PINBALL FIELD GUIDES
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Techniques Dictionary
Twilight Zone — restyled cabinet backglass

Bally · 1993

Twilight Zone

Earn all fourteen Door panels, then shoot the upper-left Player Piano for Lost in the Zone, a forty-five-second six-ball finale.

Start with the goal →

The point of the game

Objective

The Left Ramp turns on the Player Piano. Use the upper-left flipper to shoot the Piano and earn the currently flashing Door panel. earned panels remain on for the rest of the game. After all fourteen, return to the Piano for Lost in the Zone.

  1. Earn panels Left Ramp lights the Player Piano. Right Ramp lights the Slot Machine. Either can award a panel.
  2. Spell GUMBALL Use both ramps. GUMBALL lights the Lock Lane and the Gumball Machine.
  3. Start Multiball Lock balls, then use the Left Ramp. Jackpot at the Player Piano; relight at the Camera.
  4. Use the Powerball When the white ball appears, send it up the Right Orbit to start Powerball Mania.
  5. Reach the finale Fourteen panels light the handle. Earn it at the Player Piano for six-ball Lost in the Zone.

Find your targets

Shots

Twilight Zone illustrated field guide hero: a glowing red gumball machine, antique player piano, cubical clock, open door to deep space, vintage camera, floating eye and chrome pinball in an impossible midnight landscape

Gumball Machine

The red glass Gumball Machine dome in the top-left corner of the installed Twilight Zone playfield

When GUMBALL is lit, shoot the Right Orbit to swap a ball through the dome. One stored ball is the white Powerball.

How to try it: Hold the ball still on the right lower flipper. Aim into the opening at Gumball Machine, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.

Left Orbit

The short Left Orbit lane at the top left, just above the small upper-left flipper, on the installed Twilight Zone playfield

Shoot from the upper-left flipper. When lit, it awards the next Spiral value. Follow with Hitchhiker Lane for a Triple Pickup.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left Orbit; 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.

Left Ramp

The clear plastic Left Ramp in the centre of the installed Twilight Zone playfield, with its swinging gate and three lamps in front

Spells GUM, adds a Robot and lights Player Piano. A white lamp starts Multiball; orange diverts to the Super Skill Shot.

How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Left 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.

Powerfield

The raised pyramid Powerfield with the eye and FLIP HERE corners on the left side of the installed Twilight Zone playfield

Battle the Power sends the Right Ramp here. Use the flipper-button magnets to throw the ball through the top exit; a bottom exit falls to the bumpers.

How to try it: First make the entrance shot named in the card. Once the ball reaches this upper area, use the flipper buttons only for the controls shown there and follow the flashing path.

Camera

The Camera sinkhole behind the small upper-left flipper, marked CAMERA, on the installed Twilight Zone playfield

Let the ball pass the raised upper-left flipper into this hole. Lit, it awards Camera; during Multiball it relights the Player Piano jackpot.

How to try it: Hold the ball still on the right lower flipper. Aim at the dark opening of Camera, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.

Dead End

The small Dead End sinkhole on the far left edge, above the jet bumpers and under the Powerfield, on the installed Twilight Zone playfield

Awards the Town Square value, doubled when lit by the right inlane. The third lit Dead End lights Extra Ball.

How to try it: Hold the ball still on the right lower flipper. Aim at the flat scoring face of Dead End, not at the nearby plastic or gaps. Expect the ball to rebound toward the middle after contact.

Jet bumpers and Hitchhiker Lane

The three jet bumpers in the lower-left corner with the Hitchhiker Lane just above them on the installed Twilight Zone playfield

Bumpers advance Town Square and move the flashing Door panel. Hitchhiker Lane adds a hitchhiker, then sends the ball to the dangerous bumper area beside the left outlane.

How to try it: Do not aim at the round bumpers themselves; their caps are not targets. Send the ball into the upper area beside Jet bumpers and Hitchhiker Lane through an outside lane, then let the bumpers knock it around.

The installed Twilight Zone playfield from above: the red Gumball Machine dome top left, the pyramid Powerfield and the jet bumpers down the left side, the clock and the Player Piano in the upper middle, the Slot Machine and the Lock Lane on the right, the Door in the lower middle and the plunger lane along the right edge
The installed table, from above. Click it to see the whole map full screen with every close-up beside it.

Lock Lane

The narrow Lock Lane in the upper right, above the Player Piano and right of the Right Ramp, on the installed Twilight Zone playfield

Shoot from the lower-left flipper. Orange locks a ball; amber awards Extra Ball. Released balls return by the Right Orbit.

How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Lock Lane; 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.

Player Piano

The Player Piano sinkhole under the clock, its mouth facing left toward the upper-left flipper, on the installed Twilight Zone playfield

Shoot from the upper-left flipper. Yellow awards the flashing Door panel; red awards the Multiball jackpot. Above the hole is early, below is late.

How to try it: Hold the ball still on the left lower flipper. Aim into the opening at Player Piano, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.

Right Orbit

The Right Orbit lane along the right edge past the upper-right flipper, with the GUMBALL sign, on the installed Twilight Zone playfield

Loads the lit Gumball Machine, awards a lit Spiral value and sends the loose Powerball home to start Powerball Mania.

How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Right Orbit; 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.

Slot Machine

The Slot Machine scoop above the upper-right flipper with the SPIN SLOT MACHINE sign on the installed Twilight Zone playfield

Aim slightly right so the post guides the ball in. Yellow awards a random Door panel. Most captured balls return here toward the lower-right flipper.

How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Slot Machine, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.

Greed Targets

The yellow 5 MILLION Greed Targets clustered beside the Slot Machine on the installed Twilight Zone playfield

Seven yellow targets. During Multiball they raise the jackpot; during Greed they increase its total. The Clock Target lights them in sequence.

How to try it: Hold the ball still on the left lower flipper. Aim at the flat rectangular faces in Greed Targets, one target at a time; do not aim at the gaps or the plastic above them. Expect the ball to rebound toward the middle after contact.

Match each close-up to the full playfield. Click the playfield to see the photo and the explanations together.

Lower-playfield landmarks

At the bottom: flippers, inlanes and outlanes

The two main flippers, and on each side of them the lanes the ball rolls down to reach them. An inlane drops the ball gently onto a flipper. An outlane runs outside the flipper, and a ball in it is lost. The far-left inlane lights the Right Spiral, so the Right Orbit pays a Spiral value for a few seconds. The near-left inlane, where the Left Ramp drops the ball, relights the Slot Machine for a moment. The right inlane lights three things for a few seconds: the Dead End for double, the Left Spiral on the Left Orbit, and the Left Ramp to raise your bonus multiplier, the number your end-of-ball bonus is multiplied by. The left outlane can be lit for an extra ball and the right for Special, a free game. The slingshots, the rubber triangles above the inlanes, fling the ball away and move a lit outlane light from side to side.

The Door and the six Spiral lights

The Door is the rectangle of red panels in the lower middle. Its fourteen panel names run round the edge: Town Square Madness, Lite Extra Ball and Super Slot along the top, then down the right side Clock Millions, The Spiral, Battle the Power and 10 Million, along the bottom Greed, The Camera and Hitchhiker, and up the left side Clock Chaos, Super Skill Shot, Fast Lock and Lite Gumball. Lite on a panel means it lights something for you instead of paying points. In the middle are GUM, BALL, LOCK 1, LOCK 2 and the small white handle. Just above the flippers is a row of six lights, the Spiral awards: 2 Million, Battle the Power, 4 Million, Battle the Power, 10 Million and Lite Extra Ball. The one flashing is what the next lit orbit pays.

The far right: the plunger lane and the Rocket

The ball waits in the plunger lane along the far right edge: a gate, then three switches one above the other (red lowest, orange, yellow highest), then a scoop at the top that drops the ball through to the Slot Machine. Just left of it is a second lane for the machine's own launcher, which fires balls up the Right Orbit. The Rocket is a small pocket under the upper-right flipper, with a rocket painted beside it. A ball that lands in it is fired hard across the table, through the Hitchhiker Lane, into the jet bumpers.

The Clock and the upper flippers

The cube above the Player Piano with hands on it is the Clock, the timer for most rounds. Watch the Clock, not the display. The full-size flipper less than halfway up the right side is the upper-right flipper. The short one high on the left is the upper-left flipper, the one that shoots the Player Piano and the Camera. On this table each side's button moves both flippers on that side together.

Every ball starts here

Launch

Skill shot

A soft plunge rolls across three colored switches. Red pays 2M, orange 5M and yellow 10M plus the 10 Million Door panel. The ball then fires toward the risky left bumpers.

First game: use the safe launch. Try the soft launch later, when its extra points or yellow-panel award matter.

Your first useful run

First game

First-ball route rendered as an uncanny midnight pinball scene: one chrome ball climbs the clear Left Ramp toward the lit Player Piano beneath the cubical clock, with the Lock Lane glowing beyond
First-ball routePlunge into the scoop, shoot the Left Ramp to light the Player Piano, take the flashing panel from the upper-left flipper, then lock a ball in the Lock Lane.
  1. Plunge firmly. Catch the Slot Machine return on the right flipper.
  2. Left Ramp. It spells GUM and lights the Player Piano.
  3. Right Ramp. It spells BALL and sends the ball to the upper-left flipper.
  4. Player Piano. Flip from the upper-left flipper to earn the flashing Door panel.
  5. Lock Lane. Lock one ball, then shoot the lit Left Ramp to start Multiball. Two locks raise the opening jackpot.
  6. Jackpot loop. Player Piano awards; Camera relights. Resume earning panels when one ball remains.

The fourteen panels

Door panels

Steady panels are earned; the flashing panel is next. Player Piano and Battle the Power earn that selection. Slot Machine chooses a random uncollected panel. Bumper hits move the flashing choice.

Take Lite Extra Ball early. Start timed rounds before Multiball, because panels cannot be earned while several balls are in play.

Town Square MadnessA timed round where every switch pays, the bumpers most

Starting it puts three million into a Town Square Madness total. For the length of the Clock every switch on the table adds 350,000 to that total, and each jet bumper hit adds the current switch value and raises it by 25,000, up to a million a hit. The total goes into your end-of-ball bonus and into the Lost in the Zone total. While it runs, the magnet on the right orbit catches balls so you can shoot the Hitchhiker Lane. It rarely pays much on its own, because the only way to send the ball into it is the jet bumpers; the best totals come under a multiball.

Lite Extra BallLights an extra ball at the Lock Lane

An extra ball lights at the Lock Lane at once, unless you already have as many running together as the machine allows, and it stays lit until you earn it, even into your next ball. Earning any other extra ball first switches this panel off for the rest of this Door, and the Slot Machine will not hand it to you unless it has no choice. If whoever set up the machine turned extra balls off, this panel is lit all the time and you do not need it to reach the handle.

Super SlotA timed round: the Slot Machine pays ten to twenty million a shot

For the length of the Clock the Slot Machine's yellow lamp flashes fast and every shot into it pays a random ten to twenty million on the spot, on top of whatever else it does. To also earn a panel from it, it still has to be lit the normal way. The Left Ramp drops the ball in the near-left inlane, which lights the Slot Machine for a moment, so the rhythm is Left Ramp, Slot Machine, Left Ramp, Slot Machine.

Clock MillionsA timed round: the Clock Target is worth the hour, in millions

For the length of the Clock the Clock Target is worth whatever hour the Clock's hand points at, in millions. The round starts at noon, so for a moment the target is worth twelve million, long enough for two hits; then it drops to one million and climbs an hour at a time. Starting it puts five million into a Clock Millions total, which goes into your bonus and into the Lost in the Zone total. Six hits during the round add a ten-million Clock Damage Bonus at the end, unless the sixth was during the grace moment. Hit the Clock Target once straight away for twelve million, then leave it alone until it is worth something again.

The SpiralA timed round: every orbit pays ten or fifteen million

For the length of the Clock every orbit shot pays extra: ten million for the first, ten for the second, fifteen for the third, and fifteen for every one after that, each called a Breakthru. The points come at once and there is no grace moment. The helper magnets, the magnets on the two orbits that catch the ball for you, follow their own pattern during this round: the left one catches you at most twice, the right one at most once, then neither. Loading the Gumball Machine counts as a Right Orbit. Run this under a multiball if you can, and if The Spiral is your last panel before the handle, take it and go straight into Lost in the Zone, where nearly every launched ball scores a Breakthru.

Battle the PowerLights the Right Ramp for a fight on the Powerfield

Lights Battle the Power on the Right Ramp: the orange lamp at the ramp's foot comes on, and the next Right Ramp carries the ball onto the Powerfield instead of dropping it at the upper-left flipper. How the fight works is under the Powerfield in the side features below. The next panel round the Door is 10 Million, so beating the Power straight after taking this panel wins only that.

10 MillionPoints

Ten million points, at once. Nothing to do. On normal settings the yellow zone of the normal skill shot gives you this panel for free.

GreedA timed round: all seven Greed Targets flash

For the length of the Clock all seven Greed Targets flash. Each hit pays its usual five million and adds five million to a Greed total, which goes into your bonus and into the Lost in the Zone total. Starting the round puts five million in. When all seven have been hit they all light again. Mostly let the ball earn them on its own; the ones in the upper half are fair shots if they present themselves. Greed under a multiball is the best of both, because the same targets also raise the jackpot.

CameraLights the Camera twice

Lights the Camera twice. Lit Cameras play at the same time, so you can carry them until you want them. The eight awards are under the Camera in the side features.

HitchhikerTwo million per hitchhiker, now and for the rest of the ball

Pays two million at once for every hitchhiker you have earned so far, and for the rest of this ball every new hitchhiker is two million (a Triple Pickup six, the Camera's ten-hitchhiker award twenty). Earning it a second time on the same ball adds nothing. With the maximum hundred hitchhikers it is two hundred million. Fine to take early, since anything you earn this ball still pays; late in a long game, with a pile of hitchhikers, it is the best panel on the Door.

Clock ChaosThe Clock winds back and forth; hit the Clock Target on the high hours

A round with no fixed length. Five million goes into a Clock Chaos total. The Clock winds itself round to six o'clock and then starts slowly winding backwards toward noon. Each hit on the Clock Target pays the hour the hand points at, in millions, and turns the Clock around the other way, faster each time. As far as the rulesheet says, the round ends when the Clock reaches either end. Six hits add twenty-five million. A hit during the grace moment pays twelve million and restarts the round. Clock Chaos always keeps the Clock, whatever else starts, and its total goes into your bonus but not into the Lost in the Zone total. Hit the Clock Target early, while the hand is on the high hours; the Clock pauses while a jackpot is being earned in multiball, so those are free hits.

Super Skill ShotThe next Left Ramp sends the ball back to the plunger for big prizes

Lights the orange lamp on the Left Ramp, and your next Left Ramp in normal play sends the ball back to the plunger for a second, better skill shot. What each zone pays is in the launch section above.

Fast LockA falling value at the Lock Lane that starts a multiball

For the length of the Clock a radio on the display tunes down from 17.3 million to 5.3 million, and the Lock Lane is lit to earn whatever it reads at that moment and start Fast Lock Multiball. The normal Multiball cannot start while this countdown is running. Not worth much on its own, because the Lock Lane is the hardest shot on the table, but the multiball it starts is a good time to earn lit outlanes, hitchhikers and any panel round still running.

Lite GumballLights the Gumball Machine

This panel turns on one future Gumball Machine load at the Right Orbit. More than one load can wait, and the Slot Machine awards this panel often.

The handle (Lost in the Zone)After the other fourteen

When all fourteen are lit the handle flashes, and the Player Piano and Slot Machine light on their own. Earn the handle at the Player Piano or by beating the Power; the Slot Machine should give it too, as the only panel left, though the rulesheet does not say so outright. What happens next is in the Lost in the Zone section below.

Three ways to get more balls

The three multiballs

Three-ball multiball in a surreal night scene: a ball leaves the glowing lock, another crosses the ramp toward the lit Player Piano jackpot, and another enters the Camera aperture, framed by the gumball machine and clock
Multiball flowSpell GUMBALL on the two ramps, lock a ball in the Lock Lane, start from the Left Ramp, then jackpot at the Player Piano and relight it at the Camera.

All three multiballs pause Door panels, combos, Spiral values and Camera awards. No shot adds a ball. Each ends at one ball, except for Powerball Mania’s opening grace and the main Multiball restart.

Multiball, the main oneSpell GUMBALL, lock at the Lock Lane, jackpots at the Player Piano
  • Light a lock. In normal play the Left Ramp spells GUM and the Right Ramp spells BALL. When GUMBALL is spelled the Lock Lane's orange lamp lights, and the Gumball Machine lights too. You cannot spell it again until you have used the lock or finished a multiball.
  • Lock a ball. Shoot the Lock Lane from the bottom-left flipper. The lane keeps the ball and a new one is served to the plunger. On normal settings one lock is all it takes: the middle white lamp on the Left Ramp lights, and the second and third locks are free, meaning the Lock Lane stays lit for them. For your second multiball, locking the second ball leaves the lane lit for the third. Whoever set up the machine can change these rules.
  • Start. Lock the third ball, or shoot the Left Ramp while its white lamp is lit. The Lock Lane spits its balls down the Right Orbit to the upper-right flipper, and any ball that has to come from below is launched up the Right Orbit. The jackpot lights at the Player Piano, its red lamp on: fifteen million if only one ball was locked, forty million if two or three were, so lock two before you start whenever the shot is going well. If the Super Skill Shot is lit it beats multiball on the Left Ramp, so use it first.
  • Advance the jackpot. All seven Greed Targets flash. Each hit adds five million to the jackpot, up to 255 million. Once all seven are down they relight one at a time.
  • Earn the jackpot. Shoot the Player Piano. The easiest way: shoot the Right Ramp, which drops the ball at the Bridge Diverter and holds back the other kickouts for a moment so you get a clean flip. Or shoot the Left Orbit: with the jackpot lit the magnet on the left orbit catches the ball for the same shot. A jackpot shot with the Powerball is doubled, and a steel ball dropping into the Slot Machine right after a jackpot sometimes fools the machine into doubling it too. After a jackpot the base rises by ten million (at most five times, so it tops out at 65 or 90 million), the Greed Targets reset, and the red lamp goes out.
  • Relight the jackpot. Shoot the Camera. With the Camera lit for this, the magnet on the right orbit catches balls: shoot the Right Orbit and the ball is caught at the back of the table, then comes to the upper-left flipper slowly, lined up for the Camera. Then jackpot again, then Camera again, for as long as two balls are loose. Nothing is kicked out or launched while the jackpot animation plays.
  • Add a ball. There is none.
  • The restart. If two balls drain before you earned any jackpot, the Lock Lane lights for fifteen seconds. Shoot it and multiball resumes with the same jackpot value, though from then on the base grows as if you had locked one ball. If the Lock Lane was the last thing you shot when the others drained, the restart is credited at once.
  • How it ends. When two of the three balls drain, unless the restart is made. There is a short grace at the end: if the jackpot is lit and the other balls are draining, shoot the Right Ramp at once, or try a bounce into the Player Piano.
  • Tips. Two balls are enough, so do not fight to keep three. Take the first jackpot from a launched ball with a running flip from the upper-left flipper (hitting the ball while it is still moving, instead of stopping it first), because the magnets are off for launched balls. Ignore the Greed Targets except the one above the Player Piano, which you can hit on the way in.
Fast Lock MultiballFrom the Fast Lock panel; the Lock Lane pays the same value again and again
  • How it starts. Only from the Fast Lock Door panel. During its countdown shoot the Lock Lane: whatever the radio reads at that moment (17.3 million falling to 5.3) is paid, and Fast Lock Multiball starts with three balls.
  • What pays. The Lock Lane is lit for the whole multiball and pays that same value every time you hit it. It does not count Robots during this multiball.
  • What there is not. No jackpot beyond that, no way to add a ball, no restart, and no other multiball can start.
  • How it ends. When two balls drain, with a short grace for one last Lock Lane value.
  • What it is good for. Lit outlanes, hitchhikers in the jet bumpers, and any round still running, because one quick drain does not end your ball.
Powerball ManiaSend the white ball home for fifty-million jackpots
  • Meeting the Powerball. It lives in the Gumball Machine and comes out on a load: on your table the first, second or third one, since it starts in a random slot. It is white, a touch lighter than the steel balls, and magnets cannot hold it.
  • While it is loose. Once it is the only ball on the table and the machine has sensed it, the Gumball Machine lights for Powerball Mania and the Greed Targets flash: each hit adds five million to the Powerball Payoff, the sum paid the moment Mania starts, which begins at ten million. The helper magnets are off and Battle the Power is not available, but panels, GUMBALL, locks, the main Multiball and combos all still work.
  • Start. Shoot the Right Orbit. The Powerball Payoff is paid, the Powerball goes back into the Gumball Machine, one ball is let out of it, and two more come from the Lock Lane if any are held there, otherwise launched from below. A ball the machine launches itself does not start it.
  • The opening frenzy. The Clock counts down, and until it finishes every target adds 250,000 to a Powerball Mania total that starts at five million. This Clock never pauses. Balls that drain during a short opening grace are launched back.
  • The Powerfield. The Right Ramp flashes for a special Battle the Power: send any number of balls up it and they all ride onto the Powerfield, where Magna-Flip works while the flippers below stay live. Each wall switch adds 750,000 to the total (a million during the frenzy), and each ball that enters resets the Magna-Flip timer. Beat the Power and it is a Mania Jackpot, always fifty million, into the total.
  • After each jackpot. The Right Ramp stops sending the ball to the Powerfield until you shoot the Left Ramp to relight it, and the Magna-Flip timer gets shorter, down to about four seconds.
  • The cheat jackpot. The machine decides you beat the Power when the sensor at the top of the Powerfield trips and then the Camera sensor trips a few seconds later. So a ball into the Camera (or the Dead End) shortly after any ball has passed the top sensor pays a Mania Jackpot too, even if the Powerfield has emptied.
  • Add a ball, restart. Neither.
  • How it ends. When two of the three balls drain. The Powerball Mania total goes into your end-of-ball bonus, and it is the biggest single feeder of the Lost in the Zone total.
  • Tips. Learn to hit the Right Ramp from either bottom flipper, keep as many balls on the Powerfield as you can, and never try to hold a ball on a flipper while you are using Magna-Flip. If the outlanes are lit, this is the safest place to earn them, because drains in the opening grace come back.
Side features, playing features together, extra balls, and survival

The rest of the machine

Side features

How the Gumball Machine worksMore than one Right Orbit load can wait; use each one before the game ends

Spelling GUMBALL or receiving the Lite Gumball panel turns on the Gumball Machine lamp. Each time that happens, one future player-shot Right Orbit can load a ball into the machine, and more than one load can wait. A ball sent around the orbit by the machine itself does not count. Shoot the Right Orbit once for each waiting load before the game ends. Later loads award 25 million, and every second load also awards the flashing Spiral value.

The Powerball, and why you send it homeThe white ball that ignores magnets

The Powerball is the white ceramic ball. Magnets cannot hold it, so the helper magnets on the orbits and Magna-Flip on the Powerfield do nothing to it, and it bounces differently. While it is loose the Gumball Machine lights for Powerball Mania, as the bullets above describe. The simplest plan is to shoot the Right Orbit and send it home. The other sensible use is to lock it or start Multiball with it, because a jackpot shot with the Powerball is doubled. A Powerball all the way round an orbit is a Powerball Loop, ten million: the Left Orbit while Mania is lit, or either orbit in any multiball except Powerball Mania itself.

The Clock Target and the Greed TargetsThe little green target lights the seven yellow ones

In normal play, hitting the unlit Clock Target lights one Greed Target, starting from the lower left and working upward. Once all seven are lit, the next hit is the ten-million Clock Bonus, once a ball. After that, or during any multiball, an unlit Clock Target just makes a cuckoo noise, which at least tells you a ball is up there. Ignore it unless nearly all seven are lit and the Clock Bonus is there for the taking. The Camera's Lite Greed Targets award lights all seven at once, and the Clock Bonus with them if you have not had it this ball.

The Camera and its eight awardsLit by Robots; the next award is always shown

Robots first. You start the game with one Robot. Every Left Ramp counts one more, or two while the right inlane has lit the ramp, and every Lock Lane counts one. On normal settings an extra ball lights at the Lock Lane at a number of Robots the machine adjusts, usually between six and fourteen, and another at forty-five. Every tenth Robot lights the Camera. After the ninety-eighth Robot every Left Ramp and Lock Lane is a Super Robot worth five million, and Robots stop lighting the Camera.

Lit Cameras play at the same time. The eight awards come in a random order, none repeats until all eight have been used, and the same one never comes twice running. The next award is decided in advance and shown on the status report (hold a flipper button while the ball is at rest) and after every award, so you always know what the next Camera will give. The eight:

  • 20,000,000. Twenty million, nothing else.
  • Hold Town Square. The Town Square value is not reset at the start of your next ball. The only way to keep it.
  • 3X Town Square. Three times the current Town Square value, 22.5 million up to 75 million.
  • Lite Greed Targets. All seven light for five million each, and the Clock Bonus with them if you have not had it this ball.
  • Clock 10 Millions. A timed round: the Clock Target pays ten million a hit into your Clock Millions total, starting with ten million credited, whatever else is running. Six hits earn a twenty-million Clock Damage Bonus at the end unless the sixth was in the grace moment.
  • 10 Hitchhikers. Ten hitchhikers as if you had earned them, which usually lights Battle the Power. Never past a hundred. Twenty million if the Hitchhiker panel is running this ball.
  • Lite Outlanes. Lights the outlanes: the left for an extra ball, the right for Special.
  • Collect Bonus. It pays your whole end-of-ball bonus immediately without resetting it. It is most valuable late in a strong ball.

Take low-value Camera awards such as 20 million, Hold, or 3X early if you want to reveal the next award. Save Collect Bonus until late in a strong ball. Save Clock 10 Millions for a Clock round or multiball, and save Lite Outlanes for multiball. Ten Hitchhikers lights Battle the Power, which redirects the next Right Ramp to the Powerfield, so check the Door before taking it. In the main Multiball, Camera relights the jackpot; in the other two multiballs it has no special effect, and an unused lit Camera remains available.

The Slot Machine, Odd Change and the two PayoffsOne quirk, and three things not to mix up

A ball that goes straight back into the Slot Machine right after it kicks one out scores nothing; the machine assumes the kick failed. Odd Change is what the dark Player Piano pays: a random handful of points, never ten million. Ignore it, but when the Player Piano is dark the Greed Target above it and the two red Power Payoff targets just under its mouth are still there. Power Payoff pays ten million, once, after you beat the Power, and 250,000 otherwise. Do not mix it up with the Powerball Payoff, the sum paid when Powerball Mania starts.

Hitchhikers and the Triple PickupEvery trip down the Hitchhiker Lane counts

You start the game with one hitchhiker. Every trip down the Hitchhiker Lane counts one more, except that in normal play two trips within a moment count once, because the ball went in and straight back out. In multiball every trip counts. Left Orbit and then the Hitchhiker Lane within a second or two is a Triple Pickup, three at once. The third hitchhiker and every tenth after that lights Battle the Power on the Right Ramp, and lit battles play at the same time. The count stops at a hundred. After the Hitchhiker panel every hitchhiker for the rest of that ball is two million. Hitchhikers are dangerous to chase because the lane sends the ball to the jet bumpers, so earn them during multiballs. On many machines you can take the Triple Pickup by holding the upper-right flipper up after a fast Left Orbit; on your table that also holds the bottom-right flipper up, and a miss can go to the right outlane.

Town Square and the Dead EndWhat the bumpers advance, and the hole that awards it

The three jet bumpers are Town Square, and they advance a Town Square value. It resets to 7.5 million at the start of every ball. Each hit on an unlit bumper adds 100,000, on a lit bumper 200,000, on a flashing bumper 300,000. The normal skill shot steps one, two or three bumpers up a level, and an unlit Camera steps one up. The value tops out at 25 million. To earn it, shoot the Dead End: double when the right inlane has lit it, and it stays lit until you earn it or the ball ends. Lit Dead Ends are counted through the game, and on normal settings the third one lights an extra ball at the Lock Lane for that ball only. The rulesheet also reports a secret hundred-million Dead End Bonus at the eighth and twentieth lit Dead End on later arcade code; whether your table's code does this has not been checked. Only the Camera's Hold Town Square award carries the value into the next ball. Never shoot the bumpers on purpose: let the value grow by itself, take Dead Ends when they come, and use multiballs, Fast Lock especially, for any time you want in the bumpers.

The Spiral lights and the two orbitsSix awards above the flippers, paid by lit orbits

The row of six lights above the flippers is the Spiral. In order they pay: two million; three million and Battle the Power; four million; five million and Battle the Power; ten million; and last, an extra ball at the Lock Lane plus ten million and Battle the Power. After the sixth, further awards alternate between ten million and ten million with Battle the Power. On normal settings the first two are already lit when a game starts and the third flashes. To earn one, shoot a lit orbit: the inlanes light them, as the shots section says, and shooting an unlit orbit lights it, unless a helper magnet on the near side was active. Those timers never pause, and a lit orbit goes dark once earned. The extra ball from the sixth light lasts only for the current ball, and after it the Spiral resets to the first award at your next ball. Until you have the Spiral extra ball, shoot any lit orbit you see, especially the Right Orbit.

The helper magnets on the orbitsWhy the ball sometimes stops dead at the back of the table

There is a magnet on each orbit near the back of the table, and in set situations the machine switches one on to catch the ball and hand it to the upper-left flipper for a clean shot. The three cases you will use: with the jackpot lit in Multiball, the left magnet catches balls from either orbit for the Player Piano; with the Camera lit, or during Town Square Madness, the right magnet catches balls for the Camera or the Hitchhiker Lane; with a Spiral orbit lit, the far magnet catches the ball. They never work on the Powerball, never during Lost in the Zone, and never on the Right Orbit while the Gumball Machine is lit. In any multiball, a ball that gets all the way round past an active magnet is scored as a Powerball Loop. How firmly the magnets catch on your table has not been checked.

Battle the Power: how the Powerfield and Magna-Flip workThrow the ball out of the top of the Powerfield

Lighting it. Battle the Power lights on the Right Ramp at the third hitchhiker and every tenth after, from its Door panel, from every second Spiral award, from the red zone of the Super Skill Shot, and, if the machine is set that way, at the start of every game. Lit battles play at the same time and are remembered while the Powerfield is unavailable.

The fight. With Battle the Power lit, shoot the Right Ramp: the Bridge Diverter swings aside and the ball rides into the top-left corner of the Powerfield. Your flipper buttons now work Magna-Flip, the two magnets in the bottom corners. You have at least ten seconds, plus a grace moment, to throw the ball out through the hole at the top. Fail and it falls out of the bottom into the jet bumpers.

What it pays. The Powerfield value starts at five million. Each of the four switches on the lower walls adds 500,000, and the sensor at the top exit adds twice that. After your first win the switches are worth 750,000 for the rest of the game, after your second a million. Beating the Power doubles the Powerfield value, gives you the flashing Door panel (moving the flashing light on, exactly as the Player Piano would), and lights the two Power Payoff targets under the Player Piano for ten million. Everything the Powerfield pays also goes into your end-of-ball bonus, with no known limit.

How to flip. Press the button for just long enough: too short and the ball barely moves, too long and the magnet slows it on its way out. Practise gently, one press at a time. A stronger style is to keep flipping with whichever magnet is nearest the ball, bouncing it between the two nearest walls until it is thrown free toward the top. Never press both buttons at once, and never flip as fast as you can. A small nudge with one solid throw helps, but you can tilt on the Powerfield: a tilt is the penalty for shaking the machine too hard, and it ends the ball. One trick: as the ball enters and drops past the right-hand magnet, one press on that magnet can throw it straight out of the top. How strongly the magnets throw on your table has not been tested, so start gently.

When not to fight. If something valuable is flashing, such as Lite Extra Ball, remember that failing dumps the ball into the jet bumpers, which move the flashing panel on. The Player Piano may be the safer way to earn it.

The bonus multiplierRight inlane, then the Left Ramp

Shoot the Left Ramp while the right inlane has just lit it and your bonus multiplier goes up one step, from 2X to a maximum of 5X, and that ramp counts two Robots instead of one. The multiplier is never carried into the next ball. It multiplies the base of your end-of-ball bonus, which is 500,000 for every hitchhiker and 500,000 for every Door panel you hold, so late in a long game one step can be worth tens of millions.

Combos and the Hidden LaneShots in a row, mostly not worth chasing

A combo is a set of shots made one straight after another. Left Ramp then Right Ramp, before GUM or BALL is spelled for the next lock, is the one you will hit by accident: five million. Longer chains on through the Player Piano, the Camera or the Hitchhiker Lane pay ten million for three shots and twenty for four. The four-shot ones run through the Hidden Lane, the narrow gap behind the Slot Machine that sends the ball to the upper-right flipper. Combos are off in every multiball. Ignore them apart from the ones that happen on their own.

Play more than one thing at once

playing two features at the same time

  1. Prepare. Spell GUMBALL and lock one or two balls.
  2. Start a round. Clock Millions, Greed, The Spiral, Town Square Madness, Super Slot and Clock Chaos continue into Multiball.
  3. Start Multiball. Greed is especially strong because its targets also raise the jackpot.
  4. Know the pause. Door panels, Camera awards, combos and Spiral awards wait until one ball remains.

Do not start Multiball when the handle is one panel away. Earn the panel first. If Super Skill Shot is lit, it takes priority over Multiball at the Left Ramp.

Keep the game going

Extra balls

Most extra balls light at the Lock Lane. Shoot it from the lower-left flipper before the ball ends. The main routes are:

Slingshots move the outlane light. Keep it on the left and try to earn it during multiball, when losing one ball does not end the turn.

The big finish

Lost in the Zone

Lost in the Zone finale: six chrome balls and one white Powerball race across a cosmic playfield toward a glowing central door, surrounded by fourteen illuminated panels, the empty red gumball machine and a clock nearing midnight
Lost in the ZoneAll fourteen panels lit and the handle flashing: six balls for forty-five seconds, with the Right Ramp sending the ball to the Powerfield for fifty-million jackpots.

Fourteen panels light the handle. Earn it at the Player Piano for a 45-second, six-ball finale. The game combines Clock Millions, Town Square Madness, Powerball Mania, Greed, Odd Change and Super Slot.

Prepare

Shoot

  1. Right Ramp early. It sends the ball to the Powerfield for 50M jackpots.
  2. Left Ramp next. It relights the Right Ramp and scores 10M.
  3. Clock Target late. Its value rises as the hands advance.
  4. Greed Targets anytime. Lower-left misses often reach Town Square.

When time expires, the machine totals the running features, refills the Gumball Machine and clears the Door for another trip.

Between the big moments

Survival

Control the kickout

The Slot Machine returns toward the right flipper. Raise it to settle the ball or let the ball bounce across before choosing a shot.

Avoid Town Square

The bumpers sit beside the left outlane. Save bumper work for multiball, especially late in a game.

Respect the lock

The Lock Lane can reject toward the middle. Shoot from a stopped lower-left flipper and expect the rebound.

Send Powerball home

The lighter white ball ignores magnets and is harder to settle. Move it to the lower-left flipper, then shoot the Right Orbit.

What is worth chasing

Scoring

Bonus

Door panels, hitchhikers, and points scored during several timed features add to the end-of-ball bonus. The Camera award named Collect Bonus pays the current total immediately without resetting it, so save that award for late in a strong ball.

Reliable value

Later Gumball loads pay 25M. Super Slot pays 10–20M a shot. Spiral Breakthrus pay 15M and can repeat.

Words this machine uses

Playfield terms

Machine vocabulary
Word What it means
The Door The rectangle of lights in the lower middle: fourteen panels round the edge, GUM, BALL and the two locks in the middle, and the handle for Lost in the Zone.
Door panel One of the fourteen awards or rounds. Flashing means next; steady means you have it.
Lite On a panel name: it lights something for you rather than paying points.
GUMBALL GUM from the Left Ramp, BALL from the Right Ramp. Spelling it lights a lock and the Gumball Machine.
Lock The Lock Lane keeps your ball and you get another. Locks lead to multiball.
Jackpot The big award at the Player Piano during multiball.
Robot One count per Left Ramp or Lock Lane. Robots light extra balls and the Camera.
Hitchhiker One count per trip down the Hitchhiker Lane. The third and every tenth lights Battle the Power.
Triple Pickup Left Orbit, then the Hitchhiker Lane straight after: three hitchhikers.
Town Square The three jet bumpers, and the value they advance.
Dead End The far-left hole that awards the Town Square value.
Spiral The orbits. A Spiral value is what a lit orbit pays from the row of six lights; a Breakthru is an extra orbit award in The Spiral round.
The Power, Battle the Power The magnet fight on the Powerfield. Beat it by throwing the ball out of the top.
Magna-Flip The two magnets in the Powerfield's bottom corners, worked by your flipper buttons.
Powerfield The raised pyramid on the left.
Powerball The white ceramic ball that magnets cannot hold.
Powerball Payoff The sum paid the moment Powerball Mania starts: ten million, plus five for each Greed Target hit while the Powerball is loose.
Gumball Loading the Gumball Machine through the Right Orbit.
Camera The hole behind the upper-left flipper and its eight awards.
Odd Change Random points from the dark Player Piano.
Power Payoff The two red targets under the Player Piano: ten million after you beat the Power.
Greed Targets The seven yellow 5 MILLION targets.
Fast Lock A Door panel: a falling value at the Lock Lane that starts a multiball.
Lost in the Zone The finale. Six balls, forty-five seconds.
Skill shot, Super Skill Shot The three switches in the plunger lane, and the same shot with bigger prizes after the Super Skill Shot panel.
Rocket The pocket under the upper-right flipper that fires a skill-shot ball into the jet bumpers.
Extra ball Another turn after this ball drains. Lit and earned at the Lock Lane.
Special A free game credit, not a ball.

Your table

Your table

This guide follows Kevin Martin’s 1994 L-4 arcade rulesheet. This cabinet runs the VPW recreation with later tz_94h home code, so trust the display wherever it differs.

Operator settings can change lock count, extra-ball thresholds, ball save and outlane behavior. The Powerball’s starting slot is random. Exact launch strength and kickout ball returns must be learned on this cabinet.