| Left target bank
|
Low on the left, just above the inlane, the short lane beside the flipper that rolls the ball back onto it |
A row of standing targets. Hitting them lights a Golden Symbol (several Tales ask you to hit lit Golden Symbols), spells letters for the Ali Baba Tale, and lights the left Shooting Star, a helper that tries to catch a ball rolling down the left outlane, the outside lane beside the flipper that leads out of play. Shoot it with the tip of the right flipper. If you miss, the ball usually bounces back toward the middle of the table, where you can play it again. |
| Left orbit
|
The long lane round the far left edge |
Lock a ball here when the lock light is on: the machine keeps that ball for multiball and gives you a fresh one. This lane also spells H-A-R-E-M for Harem Multiball, counts as a Tiger Loop when that is lit, and in the Sinbad Tale it is how you send the ball to the bumpers, the round bouncers at the top right. A full-speed shot goes all the way round and comes out on the right side. A weak one can drop down the inner left lane straight toward the gap between the flippers, so be ready with a slap save: flip and give the machine a quick shove at the same time, to knock a ball headed for the gap over onto a flipper. |
| Left orb/saucer
|
Left of center. The orb is a captive ball, a ball fixed in a short lane on the table that you hit with your own ball. The saucer is a shallow dish beside it that holds the ball a moment, then kicks it out |
A full-strength hit on the orb raises your Bonus X, the number your end-of-ball bonus gets multiplied by, and counts for the Cyclops Tale. Landing in the saucer counts toward Fireball, a timed feature explained further down. A weak shot at the orb usually rolls into the saucer. |
| Carpet ramp
|
Just left of the lamp |
The long spiral ramp. This is where you pick up a jewel once a Tale is done, where Fireball and the Flying Carpet Tale are shot, and where the Super Skill shot goes. Hit it firmly: a soft shot does not make it round the spiral and falls into the bumpers, though once a game a weak shot can give you a Secret Lock instead. Normally the ramp brings the ball back down to the right flipper. When a jewel or Fireball is waiting, a gate on the ramp can send the ball to the left instead, or hold it for a moment. |
| Lamp |
Dead center: the big lamp toy, with a spinner in it, a blade that turns over and over as the ball passes |
Every time the ball turns the lamp, that counts as a lamp spin. Spins start Lightning Lamp, a timed feature where every spin pays; earn Wishes, which let you take a jewel without playing its Tale; add to a bonus that carries over from ball to ball; and grow the jackpot, the big prize shot, in Genie Multiball. Shoot it when the lamp sits sideways across the lane, or aim for the post behind it, the rubber peg at the back. When the lamp is pointing straight at you, leave it alone: the ball comes straight back down the middle and out. |
| Genie/hidden treasure |
Upper center, tucked in behind the lamp |
The Genie is the heart of the game. Hit it to start a Tale, to spell G-E-N-I-E, to start Genie Multiball, to earn its jackpot, and to start the final rescue. Shoot it when the lamp has swung out of the way and the lane is open. A glancing hit off the edge, or a bounce in off something else, is safer than firing straight at it when the lamp is blocking the way. |
| Right target bank |
Behind the lamp, on the right |
Another row of standing targets: Golden Symbols, Ali Baba letters, and the right Shooting Star. You cannot see these well from the flippers, so watch the insert, the light set into the playfield next to them, to know whether you have finished the row. Do not assume. |
| Lock/Harem lane |
The narrow lane to the right of the Genie |
Shoot it to lock a ball directly, or, when Harem is not lit, for a small Harem award. The orbits lock balls too, with a magnet, and they are wider and safer, so use those first. |
| Bazaar scoop
|
Right of center |
A hole that swallows the ball and spits it back out. It gives Bazaar awards, lets you Make a Wish, and during Genie Multiball offers a Rematch. A miss, or the ball being kicked back out, can come straight down the middle, so shoot it when there is something worth having, not just because it looks safe. |
| Bumpers/Harem sneak-in |
Upper right |
The round bumpers that bat the ball around. Every hit adds 1,000 to the Harem Multiball jackpot, and now and then the machine awards a Sneak-In. Three Sneak-Ins start Harem Multiball. |
| Right orbit |
The long lane round the far right edge |
Locks a ball when the lock light is on, and counts as a Tiger Loop. When an Extra Ball (another turn after this ball ends) is lit, meaning its light is on, this is where you earn it. A full-speed shot goes round and comes out of the left orbit. |
| Right orb |
Low on the right, another captive ball |
A full hit raises Bonus X and counts for the Cyclops Tale. |