idea ofboth an auto and a manual plunger (first done in Checkpoint), but likeeverything else, it's done better.. in the Twilight Zone. :) The ballis fed from the trough into the left (auto) plunger lane, and dependingon the position of the diverter, puts the ball in either the auto ormanual lane. The only times a ball will be put in the auto-plunge laneare during any kind of multiball (Fast Lock, Powerball Mania, regularmultiball..) or if more than one ball somehow came out of the Gumballmachine (usually a mech. failure). The auto-plunger kicks the ballthrough the Right Spiral, either to the top left flipper or into theGumball machine. If the ball goes into the right, manual plunger lane,you get a shot at the..
Twilight
Skill Shot
The manual plunger lane has a one-way gate, followed by threecolor-coded rollovers. The first is Red, second Orange, third Yellow,beyond which is a sinkhole not unlike Creature's Snackbar. The shot'sworth is determined by the rollovers: Red awards 2M and advances a JetBumper; Orange - 5M, 2 bumpers; Yellow - 10M, all 3 bumpers. Shootingthe hole (100% Newbie award :) awards nothing.. well, 1M plus 100K forthe Slot Machine kickout. There is a 'Super Skill Shot', more later.
5-Million Targets
(aka 'Greed' targets) The seven 5M targets are all over:
  • one to the left of the entrance to the Jet Bumpers, another to theirright
  • one, sideways, just below the entrance to the Hitchhiker shot
  • one just above the Piano shot; often a ball bounces into the Piano offthe edge of this target
  • two, sideways, below the Combo Hole and to the left of the SlotMachine
  • one, frontwards, to the left of the Slot Machine.

All these targets are lit by the Clock Target, by a Door or Cameraaward, while the Powerball is in play, or during multiball. The ClockTarget lights up one of the 7 targets, in no particular order. Hittinga 5M target turns that target off. These are small, hard-to-hittargets; I've never hit one on purpose, but then again I've never hadnothing else to shoot at. Some of the 5M targets are drain shots, somake sure you know what you're doing - I find it simpler to ignore themand get lucky hits.

Right Inlane/Outlane
the Right Inlane lights three things - Dead End at theTown Square hole, Bonus X at the Left Ramp, and the Left Spiral for theSpiral Value. Dead End stays lit for the rest of the ball untilclaimed; the others time out quickly. It is possible to shoot Dead Endquickly enough to still shoot the Bonus X after the Slot Machinekickout. The Right Outlane scores a Special if lit. The dividerbetween the inlane and outlane is just a metal piece, making it hard tosave a ball over there.
Bottom Flippers and Slingshots
they exist. Amazing. :) Well, at least theflippers are full-length. The bottom flippers are near the 'TwilightZone' playfield graphics, so in a too-well-lit room you might losetrack of where those flippers are.
Death Saves and Bang Backs
both are possible on TZ! Rick Stetta successfullydid Bang Backs from both sides (however, it is much easier to do fromthe right, a shorter distance); and on not-very-sensitive tiltsettings, Death Saves aren't difficult and can be made with only thesingle up-&-to-the-right push. The side bar has given many alaceration, so watch it.. Beware when Death Saving: bonus is quite alot on this game, so 'deal with the devil at your own risk.. in theTwilight Zone.' (That, by the way, is the quote given on a Tilt.)

Lots of stuff, huh? And those are just the basics..

The Door

'You unlock this door with the key of imagination.' -Rod..all quotes, unless otherwise noted, are by a dead (yes, 'dead')ringer for Rod Serling; take a long pause wherever you see '-' in thequotes.

The Door is not a shot, just as the Mansion is not a shot; theDoor sits in the middle of the playfield, and shows your progress inseveral things. It gives your status on the Gumball machine - redlights, located on the top two panels of the Door light up when 'Gum'or 'Ball' is shot. It gives your status toward multiball - orangelights, the bottom two panels of the Door, light up for Lock 1 andLock 2. It gives your status on the 15 (15?!) Door Prizes (ok, fine,maybe they're called Door Panels, but which sounds better?) - 14 ofthem, in yellow, surround the Door, solidly lit if already collected,blinking if lit at the Piano. The 15th is the white handle on theDoor. The lit Door Prize is changed by the Jet Bumpers - thishappens a lot, and at the beginning of most balls, so the lit DoorPrize is effectively random. The Door Prize lit at the beginning ofa game is also random, a choice between Town Square Madness, ClockMillions, and Clock Chaos. Following are the Door Prizes, with adescription of each round, and any appropriate quotes or animations.

(By the way, the order of the Door Prizes, clockwise fromupper left: Town Square Madness, X-Ball Lit, Super Slot, ClockMillions, Spiral, Battle Power, 10 Million, Greed, Camera,Hitchhiker, Clock Chaos, Super Skill Shot, Fast Lock, Lite Gumball. AJet Bumper hit advances the lit Prize clockwise.)

10 Million
picture: 'Big Points, 10 Million, Big Points'. Wowee wow.quote: Rod - 'Ten million points.' Every quote is moreinteresting.. when said by Rod Serling.

Yeah RIGHT, Big Points my butt. With the replay at 250 million, thisreminds me of the 100K 'Big Points' from T2. A nice idea: this DoorPrize is spotted by a Yellow Skill Shot, which scores 10M on its own.On hard settings, the 10M Door Prize is not spotted.

Light Extra Ball
picture: a buncha balls. Yawn.quote: Rod - 'An opportunity awaits you in the form ofan extra.. ball.'

Later, the Power yells, 'Get the Extra Ball!'

Extra Ball lights at 'Lock'. Shooting any Extra Ball provides a niceanimation and sound: Talking Tina shows up and says 'My name is TalkingTina. Here's your Extra Ball!' then throws the ball from the left sideof the screen to the right. Then something happens to the ball - forthe first EB, it explodes. For the second, it grows legs, a hat fallsfrom above, and the ball walks away. For the third.. well see thespoilers if you want to, but it's REAL funny. There is a fourth, butI can't vouch for what it does or says, since I dunno. Important:collecting any other lit Extra Ball at 'Lock' spots the EB DoorPrize! So make absolutely sure you get this Door Prize before gettingan extra ball, else you'll get robbed. That's any EB from Robot Ramp,Dead End, Super Skill Shot, Spiral, or Outlanes.

The Spiral
animation: three of those optical illusions where circlesrotate and it looks like a 3-D column of circles.One disappears for each Spiral shot in the round.

quote: 'The spiral awaits you.' Ooh. Later, the Poweryells, 'Enter the Spiral!'

As the Clock counts up (in most all timed rounds it circles from 12 to12 again, clockwise of course :), shooting either Spiral collects a'Spiral Award' - the first two are both 10M, the third is 15M. As eachSpiral is collected, cool quote from the Power: 'That's once..twice..thrice' just like Seance. Didn't hear a 'Well done!' at the end, it'sprobably not there. Some Spiral strategy: since any ball kicked fromthe auto-plunger goes through the Spiral, start multiball and getfree credit for one or two of them. After the third Spiral shot, thedisplay shows a single Spiral bouncing across it, back and forth. TheClock continues to roll, and shooting a fourth (fifth, &c.) Spiralawards a 'Spiral Breakthrough' (Power: 'Breakthru!') worth 15M. Thefirst three Spirals stop the ball on the magnets (so a whole orbit shotreally isn't required), but a Spiral Breakthrough won't be stopped.

Super Skill Shot
picture: shows the Rocket.

quote: 'This shot requires skill - super skill.'

Super Skill Shot becomes lit on the Left Ramp (which pre-emptsmultiball if lit); the ramp feeds the ball to the auto-plunger lane andthen to the manual lane. Rod says, 'Be careful', and you'd better be -it's very annoying to miss this one. The awards: Red rollover lights'Battle the Power'; Orange lights the outlanes; Yellow lights ExtraBall.. shooting the sinkhole scores no major award. Whichever youhit, even if you miss them all, you get 10M extra - it would've beennice if the sinkhole awarded nothing at all or even deducted points. :)The Extra Ball disappears if unclaimed that ball.

Oh by the way - 'Lite Outlanes' lights extra ball on the left outlane, specialon the right outlane; only one is lit at a time, changed by the slingshots.The awards go away at the end of the ball - interestingly, both can be scored!If one is awarded in a multiball, the other lights every other slingshot hit.

Hitchhiker
picture: a thumb.

Hitchhiker immediately awards 2M for every 'Hitchhiker Pickup' you'vescored in the game - potentially this can be a big bonus (I've had 30Hitchers), and the game counts down each one with a 'Beoo..' sound(sort of). The countdown accelerates with more Hitchers, moving veryvery quickly if you have more than 10 or 20. For the rest of the ball,each Hitchhiker is worth an additional 2M - so the Triple Pickup isworth 6M and the '10 Hitchhikers' Camera award is worth 20M. After thecounted bonus (awarded immediately), Rod says, 'Note the Hitchhiker..there, by the side of the road.' Additional Hitchhiker shots that ballalso generate the 'Beoo..' sound.

Super Slot
picture: the Slot Machine.

quote: 'It seems that one of life's payoffs is ahead.'

animation: while lit, the display shows slot machine awardslike a cherry or a 7; when shot, we see a machinespitting out money.

As the Clock ticks away, shoot the Slot Machine for a random scoreaward - awarded immediately, it's always between 10 and 20 million.This shot can be made several times in the round. 'Can'. Door Prizesare still awarded by the Machine in Super Slot round - the same rulesstill apply.

Clock Millions
picture: gee, the Clock.. oh forget the pictures.

quote: 'This clock.. is worth millions.'

animation: The clock sits on the screen; each hit to theClock Target sends a pinball into the cornerof the clock, damaging it.

For as long as the Clock turns around, a hit to the Clock Target scoresas many points as the hour on the Clock. So if you hit the targetimmediately, it scores 12 million, then 1M, 2M, etc. There's a shortgrace period at the end in which you can hit the target for 12M again.Each hit further damages the displayed clock on the screen; five hitsawards an end-of-round 'Clock Damage Bonus' of 10M. Six hits awards20M in Clock Damage. Seven, anyone? The total from Clock Millions(including Clock Damage bonus) is tacked on at the end of your ball.

Greed
quote: 'The stakes are higher - in the Twilight Zone.'animation: shows a cash register with a 'cha-ching' every time aGreed target is hit.

The Greed total starts at 5M. As the Clock counts, hit as many of the5-Million targets as possible; each adds 5M to the Greed total, whichis awarded at the end of the ball. Upon hitting the first GreedGreed target, a voice yells, 'You want more?' Then with eachsuccessive target hit, it yells 'More!' louder and louder. A coolquote at the end of the Greed round: 'There. See what.. Greed willget you?' Rod says this, not Gomez.. Like regular play, hitting a 5Mtarget turns it off.

Fast Lock
quote: 'It's time to tune in to - the Twilight Zone.'animation: shows a radio dial changing from right to left.

The Fast Lock score begins at 20M, and drops to 5.3M over about 15 sec.Every 3 seconds, the radio stops at a 'station', the score stopsfalling (making it the frequency of the station!), and we hear a quotefrom one of Pat Lawlor's earlier games, in reverse chronological order.Shooting 'Lock' after a quote gives the current Fast Lock score, asecond quote from the game, begins a musical piece from it, and startsa 3-ball quick multiball, during which (like Thing multiball) any shotto 'Lock' awards that value again. The quotes and music:

  • from TAF, Cousin It mumbles, 'Babadabadababa..' or whatever.Hitting 'Lock' yields the sound when hitting It, and begins the TAF'get the Jackpot' music.
  • from FunHouse, Rudy says, 'Hey, it's only pinball!' Hitting yieldsthe Rudy Gulp sound ('Gulp.. ptooey!'), and begins the 'get theJackpot' music.
  • from Whirlwind, 'Return to your homes.' Hitting: 'Do not panic.'Music: get the Jackpot.
  • from Earthshaker, 'It's sunny drive time!' Hitting: 'Ooh ooh,gimme shelter!' Music is from regular gameplay, though..
  • from Banzai Run, 'Welcome race fans!' Hitting: 'Go for the Hill!'(sadly not 'Banzaii!!') and the standard game music, courtesy BrianSchmidt (now of Data East).

Shooting Fast Lock before Cousin It mumbles doesn't award anythingdifferent, unfortunately. Be nice to have another hidden thingy there.One thing of note is that the Earthshaker and Banzai Run quotes wereclearly redone for TZ; they're close but not quite the real thing.Also, notice the sound between 'stations' - ooh static. Like othermultiballs, having the Powerball in play lites the Powerball Loops for10M bonus (these are described later). Fast Lock really isn't worththat many points; during it, you might prefer to shoot things likeHitchhiker, which you normally might be afraid to shoot in regularplay.

Clock Chaos
quote: 'Time is a one-way street - except in.. theTwilight Zone.'

animation: a small robot (or astronaut) stands next to aClock, winding it to 'Pop Goes the Weasel.'

As with Clock Millions, 5M is awarded automatically, and any hit to theClock Target awards the time on the clock. However.. for this round,the Clock starts at 6, and begins to move backwards. A hit to theTarget stops the clock (on display: a pinball nails the guy winding theClock, who gets mad, destroys the ball, and begins to wind the clockfaster) - and also changes the direction of the Clock! If the Clockever hits 12 on either side, the round ends - not immediately, there'sa short grace period at 12 so keep trying! Potentially scoring inClock Chaos is unlimited - however, the Clock begins to move VERYquickly after three hits. After 5 hits, a very appropriate andhilarious quote comes out.. see the spoilers, but this is one you wantto find out for yourself. Clock Chaos is an end-of-ball award, andcan go very very high - I've gone as high as 105M on it.

The Camera
quote: 'It is a most unusual camera.' The Power then says,'Look to the future!' since the camera shows thefuture.. sometimes Rod says this.

This award, as well as every 10 Robots, lights the Camera hole for anaward. Lighting Camera from the Door allows you to collect two Cameraawards, while every 10 Robots lites one Camera award. Camera awardcollections are stackable, and carry ball-to-ball. You are told whatthe award is before you collect it; however, the sequence of awards isapparently random (you can't say, 'Oh well it's 20 million now, so nexttime it'll be Collect Bonus!). The awards:

  • 20 million.. more 'big' points. Actually it's a good award, justboring.
  • Lite Greed Targets: all 5M targets lit for immediate collection.This also means that the Clock Target is immediately lit for 10M -but they don't want you to know that. :)
  • Hold Town Square: Town Square Value stays where it is. Poor award.
  • 3x Town Square: Awards 3x the current Town Square Value. This canbe as high as 75M.
  • Clock 10 Millions: A timed round. 10M is awarded automatically,and during the round any Clock Target hit is another immediate 10Mbonus. The animation is exactly like Clock Millions; enough hitsagain awards the Clock Damage bonus. Rod begins the round (as withClock Millions) with 'This clock is worth millions.'
  • Lite Outlanes: see above.
  • Collect Bonus: (right out of Tristan!) awards end-of-ball bonusimmediately. Potentially, this is the largest award in the game:see the section on Bonus (Once I had a 300M bonus).
  • 10 Hitchhikers: well what do you think? Note that thhis alsoautomatically lites 'Battle the Power', since every 10 Hitchersdoes that.
Rol A Top Slot Machine Twilight Zone

AMOA play kept all awards except 'Collect Bonus.' The sequence ofCamera awards is random, but an award will not be given twice until asequence of all eight awards has been completed. For example, thesequence could run 1-7-4-5-2-6-8-3 then 8-3-1-7-.. but the entireeight are given out before it begins again. The same award is nevergiven as the last of one sequence, then the first of the next.Unusual, but oh well. If the ball is sent around either Spiral (unlessGumball is lit or if in Powerball mode), a magnet in the back rightwill STOP the ball on the Spiral, then release it for a slow, easy shotat the Camera. The accompanying sound is the famous TZ theme music'Doo doo doo doo..' and the display 'Spiral Helper'.

Town Square Madness
quote: 'There is madness in town square.'

animation: COOL, see round description.

As the Clock counts (round, like most, probably lasts 12 seconds), eachplayfield target is worth 350K; the total begins at 3M and is shown onthe display. Meanwhile a picture of the town square (buildings & cars)is shown with people running about and screams in the background; eachtarget hit throws a brick or rock at the people and store windows. Thetarget value is increased by 25K for each hit at the Jet Bumpers; eachhit generates a quite close-up animation of a panicking man or womanscreaming and holding their head; VERY cool. The Madness total isadded to the end-of-ball bonus; a poor round can be less than 10M, agood round can be more than 40M, best I've seen is 75M. Also, the'Spiral Helpers' are active during Madness round - they'll stop theball in the Right Spiral, tell you to shoot the Hitchhiker for JetBumpers, at which time you shoot the Hitchhiker.

Battle The Power
quote: the Power shouts, 'Are you ready to battle?'then usually adds, 'Feel lucky?' or laughs.When Battle the Power is lit, just shoot the Right Ramp to enter the'Powerfield' - the magnetic mini-playfield. The animation shows whatyou see on the back of a one-dollar bill: a triangular pyramid with asingle eye in one face. The Powerfield score begins at 5M for a round;hitting any of the three walls of the playfield awards 500K; should yoube successful in defeating the Power during a ball, the walls are worth750K in the next round - they become 1M if you win a second time (thelimit). Each hit shoots a ball at the pyramid in the display and isdeflected (or other things - look closely). Battle the Power lasts 10seconds - typically, about 20 hits on the walls are recorded in alosing effort, any number less than that in a victory. If you lose,the Power laughs at you and Rod says, 'Never underestimate the Power..in the Twilight Zone.' If you win, the display shows the Power Pyramidexploding, the Powerfield total for THAT ROUND is doubled, and the litDoor Prize is immediately awarded. This is accompanied by one of themost catchy visuals and sound effects: a hand makes a fist and bangs onthe bottom of the display three times, 'Boom boom boom.' (Knock threetimes..) Every time we defeated the Power, everyone playing shooktheir fists up and down with the animation. When Battle the Powertimes out, keep going - there's about a second of grace period, and avictory shot still counts. Also, a ball can be stuck in the corner ofthe Powerfield; if the ball search (which operates all flippers,including magnetic ones) kicks the ball into the victory hole, you getcredit for a Camera shot.

Lite Gumball Machine
quote: 'This is no ordinary gumball machine.'

As said, the Gumball machine is lit on the Right Spiral by the Door orby both ramps. When the Spiral is hit, the display reads 'GumballLoaded', as the ball is diverted into the top of the machine. Thebottom ball is then kicked out, and points are awarded - 15M for thefirst gumball loaded, 20M for the second, 25M for all thereafter. Thepoints are only awarded for shooting a regular ball into the machine;loading in the Powerball does something quite different. Notice theknob on the gumball machine: pretty cool, it actually works. Onefurther note about the Gumball machine: it is lit in regular play bythe two ramps. However, once it is lit from the ramps, it can't be litagain by the ramps until a lock is made.. meaning you can't just keepfilling up on gumballs all day long.

  • important: the Gumball Machine is notorious for kicking two ballsinstead of one, ruining the game. L-2 R0Ms fix the problem, but ifyou have earlier R0Ms, get the operator to change the settings to'Gumball Machine Disabled'. No ball will ever go in or out of theMachine, but the scoring is handled just the same. With thissetting, Powerball mode is awarded for every two Gumball Machineshots, even though the Powerball never comes into play. No balls inor out of the Gumball Machine; it has its disadvantages, but I thinkit's worth doing to avoid Gumball Hell. Another, more difficultsolution is to examine the solder joints of the optical switch at theMachine's entrance; this is what causes the whole problem.

?

Oh you think I'm gonna tell you that? Guess what.. see the spoilers.

The Powerball

There are three ways to get the Powerball on the playfield,depending on its original location. The first (and the way you'resupposed to do it) is to load the Gumball machine with the Powerballat the bottom. The second is to have a player drain the Powerball;since it's now in the ball trough, it's gotta come out eventually,and when it does, the Powerball round begins for free. The third isto have someone shoot the Powerball into 'Lock', which, I used tothink, was one of the dumbest things anyone could do in TZ - now Ithink it's not very beneficial but a lot of fun. Then if eithermultiball begins, or a ball needs to be kicked out of Lock (the ballin play changes with each unlit Lock shot), the Powerball pops out.Having the Powerball going during multiball (standard multiball only)can be worthwhile though annoying; why later.

The Powerball is a lighter, white ceramic ball of the sameapproximate radius of a regular pinball. Playing with the Powerballmay remind you of playing with a pool ball; memories will come backfor those who have played Atari's 'Hercules'. Being lighter, thePowerball moves much faster than a regular ball, and is a bit moredifficult to handle. It also has a greater tendency to fly throughthe air, but TZ is designed well enough that this rarely happens.

The Powerball round begins when the Powerball is on theplayfield; the software will know when this has happened, and if itcan't tell, any shot to the Slot Machine (which must have a magneticsensor underneath) kickout will jog its memory. Immediately 'thePower' shouts 'POWERball!' and then a variety of taunts: 'I want itback!' 'Give it back!' 'It's not yours!' 'Too hot to handle?'Don't miss!' 'Miss and you lose it all!' (note rhyme!) The displayshows a ball trapped between two magnetic lightning fields, and alsothe 'Powerball Payoff' value.

Almost everything on the playfield can still be collectedwhile the Powerball is in play; only magnet-related items aredisabled - i.e., 'Battle the Power' is disabled during the round. Inaddition, the Left Spiral is worth a 10M 'Powerball Loop' bonus.(This is true even if the Gumball Machine is disabled.)

During the round, all the Greed targets are lit; the PowerballPayoff begins at 10M (P-R0Ms: 5M) and goes up by 5M with each hit.Shooting the Gumball machine awards this Payoff, and shows ananimation of the machine being shattered. The Payoff is fairlyunimportant; don't worry about only getting 10M out of it. Afterloading the Gumball machine, a round of..

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Powerball Mania

begins. Powerball Mania is a 3-ball multiball (one ball fromthe Gumball machine, two others from the trough or 'Lock') duringwhich all playfield targets are initially worth 250K. The Clock alsostarts ticking away; when it gets back around to midnight, targets nolonger add to the Powerball Mania total. In addition, the Right Rampis lit (to begin) for 'Battle the Power'. As in normal play,shooting the ramp sends the ball to the mini-playfield, activatingthe magnetic flippers; each wall is worth 750K, plus the 250K targetvalue if the Clock hasn't gone around yet. Any ball can be shot tothe Powerfield (the Powerball can't be in play); with skill, all 3balls can be there at once. For each shot to the Powerfield, 5seconds of action are awarded - you can hear a 3-2-1-zero countdown.The goal of Powerball Mania is to defeat the Power (shoot the victoryhole); doing this awards the Mania Jackpot of 50 million and a bigJackpot animation. If 2 balls are on the Powerfield at the time, thesecond can be shot in for another 50M! After a Jackpot, the RightRamp will not load the Powerfield until it is relit by shooting theLeft Ramp once. There is a brief ball saver at the beginning ofPowerball Mania.. drain quick and you'll get it back.

It isn't very hard to score a Mania Jackpot; after enoughshots to the Powerfield (especially if multiple balls at a time),one's sure to bounce in. My best Powerfield total is just under 300M(299.75M to be exact :). One very very important thing: DON'T TILTafter getting Powerball Mania - it's part of the end-of-ball bonus.

(Sorry, no quotes from Rod in this round.)

Multiball

The main multiball in TZ is fairly difficult to begin, fairlydifficult to light for a high score, and fairly difficult toachieve. There are slightly differing rules for the first and secondmultiballs.

For the first multiball, the first Lock is lit by completing'Gumball'; always, 'Gumball' will light a lock if it isn't already.After locking the first ball, the display shows a door surrounded bya magnetic field, and the quote, 'Beyond this door is a dimension ofsight,' closely followed by someone yelling 'Don't touch the door!'The display then reads, 'Shoot Lock or Left Ramp, Jackpot 15M'.(P-R0Ms: 10M)

A shot to the Left Ramp begins multiball immediately; a shotto 'Lock' locks a second ball which yields the same animation, thequote, 'Beyond this door is a dimension of sound,' then 'Don't touchthe door!' is repeated twice in rapid succession. We then see 'ShootLock or Left Ramp, Jackpot 40M' - obviously locking the second ballis worth the trouble. (P-R0Ms: 35M)

Then either the Left Ramp or 'Lock' begins multiball - it isto your advantage to shoot the ramp, since the auto-plunger kicks theball to the upper left flipper. When multiball begins, we see thedoor and the frantic quote, 'Don't touch the door don't touch thedoor don't touch the door..' faster and faster, until the doorfinally explodes and all 3 balls are kicked out. Rod declares,'You've just crossed into.. the Twilight Zone.' Thanks, Rod! TheJackpot is scored at the Piano shot (lit immediately), so if a ball isauto-plunged, it goes past the upper left flipper at a speedsuitable for shooting the Jackpot. If all balls come from the Lockkickout, shoot them at the upper left flipper; chances are good thatone of them will bounce into the Piano.

While the Jackpot is lit, the 7 5M targets flash; shooting anyof them adds 5 million to the Jackpot. Upon shooting the Jackpot, itcan be relit by shooting the Camera - this is very difficult since itrequires both flippers. The Jackpot is relit at 10M more than itsvalue at the last time the Jackpot became lit; for example, if youstarted multiball at 15M jackpot, scored it at 35M, then relit it,the Jackpot would begin at 25M. If you then scored it again for 25M,then relit it, the Jackpot would then begin at 35M.

One cool thing during multiball; the Spiral magnets areactive, so if a Spiral shot is made, the ball is fed slowly to eitherthe upper left flipper if the Jackpot is lit, or the upper rightflipper if the Jackpot needs to be relit. When this occurs the 'Doodoo doo doo' sound effect plays, so if you're flailing away at ballsit's easy to know you've got a shot at the Jackpot coming up. Thesame goes for a Right Ramp shot with the Jackpot lit; it tells youit's gonna dump the ball before it does it.

If, somehow, the Powerball is in play during multiball,shooting either Spiral will award a 10M 'Powerball Loop' bonus;however since the Powerball is ceramic, the Spirals will not feed thePowerball neatly to the flippers, even though the 'Spiral Helper'graphic and sound still plays (confusing..) BUT - awesomely,shooting the Jackpot with the Powerball (and only with thePowerball!) DOUBLES the jackpot (with a special display).

If the Jackpot is missed entirely, multiball can be restartedby hitting 'Lock' within 12 seconds - this is a hard, hard shot tomake. If it is accomplished, two balls are kicked from theauto-plunger (so multiball restart is 3 balls), and the Jackpot keepsits previous value (like TAF). There's no third chance. Whilemultiball restart is lit, good music is played, with the Power (or,perhaps, the 'Don't touch the door' voice) saying things at you,including 'You can do it!' like Black Knight. Miss entirely, and Rodsays, 'You have just taken a detour out of.. the Twilight Zone,' orsomething like that.

Differences for the second multiball: both Locks 1 and 2 mustbe lit separately (so 'Gumball' needs to be completed twice), and itisn't possible to start multiball from the left ramp. Third andlater multiballs require a third completion of 'Gumball' to 'lightRelease' at Lock; all later multiballs have base Jackpot 40M (P-R0Mssomething else.)

The Combos

Near as I can tell, there is one 2-Way Combo, seven 3-WayCombos, and four 4-Way Combos in TZ. The 2-Way Combo, called the'Gumball Combo', is Left Ramp to Right Ramp, and is only awarded whenneither 'Gum' nor 'Ball' is lit to begin with. No score is listed onthe board, but it must be worth something.

One of the 3-Way Combos is a continuation of this: Left Ramp-> Right Ramp -> Piano awards 10M. Two combos utilise the 'Lock'shot; they are Left Ramp -> 'Lock' -> Camera or Hitcher. Two 3-Waysuse the Combo Hole; Right Ramp -> Combo Hole -> Camera or Hitcher.Two more use the Spiral Helpers; Left Ramp -> Right Spiral (w/Helper)-> Camera or Hitcher. I think that's all there are, but consideringhow many exist, there may be more. All 3-Way Combos are worth 10M.

One 4-Way Combo is Left Ramp -> Right Ramp -> Combo Hole ->Hitcher or Camera; the other is Left Ramp -> Right Spiral (no Helper)-> Combo Hole -> Hitcher or Camera. All 4-Way Combos are worth 20M.

Most people won't notice it at first (including me), butthere's a VERY simple way to hit the Combo Hole shot from the upperleft flipper. As the ball comes to the flipper from the Right Spiral(moving quickly), just hold up the flipper and the ball headsstraight for the Combo Hole! Obviously this depends on theparticular table, and may not even have been the design idea.

Bonus Count

Bonus Count can be worth a whole heckuva lot in TZ. As withall Lawlor games, bonus is determined solely on particular shots androunds; you won't add 1,OOO to your bonus by hitting a Jet Bumper.Bonus is calculated as

(500K * Hitchhikers + 500K * Door Prizes) * Bonus X + Special Rounds

Bonus X is lit on the Left Ramp for 5 seconds after rollingover the Right Inlane. Bonus X really isn't worth shooting for; fromthe inlane, it's a better idea to shoot for Dead End or the LeftSpiral instead.

Special Rounds can be worth a LOT of points, pushing Bonusinto the stratosphere:

Rol A Top Slot Machine Twilight Zone 2

Powerfield: total of all 'Battle the Power' rounds - can be 70M +
Town Square Madness round: 50M
Clock Millions round: 70M
Clock Chaos: 50M
Greed: 30M
Powerball Mania: 300M
for a big total of 570M

Obviously you wouldn't expect that kind of bonus all the time,but considering the default Grand Champ score is 750M, Bonus can surehelp you get there. When awarding Bonus, each screen comes up as itdoes in TAF, and in TZ, it acts as a card and falls forward (with aslight boom) to reveal the next card; it's pretty catchy and forms agood beat to tap to. If your bonus is over 100M, you get anothercool quote: 'Big risk, big reward.. in the Twilight Zone.' Thebonus count can be sped up by holding down both flippers!.. thecards fall as fast as possible, but no quote for 100M bonus.

Miscellaneous Scoring, Animation, etc.

Some additional features of TZ that didn't seem to fitanywhere else:

Dead End
animation: The Town Square Value animation shows a cardriving; the Dead End animation shows the same car crashinginto a wall. Oh it's so cute. :)

Dead End can be lit at the Town Square collect hole, behind the JetBumpers. It is lit by rolling over the right inlane and remains lituntil the end of the ball or until collected. Dead End scores doublethe Town Square value; an adjustable number of Dead Ends lights anExtra Ball (this was 3 on our machine - sounds easier than it is). 8Dead Ends awards your bonus, and there may be a later award. The DeadEnd EB disappears if unclaimed that ball.

Triple Pickup
(animation)

On a background of a graveyard, we see the same picture of theHitchhiker from any ordinary Hitcher shot. (But this is no ordinary..sorry.) Then, a second appears on the same screen, with the firststill there. Then a third. One (or all) of them says, 'Going my way?'and then they all disappear.

Robot Ramp
The first EB on the Robot Ramp is adjustable and stays near 10; thereis a second EB lit at 45 Robots. There may be some kind of award for100 (or more?) Robots.

'Shoot Again'
Animation shows the one-inch astronaut walking from right to left,holding a pinball. At left he drops be ball (clunk, clunk), then turnsto you and says, 'Webba wobba wobba' - an immediate translation isprovided: 'Shoot again'.

Extra Ball Buy-In

When your game ends, you're given the option to buy an extra ball for 1credit. Hitting the 'Extra Ball' button gives the Extra Ball andusually a most appropriate quote (see the Spoilers). If you don't wantthe extra ball, you can flip both flippers, hit the Start button, or ina multi-player game, just plunge the ball. Extra Ball Buy-In shouldonly be used if you're close to a big feature (like the Door handle) orif you're close to a replay or high score; the local PAPA tournamentimmediately made up the rule that if you got a replay you could use thecredit to buy an extra ball. Strange. Any high score managed becauseof the bought extra ball counts just the same; I think this is a goodidea, but hey it's a rule sheet not a commentary. Important: you canonly buy one extra ball, so no kid with 200 tokens is gonna get thehigh score. You have 7 seconds to decide to buy (or not) the EB.Buying an EB immediately lights all 7 5M targets, so the Clock is alsolit for 10M. (Now why are those targets on? :) In addition, a ballsaver comes on for around 15-20 seconds; should you drain in this time,the display reads 'Player n Keep Shooting' as the ball is auto-plunged.Rod then adds, 'Things are not as they first appear..' though I'llhave to check that quote.

Replay
Replay animation is the same as the animation for a Slot Machine shot;the Slot Machine spins around, and lo and behold, the three wheels stopon 'PL', 'AY', and 'RE', in no particular order. A cool add-on here:if the machine is set to award extra balls instead of replays, thisdisplay will show that instead. I haven't seen the actual display, butyou can tell that as the wheels spin around to 'Replay', they could'vespun around to some sort of Extra Ball display.

Match
Match animation is done very quickly (yay!): the one inch astronautholds a gun, pointed at a match number (which doesn't match any of theplayers' scores), with the scores (last 2 digits, that is) below. Hefires, and the match number appears immediately in an explosion. Ifyou matched, your number lights up immediately with a click; if youdidn't, your number explodes. The astronaut then flips the gun intothe air, catching it after it does a full twist.

Random Quote
(it didn't fit anywhere else)

Occasionally, Rod will say, 'Not an ordinary day', near the beginningof the game. Sometimes he'll add to that, 'nor an ordinary place.' Noapparent reason..

Jackpot Animation
(didn't fit anywhere else)

Lessee.. begins all dark, then a circle of light flashes out, showingthe outlines of the word 'Jackpot'. More circles until the entiredisplay is light, then the lights in 'Jackpot' pulse bright and faint(never off), then an explosion and a display of how much you got, withthe Power shouting 'Jackpot!' It's cooler than that, I assure you. Ohand there's music too.

Theme Song
The Powerball Mania, jackpot, and attract mode music are based on theearly 80's rock song, 'Twilight Zone' by Golden Earring. The song isadapted for TZ, so it's a bit different from the original. The songalso had some lyrics (strangely enough), and here's the chorus:

Help, I'm steppin' into the Twilight Zone
This is a madhouse, feels like being home
My feet they can't move under moon and star
Where am I to go now that I've gone too far.. (repeated)
You are gonna know when the bullet hits the bone. (repeated)

Um..yeah..ok. The entire lyrics are available by request.

High Scores
Getting one of the high scores obviously gives you the chance to putyour name on the high score list. It does generate a quote from Rod:'That was neither an ordinary game, nor an ordinary player.' Cool..same initial entry as every other game, GC 2 credits, others 1. Anadditional credit is provided for 'Lost in the Zone Champion' (look atthe high score table); if you had a high score, you won't need to re-enter your initials for LITZ.

The Joystick Conspiracy
TZ is the third Lawlor game to have a particular item on the backglass.Check out Whirlwind (if you can find one!) if you get the chance, andyou'll see a guy holding a red joystick in his left hand, with a buttonat the top and what looks like a phone cord at the bottom. Now look atFunHouse - Rudy, in a shot where his body is showing, is holding thesame thing, also in his left hand. Now look at the dummy in the box onTZ - same thing, same hand. Ooh it's spooky (not); someone suggestedthis was done by art director Youssi, but no joystick has been seen inany other Bly/Wms games.

Tournament Mode
Changes in the TZ rules for AMOA play: Lite EB is always spotted on theDoor. Clock Chaos is the first flashing Door Prize. The Slot Machinefirst awards 'Lite Gumball', then the next Prize in counter-clockwiseorder throughout, including the flashing Prize but not lit ones. TheCamera award is the same sequence for all players. Of course, no extraballs, so the Super Skill Shot awards 10M plus Battle Power for Red,Lite Special (1M) Half The Time for Orange, nothing for Yellow.

5-Ball Mode
If your TZ is set for 5-ball play (5 balls per game, not 5 ballsinstalled), there are minor changes: a Yellow Skill Shot won't spot the10M Door Prize, Spiral Awards begin at 2M, Piano and Slot don't relightautomatically at the start of a ball, and two locks are required tostart the first multiball (it can still be started by the Left Ramp).

The Cow
Yes that's right.. TZ has a cow. No I'm not telling you where, trythe spoilers.

Tips, Tricks.. maybe even Strategies!

There are so many things to shoot for in TZ, it's insane.Last time I played TZ I had the ball trapped on the left flipper. TheLeft Ramp was lit for Super Skill Shot; the Clock Target was lit forClock Millions; the Right Ramp was lit for Battle the Power; Lock waslit; the Slot Machine was active; and the Gumball Machine was lit.SIX shots, all of which are not easy and have their own rewards. Thestrategy in TZ is not to light something, then shoot it.. TZ alwayshas something lit, and shooting it lights something else (or,usually, more than one thing).

As with TAF, there are several good, independent strategies -I haven't figured out yet which are the best.

  • Shoot for the Door Prizes. Each one usually rakes in at least 20M,sometimes a lot more. It's easy to relight the Piano and Slot Machine(just one Left Ramp shot) - they're not difficult shots either, andthe Piano is actually quite easy once you get the hang of it. Andgetting the ?, like getting Tour the Mansion, is a strategy in itself.
  • Shoot for multiball. Simple enough; a lock is lit by a Left Ramp -Right Ramp combo, and once you get the Lock shot down, it isn't veryhard to repeatedly get multiball. Multiball itself is hard at first,but not overly difficult. In fact.. a whole lot of things on TZ arehard to deal with at first, and become much easier once you know how.Multiball is especially worth your while to master; since successiveJackpots get bigger and bigger, your score can climb very quick.(example: 4 Jackpots - 40, 50, 60, 70 - 220M. Not bad. Plus any 5Mtargets you might pick up.)
  • Shoot for Powerball. It never takes more than 3 Gumball shots to getthe Powerball to come out; the Gumball machine is relit quickly by thetwo ramps. Powerball Mania is a very high-scoring round, and worthgoing for.

Notice: ALL of these are made easier by the Left Ramp -> RightRamp combo. This combo is the most important thing to MASTER in TZ;if you can shoot it successfully and repeatedly, the entire gameopens up for you.

Quick strategies for situations:

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  • ball to upper left flipper, Piano unlit: shoot Power Payoff if that'slit, otherwise hold the flipper up for the Combo Hole.
  • ball to upper right flipper, Camera unlit: shoot Hitchhiker - adding aJet Bumper is paltry, and Hitchhiker gets you closer to Battle thePower. Another possibility: shoot the upper left flipper! There's agood chance the ball will rattle around and into the Piano. This isespecially good if the Jet Bumpers tend to drain the ball. A thirdchoice is to shoot the upper left flipper, but then flick it when theball arrives. With practice, this shot goes right up the Left Ramp!
  • ball to lower right flipper: shoot Dead End, Left Spiral, or ClockTarget if lit, otherwise go for one of the ramps.

The lower left flipper is probably the most important, sinceit can shoot so many things. Of course, it's a Pat Lawlor game..all the flippers are important. :) Just look at the 4-Way Combos -all four flippers get used.

There are quite a few strategies I've seen for defeating thePower. The first is to just randomly flip - ok that's not astrategy. The second is to wait for the ball to fall below themagnet, then flip it quickly - the ball should shoot past the magnetand toward the victory hole. A third is the exact opposite - flip asthe ball is above the magnet; it then flies toward the magnet, offthe bottom wall, then past the magnet again and into the hole. Afourth strategy, and the one I've seen work most often (50% maybe) isto flick one magnet on and off, build up some momentum, then releasethe magnet and let the momentum carry the ball all over the place,hopefully up to the hole. You may have limited success in defeatingthe Power right away - the ball comes (usually) to the right magnetfirst. Flip the right magnet just as the ball hits the bottom rightwall, and it just might do the trick; it won't be worth terribly manypoints, but it will award a free Door Prize. Mike has had the mostsuccess in defeating the Power - his strategy? 'I don't know what thehell I'm doing'. :) Good luck..

If you should get the Powerball in play, it's not worthshooting into Lock (unless you've never scored a double jackpot)..after all, since the Jackpot is less than 100M, and since you haveonly a 1/3 chance of shooting the double jackpot, the advantage ofhaving Powerball going during multiball isn't that great. Comparedto the possibility of a huge Powerball Mania bonus, it's prettypaltry.

One thing that people at AMOA may find problematic is that theJet Bumpers have the tendency to send the ball screaming rightbetween the flippers - and since the bumpers are so close by, there'sno chance of reacting quickly enough to make a save. This is exactlylike TAF, but it's more of a problem here since the ball goes intothe bumpers for every Hitchhiker shot (as many as 20-30 in a goodgame). Because of this, advanced players may want to avoid the JetBumpers entirely; this was only a good strategy for me when I had theDoor handle lit - and then I missed the shot.. FOUR times. :(

October 22, 2018.Output power total 50w, Build-in 4-In-One High gain 12dbi directional antenna, shielding 200-1000m,Still depends on the strength signal in given area. Edit or delete it, then start writing!. Jammer slot machine manual.

So TZ is another well-balanced Lawlor game with manystrategies for replays and high scores; as a follow-up to the(former?) #1 pinball game of all time (TAF), Twilight Zone is quiteamazing. I think that TZ is better balanced than TAF - thehigh-scoring strategy in TAF was Tour the Mansion, then do it again.With TZ there are many different ways to get the score way up there,and I especially like the increased value of multiball.

Other Stuff

Rol A Top Slot Machine Twilight Zone

Thanks to Jon Deitch, Lyman Sheats, Kevin Martin, MarkPhaedrus, Josh Lehan, Brian Dominy, and Robert DeLourafor making additional comments andcorrections. Thanks to Felix Lee for the TZ playfield program.

Slight Bragging Section: my best game is 1436M, best LITZ360M. The Grand Champ score is somewhere near 2.5B, but it'swell-known that the guy who got it isn't any good at pinball, andhappens to work at the place.. hmm. He 'got' a 560M LITZ, so it'sjust slightly suspect. The best game I've seen so far was by MarkConant, at 1.6B. Considering his highs on TAF and other games(deleted for sanity's sake), he'll go a lot higher than that. If it'sanything like TAF (it is), high scores will slowly build, andbuild..

Well, hope you enjoyed this guided tour.. of the Twilight Zone. :)

Bowen

[[ The Spoilers are attached below - KJM ]]

Warning warning: this list contains SPOILERS! Spoilers, get it? Nowback off before ya read somethin' ya don't want to!

You sure? You really sure?

(see - it's a Williams, um, Bally game, we need double redundancy just incase)

Well okay..

Talking Tina
Won't be much of a spoiler because you really should see the animation:the Extra Ball transmogrifies :) into a balloon, deflates, flies aroundthe screen, and lands on Tina's face. She says, 'Hee hee hee'..

Clock Chaos
Six or seven Clock Target hits (very hard to do) generate the quote,'Quit playin' with the clock!', direct from FunHouse.

? = Lost in the Zone
Every ball is released from the Gumball Machine!

Every ball is released from the trough!

Everything is lit! Well - almost everything:

  • Powerfield lit, defeating Power worth 50M (like Powerball Mania)
  • Town Square Madness lit
  • Clock Millions lit
  • Super Slot lit
  • Hitchhiker shots worth 2M
  • Left Ramp shots worth 10M
  • Greed targets lit
  • Dead End and Town Square lit (simultaneously?)

Balls are kicked from the auto-plunger as long as the Clock continuesto roll; once it strikes 12, everything stops IMMEDIATELY, all ballsdrain, and it adds up your score (only points from LITZ round count).A good LITZ is worth upwards of 300M; the best LITZ gets on the highscore table. If the Gumball Machine is disabled, LITZ will be only a3-ball multiball, else a 6-ball. Bonus is awarded: x Hitchers, pointsfrom Odd Change (10M awarded automatically), points from Super Slot,from Town Square, from Greed, from Clock Millions, from PowerballMania, and from the Left Ramp.

Extra Ball Buy-In
If you're greedy enough to buy an Extra Ball.. :) Well figure it out;the quote is 'Grreeeeeeeedd' right from TAF.

The Cow
By request of someone anonymous from Ohio, who told me not to tellpeople about cows, I'm not postin' it. It's easy enough to see, butI'll give you some hints:

  • the Cow won't moo, so don't expect it..
  • the Cow will be seen in less than 10% of TZ games
  • the Cow will probably NOT be seen at all at AMOA.

Rol A Top Slot Machine Twilight Zone 1

If you absolutely must know where the Cow is, e-mail me.. butit's much more fun to find it yourself. And by the way, try not tosend any follow- up posts on this one; if you have questions, e-mailshould work ok.Bowen

Editor's Notes

Rol A Top Slot Machine Twilight Zone 5

  • HTML added by David Gersic dgersic_@_niu.edu
  • E-mail addresses have been expunged to prevent web-bot spamming, and Web links have been updated where possible.